| Lance of Faith - Half-Elf |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Wisdom vs. Reflex |
| Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. |
| Increase damage to 2d8 + Wisdom modifier at 21st level. |
| Priest's Shield - Half-Elf |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Righteous Brand - Half-Elf |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Sacred Flame - Half-Elf |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Wisdom vs. Reflex |
| Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. |
| Increase damage to 2d6 + Wisdom modifier at 21st level. |
| Cleave - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes damage equal to your Strength modifier. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Reaping Strike - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier. |
| Sure Strike - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength + 2 vs. AC |
| Hit: 1[W] damage. |
| Increase damage to 2[W] at 21st level. |
| Tide of Iron - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be using a shield. |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Bolstering Strike - Half-Elf |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. AC |
| Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier. |
| Increase damage to 2[W] + Charisma modifier at 21st level. |
| Enfeebling Strike - Half-Elf |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. AC |
| Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn. |
| Increase damage to 2[W] + Charisma modifier at 21st level. |
| Holy Strike - Half-Elf |
| |
| Encounter ♦ Divine, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Valiant Strike - Half-Elf |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength + 1 per enemy adjacent to you vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Careful Attack - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding two melee weapons or a ranged weapon. |
| Target: One creature |
| Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged). |
| Hit: 1[W] damage (melee) or 1[W] damage (ranged). |
| Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level. |
| Hit and Run - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target. |
| Nimble Strike - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Special: Shift 1 square before or after you attack |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Increase damage to 2[W] + Dexterity modifier at 21st level. |
| Twin Strike - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding two melee weapons or a ranged weapon. |
| Targets: One or two creatures |
| Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks |
| Hit: 1[W] damage per attack. |
| Increase damage to 2[W] at 21st level. |
| Deft Strike - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Special: You can move 2 squares before the attack. |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Increase damage to 2[W] + Dexterity modifier at 21st level. |
| Piercing Strike - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 1[W] + Dexterity modifier damage. |
| Increase damage to 2[W] + Dexterity modifier at 21st level. |
| Riposte Strike - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level. |
| Sly Flourish - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier + Charisma modifier damage. |
| Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level. |
| Dire Radiance - Half-Elf |
| |
| Encounter ♦ Arcane, Fear, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage. |
| Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. |
| Eldritch Blast - Half-Elf |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma or Constitution vs. Reflex |
| Hit: 1d10 + Charisma or Constitution modifier damage. |
| Increase damage to 2d10 + Charisma or Constitution modifier at 21st level. |
| Special: At 1st level. you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can’t change it later. |
| Eyebite - Half-Elf |
| |
| Encounter ♦ Arcane, Charm, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn. |
| Increase damage to 2d6 + Charisma modifier at 21st level. |
| Hellish Rebuke - Half-Elf |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Reflex |
| Hit: 1d6 + Constitution modifier fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage. |
| Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. |
| Commander's Strike - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: An ally of your choice makes a melee basic attack against the target |
| Hit: Ally’s basic attack damage + your Intelligence modifier. |
| Furious Smash - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Fortitude |
| Hit: Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost. |
| Viper's Strike - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice. |
| Wolf Pack Tactics - Half-Elf |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Ghost Sound - Half-Elf |
| |
| Encounter ♦ Arcane, Illusion |
| Standard Action |
| Ranged 10 |
| Target: One object or unoccupied square |
| Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. |
| Light - Half-Elf |
| |
| Encounter ♦ Arcane |
| Minor Action |
| Ranged 5 |
| Target: One object or unoccupied square |
| Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. |
| Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. |
| Mage Hand - Half-Elf |
| |
| Encounter ♦ Arcane, Conjuration |
| Minor Action |
| Ranged 5 |
| Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. |
| Sustain Minor: You can sustain the hand indefinitely. |
| Special: You can create only one hand at a time. |
| Prestidigitation - Half-Elf |
| |
| Encounter ♦ Arcane |
| Standard Action |
| Ranged 2 |
| Effect: Use this cantrip to accomplish one of the effects given below. |
| ♦ Move up to 1 pound of material. |
| ♦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. |
| ♦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. |
| ♦ Instantly light (or snuff out) a candle, a torch, or a small campfire. |
| ♦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. |
| ♦ Make a small mark or symbol appear on a surface for up to 1 hour. |
| ♦ Produce out of nothingness a small item or image that exists until the end of your next turn. |
| ♦ Make a small, handheld item invisible until the end of your next turn. |
| Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. |
| Special: You can have as many as three prestidigitation effects active at one time. |
| Cloud of Daggers - Half-Elf |
| |
| Encounter ♦ Arcane, Force, Implement |
| Standard Action |
| Area Blast 1 square within 10 squares |
| Target: Each creature in square |
| Attack: Intelligence vs. Reflex |
| Hit: 1d6 + Intelligence modifier force damage. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action. |
| Magic Missile - Half-Elf |
| |
| Encounter ♦ Arcane, Force, Implement |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 2d4 + Intelligence modifier force damage. |
| Increase damage to 4d4 + Intelligence modifier at 21st level. |
| Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. |
| Ray of Frost - Half-Elf |
| |
| Encounter ♦ Arcane, Cold, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Scorching Burst - Half-Elf |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 1d6 + Intelligence modifier fire damage. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Thunderwave - Half-Elf |
| |
| Encounter ♦ Arcane, Implement, Thunder |
| Standard Action |
| Close Blast 3 |
| Target: Each creature in blast |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Illusory Ambush - Half-Elf |
| |
| Encounter ♦ Arcane, Illusion, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Will |
| Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Thundering Armor - Half-Elf |
| |
| Encounter ♦ Arcane, Implement, Thunder |
| Standard Action |
| Ranged 10 |
| Primary Target: One ally |
| Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack. |
| Secondary Target: One creature adjacent to the primary target |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d6 + Intelligence modifier thunder damage, and you push the secondary target 1 square away from the primary target. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Aggravating Force - Half-Elf |
| |
| Encounter ♦ Arcane, Force, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 1[W] + Intelligence modifier force damage. Until the end of your next turn, the next attack against the target from one of your allies gains a +2 power bonus to the attack roll. |
| Increase damage to 2[W] + Intelligence modifier at 21st level. |
| Booming Blade - Half-Elf |
| |
| Encounter ♦ Arcane, Thunder, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 1[W] + Intelligence modifier damage, and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6 + Constitution modifier tunder damage. |
| Increase damage to 2[W] + Intellignece modifier at 21st level. |
| Greenflame Blade - Half-Elf |
| |
| Encounter ♦ Arcane, Fire, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 1[W] + Intelligence modifier fire damage, and you deal fire damage equal to your Strength modifier to all enemies adjacent to the target. |
| Increase damage to 2[W] + Intelligence modifier at 21st level. |
| Lightning Lure - Half-Elf |
| |
| Encounter ♦ Arcane, Implement, Lightning |
| Standard Action |
| Ranged 3 |
| Target: One creature |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d6 + Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Special: If you cannot pull the target to an adjacent square, this power fails and deals no damage. |
| Sword Burst - Half-Elf |
| |
| Encounter ♦ Arcane, Force, Implement |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 1d6 + Inteligence modifier force damage. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Dwarven Second Wind - Basic Action |
| |
| Encounter ♦ Basic, Healing |
| Minor Action |
| Personal |
| Effect: Spend a healing surge to regain hit points (see “Healing,” page 293). A typical healing surge is one quarter your maximum hit points. |
| Special: +2 Bonus to All Defenses until the start of your next turn. |
| Total Defense - Basic Action |
| |
| At-Will ♦ Basic |
| Standard Action |
| Personal |
| Effect: +2 Bonuses to all defenses until the start of your next turn. |
| Trip - Basic Action |
| |
| At-Will ♦ Basic, Optional |
| Standard Action |
| Melee Weapon |
| Requirement: Your target must be no more than 1 size larger than you. |
| Special: A target with a stable base (Ooze or serpent) cannot be tripped. |
| Target: One adjacent creature |
| Attack: Dexterity vs. Reflex |
| Hit: The target is knocked prone. If you succeed by 10 or more, the target is also dazed until the end of your next round (save ends). |
| Special: Subtract 5 from your attack roll if the target is larger than you. Add 5 to your attack roll if your target is smaller than you. Subtract 10 from your attack roll if the target has four or more legs. |
| Disarm - Basic Action |
| |
| At-Will ♦ Basic, Weapon, Optional |
| Standard Action |
| Melee Weapon |
| Opposed Rolls: You and your target make basic melee attack rolls against each other with your respective weapons. |
| Special: If your target has a two handed weapon, or a versatile weapon with both hands free, they recieve a +4 to their attack roll. |
| Special: If your target does not have a melee weapon equipped, their attack roll is at a -4. |
| Special: If either you or your target is using a light weapon, apply an additional -4 to the attack roll. |
| Hit: If you beat your target’s attack roll, your target is at a -4 to their attacks until the end of your next round. If you beat their attack roll by more than 5, they lose their weapon and it falls into a square adjacent to both of you (their choice). |
| Miss: If your target beats your attack roll, they get an opportunity attack against you. |
| Squeeze - Basic Action |
| |
| At-Will ♦ Basic |
| Move Action |
| Personal |
| Smaller Space: A Large, Huge, or Gargantuan creature reduces its space by 1. For example, a Large creature that squeezes has a space of 1 (1 square) instead of 2 (4 squares). A Huge creature’s space changes from 3 (9 squares) to 2 (4 squares). When a Medium or smaller creature squeezes, the DM decides how narrow a space the creature can occupy. If an effect prevents a creature from leaving a square in order to squeeze, the creature cannot squeeze. |
| Half Speed: As part of the same move action, move up to half your speed. |
| –5 Attack Penalty: You have a –5 penalty to attack rolls until you return to your normal space. |
| Grant Combat Advantage: You grant combat advantage to all enemies until you return to your normal space. |
| Provoke Opportunity Attacks: If squeezing causes any part of your space to leave a square adjacent to an enemy, that enemy can make an opportunity attack against you. |
| Ending a Squeeze: You can end a squeeze as a free action. You return to your normal space. You have to occupy a space that includes the space you occupied when you stopped squeezing. |
| Ready an Action - Basic Action |
| |
| At-Will ♦ Basic |
| Standard Action |
| Personal |
| Choose Ready Action: Choose the specific action you are readying (what attack you plan to use, for example) as well as your intended target. You can ready a standard action, a move action, or a minor action. Whichever action you choose, the act of readying it is a standard action. |
| Choose Trigger: Choose the action that will trigger your readied action. When that action occurs, you can use your readied action. If the trigger doesn’t occur or you choose to ignore it, you can’t use your readied action, and you take your next turn as normal. |
| Immediate Reaction: A readied action is an immediate reaction. It takes place after your enemy completes the action that triggers it. |
| Reset Initiative: After you resolve your readied action, move your place in the initiative order to directly before the creature or the event that triggered your readied action. |
| Opportunity Attack - Basic Action |
| |
| At-Will ♦ Basic |
| Immediate Interrupt |
| Melee Touch |
| Melee Basic Attack: An opportunity attack is a melee basic attack (page 287). |
| Moving Provokes: If an enemy leaves a square adjacent to you, you can make an opportunity attack against that enemy. However, you can’t make one if the enemy shifts or teleports or is forced to move away by a pull, a push, or a slide. |
| Ranged Powers Provoke: If an enemy adjacent to you uses a ranged power or an area power, you can make an opportunity attack against that enemy. |
| Once per Turn: You can take only one opportunity action during another combatant’s turn, but you can take any number during a round. |
| Able to Attack: You can’t make an opportunity attack unless you are able to make a melee basic attack and you can see your enemy. |
| Interrupts Target’s Action: An opportunity action takes place before the target finishes its action. After the opportunity attack, the creature resumes its action. If the target is reduced to 0 hit points or fewer by the opportunity attack, it can’t finish its action because it’s dead or dying. |
| Threatening Reach: Some creatures have an ability called threatening reach. This lets them make opportunity attacks against nonadjacent enemies. If an enemy leaves a square that’s within the creature’s reach, or if an enemy anywhere within the creature’s reach makes a ranged attack or an area attack, the creature can make an opportunity attack against that enemy. |
| Escape - Basic Action |
| |
| At-Will ♦ Basic |
| Move Action |
| Personal |
| Acrobatics or Athletics: Make an Acrobatics check vs. Reflex or an Athletics check vs. Fortitude against the creature or effect that immobilized you. |
| Check: Resolve your check. |
| Success: You end the grab and can shift as part of this move action. |
| Failure: You’re still grabbed. |
| Crawl - Basic Action |
| |
| At-Will ♦ Basic |
| Move Action |
| Personal |
| Requirement: You must be prone. |
| Movement: Move up to half your speed. |
| Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you. |
| Coup de Grace - Basic Action |
| |
| At-Will ♦ Basic |
| Standard Action |
| Melee Touch |
| Helpless Target: You can deliver a coup de grace against a helpless enemy adjacent to you. Use any attack power you could normally use against the enemy, including a basic attack. |
| Hit: You score a critical hit. |
| Slaying Outright: If you deal damage greater than or equal to the target’s bloodied value, the target dies. |
| Aid Another - Basic Action |
| |
| At-Will ♦ Basic |
| Standard Action |
| Melee Touch |
| Attack Roll: Choose a target within your melee reach and make a melee basic attack vs. AC 10. If you succeed, deal no damage, but choose one ally. That ally gets a +2 bonus to his or her next attack roll against the target or to all defenses against the target’s next attack. This bonus ends if not used by the end of your next turn. |
| Skill/Ability Check: You can instead aid a skill check or an ability check made by an adjacent ally. Make a DC 10 skill check or ability check. If you succeed, you give a +2 bonus to your ally’s next check using the same skill or ability. This bonus ends if not used by the end of the ally’s next turn. |
| Use Action Point - Basic Action |
| |
| Encounter ♦ Basic |
| Free Action |
| Personal |
| Effect: You use an action point to gain an extra action or to activate a paragon path feature or feat. |
| Special: If you are within line of sight of a Warlord, you gain a benefit from their Commanding Presence. |
| Shift - Basic Action |
| |
| At-Will ♦ Basic |
| Move Action |
| Personal |
| Movement: Move 1 square. |
| No Opportunity Attacks: If you shift out of a square adjacent to an enemy, you don’t provoke an opportunity attack. |
| Difficult Terrain: Because each square of difficult terrain costs 1 extra square to enter, you can’t normally shift into a square of difficult terrain, unless you’re able to shift multiple squares or you’re able to ignore the effects of difficult terrain. |
| Special Movement Modes: You can’t shift when using a form of movement that requires a skill check. For ex-ample, if you’re climbing or swimming, you can’t shift if you would need to make an Athletics check to use that kind of movement. |
| Acrobatic Stunt - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Move Action |
| Personal |
| Skill: Acrobatics |
| Acrobatic Stunt: Standard action or move action, depending on the stunt. |
| ♦ DC: Base DC 15. |
| ♦ Success: You perform an acrobatic stunt. |
| ♦ Failure: You fail to pull off the stunt and might fall or suffer some other consequence. |
| Action / Typical DC |
| Swing from a Chandelier / DC 15 |
| Jump onto a table / DC 15 |
| Slide down a staircase on shield / DC 18 |
| Somersault back 1 square / DC 15 |
| Somersault over opponent (1 square) / DC 20 |
| Somersault over opponent (not straight across) / DC 23 |
| Balance - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Move Action |
| Personal |
| Skill: Acrobatics |
| ♦ Success: You can move one-half your speed across a narrow or unstable surface |
| ♦ Fail by 4 or Less: You stay in the square you started in and lose the rest of your move action, but you don’t fall. You can try again as part of a move action |
| ♦ Fail by 5 or More: You fall off the surface (see “Falling,” page 284) and lose the rest of your move action. If you are trying to move across an unstable surface that isn’t narrow, you instead fall prone in the square you started in. You can try again as part of a move action if you’re still on the surface. |
| ♦ Grant Combat Advantage: While you are balancing, enemies have combat advantage against you. |
| ♦ Taking Damage: If you take damage, you must make a new Acrobatics check to remain standing. |
| Surface / Acrobatics DC |
| Narrow or unstable / 20 |
| Very narrow (less than 6 inches) / +5 |
| Narrow and unstable / +5 |
| Wet or slippery / +8 |
| Slanted / +3 |
| Distractions (combat, etc.) / +5 |
| Escape from Restraints - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Personal |
| Skill: Acrobatics Make an Acrobatics check to slip free of restraints. |
| Escape from Restraints: 5 minutes. |
| ♦ DC: Base DC 20. The DC is determined by the type of restraint and its quality, as set by the DM. |
| ♦ Fast Escape: You can make an escape attempt as a standard action, but the DC increases by 10. |
| ♦ Success: You slip free of a physical restraint. |
| ♦ Failure: You can try again only if someone else aids you. Escaping From / DC Hemp Rope / 20 Silk Rope / 23 Rope uses complex tie / +5 Cheap Metal Loop Handcuffs / 18 Good Metal Handcuffs / 25 Excellent Metal Handcuffs / 30 Handcuffs have stiff separator bar / +5 |
| Reduce Falling Damage - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Personal |
| Skill: Acrobatics |
| Requirement: Must be trained in Acrobatics If you fall or jump down from a height, you can make an Acrobatics check to reduce the amount of falling damage you take. |
| Reduce Falling Damage: Free action if you fall or a move action if you jump down. |
| ♦ Damage Reduced: Make an Acrobatics check, and reduce the amount of falling damage you take by one-half your check result (round down). |
| Example: The floor beneath Kora swings open over a pit, and she makes an Acrobatics check to reduce the falling damage. The pit is 40 feet deep, resulting in 24 points of damage (from a roll of 4d10). Her Acrobatics check result is 21, which reduces the damage by 10. She takes 14 points of damage from the fall. |
| Detect Magic: Identify Ritual - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Personal |
| Skill: Arcana |
| Requirement: Must be trained in Arcana |
| ♦ DC: DC 20 + one-half the ritual’s level. You must be able to see or otherwise detect the ritual’s effects. |
| ♦ Success: You identify the ritual and its category. |
| ♦ Failure: You can’t try to identify the ritual again until after an extended rest. |
| Detect Magic: Identify Conjuration or Zone - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Minor Action |
| Personal |
| Skill: Arcana |
| Requirement: Must be trained in Arcana |
| ♦ DC: DC 15 + one-half the power’s level. You must be able to see the effect of the conjuration or zone. |
| ♦ Success: You identify the power used to create the effect and its power source and keywords. |
| ♦ Failure: You can’t try to identify the effect again during this encounter. |
| Detect Magic: Identify Magical Effect - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Personal |
| Skill: Arcana |
| Requirement: Must be trained in Arcana |
| ♦ DC: DC 20 + one-half the effect’s level, if any. You must be able to see or otherwise detect the effect |
| ♦ Not a Power or a Ritual: The magical effect must be neither from a magic item nor the product of a power or a ritual. |
| ♦ Success: You learn the effect’s name, power source, and keywords, if any of those apply. |
| ♦ Failure: You can’t try to identify the effect again until after an extended rest. |
| Detect Magic: Sense the Presence of Magic - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Short Rest |
| Personal |
| Skill: Arcana |
| Requirement: Must be trained in Arcana |
| ♦ DC: DC 20 + one-half the level of a magic item, power (conjuration or zone), ritual, or magical phenomenon within range. |
| ♦ Area of Detection: You can detect magic within a number of squares equal to 5 + your level in every direction, and you can ignore any sources of magical energy you’re already aware of. Ignore all barriers; you can detect magic through walls, doors, and such. |
| ♦ Success: You detect each source of magical energy whose DC you meet. You learn the magic’s power source, if any. If the source of magical energy is within line of sight, you pinpoint its location. If it’s not within line of sight, you know the direction from which the magical energy emanates, but you don’t know the distance to it. |
| ♦ Failure: Either you detected nothing or there was nothing in range to detect. You can’t try again in this area until after an extended rest. |
| Climb - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Move Action |
| Personal |
| Skill: Athletics |
| ♦ DC: See the table. If you use a climber’s kit, you get a +2 bonus to your Athletics check. If you can brace yourself between two surfaces, you get a +5 bonus to your check. |
| ♦ Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square |
| ♦ Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you don’t fall. You can try again as part of a move action |
| ♦ Fail by 5 or More: You fall (see “Falling,” page 284) and lose the rest of your move action. |
| ♦ Grant Combat Advantage: While you are climbing, all enemies have combat advantage against you. |
| ♦ Uses Movement: Count the number of squares you climb as part of your move. |
| ♦ Taking Damage: If you take damage while climbing, you must make a Climb check using the DC for the surface you’re climbing. If that damage makes you bloodied, increase the DC by 5. If you fail the check, you fall from your current height. If you try to catch hold when you fall, add the damage you take to the DC to catch yourself. |
| ♦ Catch Hold: If you fall while climbing, you can make an Athletics check as a free action to catch hold of something to stop your fall. The base DC to catch hold of something is the DC of the surface you were climbing plus 5, modified by circumstances. You can make one check to catch hold. If you fail, you can’t try again unless the DM rules otherwise. |
| ♦ Climb Speed: While climbing, creatures that have a climb speed (such as monstrous spiders) use that speed, ignore difficult terrain, do not grant combat advantage because of climbing, and do not make Athletics checks to climb. Surface Athletics / DC Ladder / 0 Rope / 10 Uneven surface (cave wall) / 15 Rough surface (brick wall) / 20 Slippery surface / +5 Unusually smooth surface / +5 |
| High Jump - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Move Action |
| Personal |
| Skill: Athletics |
| ♦ Distance Jumped Vertically: Make an Athletics check and divide your check result by 10 (round down). This is the number of feet you can leap up. The result determines the height that your feet clear with a jump. To determine if you can reach something while leaping, add your character’s height plus one-third rounded down (a 6-foot-tall character would add 8 feet to the final distance, and a 4-foottall character would add 5 feet). |
| ♦ Running Start: If you move at least 2 squares before making the jump, divide your check result by 5, not 10. |
| ♦ Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move (page 284). |
| Long Jump - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Move Action |
| Personal |
| Skill: Athletics |
| Distance Jumped Horizontally: Make an Athletics check and divide your check result by 10 (don’t round the result). This is the number of squares you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your move action. |
| ♦ Distance Cleared Vertically: The vertical distance you clear is equal to one-quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your move action. |
| ♦ Running Start: If you move at least 2 squares before making the jump, divide your check result by 5, not 10. |
| ♦ Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move (page 284). |
| Swim - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Move Action |
| Personal |
| Skill: Athletics |
| DC: See the table. |
| ♦ Success: You swim at one-half your speed, or you stay afloat and tread water |
| ♦ Fail by 4 or Less: Stay where you are and lose the rest of your move action. You can try again as part of a move action |
| ♦ Fail by 5 or More: Sink 1 square and risk suffocation by drowning (details are in Chapter 9 of the Dungeon Master’s Guide). |
| ♦ Uses Movement: Count the number of squares you swim as part of your move. |
| ♦ Swim Speed: While swimming, creatures that have a swim speed (such as sahuagin) use that speed and do not make Athletics checks to swim. |
| Water Athletics / DC |
| Calm / 10 |
| Rough / 15 |
| Stormy / 20 |
| Forage Underground - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Short Rest |
| Personal |
| Skill: Dungeoneering |
| Forage: 1 hour. |
| ♦ DC: DC 15 to find food and water for one person, DC 25 for up to five people. The DM might adjust the DC in different environments (5 lower in a cultivated environment or 5 higher in a barren one). |
| ♦ Success: You find enough food and water for 24 hours. |
| ♦ Failure: You find no food or water. You can forage again but in a different area. |
| Endurance - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| No Action |
| Personal |
| Skill: Endurance |
| ♦ DC: See the table. The check DC varies based on the situation and the level of a hazard. |
| ♦ Success: You endure a particular situation. |
| ♦ Failure: You can’t try again until circumstances change or a certain amount of time has elapsed. Task Endurance / DC |
| Endure extreme weather / Base 15 |
| Resist disease / Varies |
| Ignore Hunger (after 3 weeks) / 20 + 5 per day |
| Ignore Thirst (after 3 days) / 20 + 5 per day |
| Hold breath (each round after 3 minutes) / 20 + 5 per round |
| Swim or tread water (after 1 hour) / 15 + 2 per hour |
| Hold breath (maintain in a round you take damage) / 20 |
| Forage Outdoors - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Short Rest |
| Personal |
| Skill: Nature |
| Forage: 1 hour |
| ♦ DC: DC 15 to find food and water for one person, DC 25 for up to five people. The DM might adjust the DC in different environments (5 lower in a cultivated environment or 5 higher in a barren one). |
| ♦ Success: You find enough food and water for 24 hours. |
| ♦ Failure: You find no food or water. You can forage again but in a different area. |
| Handle Animal - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Personal |
| Skill: Nature Make a Nature check to calm down a natural beast, teach a natural beast some tricks, or otherwise handle a natural beast. Handling a natural beast is usually part of a skill challenge that requires a number of successes. |
| Riding - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Move Action |
| Personal |
| Skill: Nature Make a Nature check to control a horse or riding animal while in combat or in unusual circumstances. A typical DC is 15, but your DM will assign DC’s based on the situation. |
| Search - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| No Action |
| Personal |
| Skill: Perception |
| ♦ Searching: When actively searching an area or looking for something specific, assume you’re searching each adjacent square. The DM might allow you to do this as a standard action, but usually searching requires at least 1 minute. |
| Listen Perception / DC |
| Battle / 0 |
| Normal conversation / 10 |
| Whispers / 20 |
| Through a door / +5 |
| Through a wall / +10 |
| More than 10 squares away / +2 |
| Spot or Search / Perception DC |
| Barely hidden / 10 |
| Well hidden / 25 |
| More than 10 squares away / +2 |
| Find Tracks / Perception DC |
| Soft ground (snow, loose dirt, mud) / 15 |
| Hard ground (wood or stone) / 25 |
| Rain or snow since tracks were made / +10 |
| Each day since tracks were made / +2 |
| Quarry obscured its tracks / +5 |
| Huge or larger creature / –5 |
| Group of ten or more / –5 |
| Stealth - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Move Action |
| Personal |
| Skill: Stealth |
| ♦ Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy’s passive Perception check. If you move more than 2 squares during the move action, you take a – 5 penalty to the Stealth check. If you run, the penalty is –10. |
| ♦ Becoming Hidden: You can make a Stealth check against an enemy only if you have superior cover or total concealment against the enemy or if you’re outside the enemy’s line of sight. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you don’t have superior cover or total concealment and aren’t outside the enemy’s line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up. |
| ♦ Success: You are hidden, which means you are silent and invisible to the enemy (see “Concealment” and “Targeting What You Can’t See,” page 281). |
| ♦ Failure: You can try again at the end of another move action. |
| ♦ Remaining Hidden: You remain hidden as long as you meet these requirements. |
| Keep Out of Sight: If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy. You don’t need superior cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can’t use another creature as cover to remain hidden. |
| Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don’t remain hidden from any enemy that can hear you. |
| Keep Still: If you move more than 2 squares during an action, you must make a new Stealth check with a –5 penalty. If you run, the penalty is –10. If any enemy’s passive Perception check beats your check result, you don’t remain hidden from that enemy. |
| Don’t Attack: If you attack, you don’t remain hidden. |
| ♦ Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can’t become hidden again as part of that same action. |
| ♦ Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don’t make a new check), you don’t remain hidden from that enemy. Also, if an enemy tries to enter your space, you don’t remain hidden from that enemy. |
| Streetwise - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Short Rest |
| Personal |
| Skill: Streetwise |
| Streetwise: Using this skill takes 1 hour and might be part of a skill challenge. |
| ♦ DC: See the table. |
| ♦ Success: You collect a useful bit of information, gather rumors, find out about available jobs, or locate the best deal. |
| ♦ Failure: You can try again, but you might draw attention to yourself if you keep chasing after the same information. |
| Settlement and Information / Streetwise DC |
| Typical settlement / 15 |
| Hostile settlement / 20 |
| Totally alien settlement / 30 |
| Information is readily available / –2 |
| Information is hard to come by / +5 |
| Information is secret or closely guarded / +10 |
| Disable Trap - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Personal |
| Skill: Thievery |
| ♦ DC: See the table. You get a +2 bonus to the check if you use thieves’ tools. |
| ♦ Delay Trap: You get a +5 bonus to the check if you try to delay a trap, rather than disable it. |
| ♦ Success: You disable or delay the trap. Disabling a trap makes it harmless until it resets. Delaying a trap makes the trapped area safe for passage until the end of your next turn |
| ♦ Fail by 4 or Less: Nothing happens. You can try again as a new action |
| ♦ Fail by 5 or More: You trigger the trap. |
| Trap Thievery / DC |
| Heroic tier / 20 |
| Paragon tier / 30 |
| Epic tier / 35 |
| Open Lock - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Personal |
| Skill: Thievery |
| ♦ DC: See the table. You get a +2 bonus to the check if you use thieves’ tools. |
| ♦ Success: You pick the lock. |
| ♦ Failure: You can try again as a new action. |
| Lock Thievery / DC |
| Heroic tier / 20 |
| Paragon tier / 30 |
| Epic tier / 35 |
| Pick Pocket - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Personal |
| Skill: Thievery |
| ♦ DC: DC 20 + one-half your target’s level. If in combat, you take a –10 penalty to your check. |
| ♦ Success: You lift a small object from the target without the target noticing |
| ♦ Fail by 4 or Less: You don’t get the object, but the target didn’t notice. You can try again as a new action |
| ♦ Fail by 5 or More: You don’t get the object, and the target notices your failed attempt |
| Sleight of Hand - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Personal |
| Skill: Thievery |
| ♦ DC: Base DC 15. |
| ♦ Success: You palm an unattended, small object or perform an act of legerdemain. |
| ♦ Failure: You can still pick up the object, but onlookers see you pick it up, or they see through your act of legerdemain. |
| Monster Knowledge Check - Basic Action |
| |
| Encounter ♦ Basic, Skill |
| No Action |
| Personal |
| Use the following skills for each type of monster: |
| Arcana: Fey, Elemental, Shadow, or Construct. |
| Dungeoneering: Aberrant. |
| Nature: Natural. |
| Religion: Immortal or Undead. |
| Success: You identify a creature as well as its type, typical temperament, and keywords. Higher results give you information about the creature’s powers, resistances, and vulnerabilities. |
| Failure: You don’t recall any pertinent information. The DM might allow you to make a new check if further information comes to light. |
| Monster Knowledge DC: |
| Name, type, and keywords 15 |
| Powers 20 |
| Resistances and vulnerabilities 25 |
| Paragon tier creature +5 |
| Epic tier creature +10 |
| Bluff for Advantage - Basic Action |
| |
| Encounter ♦ Basic, Skill |
| Standard Action |
| Melee 1 |
| Attack: Bluff vs. Insight. |
| Hit: You gain Combat Advantage against your opponent until the end of your next turn. |
| Bluff to Hide - Basic Action |
| |
| Encounter ♦ Basic, Skill |
| Standard Action |
| Ranged Sight |
| Attack: Bluff vs. Insight |
| Special: Once per combat encounter, you can create a diversion to hide. As a standard action, make a Bluff check opposed by the passive Insight check of any enemy that can see you. If you succeed, make a Stealth check opposed by the passive Perception check of any enemy present. If the Stealth check succeeds against an enemy, you are hidden from that enemy until the end of your turn or until you attack. |
| First Aid - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Melee 1 |
| Use Second Wind: Make a DC 10 Heal check to allow an adjacent character to use his or her second wind (page 291) without the character having to spend an action. The character doesn’t gain the defense bonuses normally granted by second wind. |
| Stabilize the Dying: Make a DC 15 Heal check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character’s current hit point total doesn’t change as a result of being stabilized. |
| Grant Saving Throw: Make a DC 15 Heal check. If you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the end of his or her next turn. |
| Intimidate - Basic Action |
| |
| At-Will ♦ Basic, Skill |
| Standard Action |
| Ranged 20 |
| Attack: Intimidate vs. Will |
| Hostile Enemy +10 to Will |
| Unfriendly Enemy +5 to Will Cannot speak their language -5 to Intimidate |
| Special: If you attempt to intimidate multiple enemies at once, make a separate Intimidate check against each enemy’s Will defense. Each target must be able to see and hear you. |
| Hit: You force a bloodied target to surrender, get a target to reveal secrets against its will, or cow a target into taking some other action. |
| Miss: If you attempted to intimidate the target during combat, you can’t try again against that target during this encounter. |
| Target Becomes Hostile: Using Intimidate usually makes a target hostile toward you, even if you don’t succeed on the check. |
| Falling - Basic Action |
| |
| At-Will ♦ Basic |
| Free Action |
| Personal |
| ♦ Falling Damage: You take 1d10 damage for each 10 feet you fall. |
| Fast Alternative: If you fall more than 50 feet, take 25 damage per 50 feet, plus 1d10 per 10 extra feet. |
| ♦ Prone: You fall prone when you land, unless you take no damage from the fall. |
| ♦ Jumping Down: If you are trained in Acrobatics, you can make a check to reduce the amount of damage you take from a fall. See page 181. |
| ♦ Catching Yourself: If a power or a bull rush (page 287) forces you over a precipice or into a pit, you can immediately make a saving throw to avoid going over the edge. This saving throw works just like a normal saving throw, except you make it as soon as you reach the edge, not at the end of your turn. |
| Lower than 10: Failure. You fall over the edge. |
| 10 or higher: Success. You fall prone at the edge, in the last square you occupied before you would have fallen. The forced movement ends. |
| ♦ Large, Huge, and Gargantuan Creatures: If only part of a creature’s space is over a pit or a precipice, the creature doesn’t fall. |
| Double Move - Basic Action |
| |
| At-Will ♦ Basic |
| Move Action |
| Personal |
| ♦ Same Move Action: To double move, you have to take the same move action twice in a row on the same turn. |
| ♦ One Speed: When you double move, add the speeds of the two move actions together and then move. |
| ♦ Occupied Squares: When you double move, your first move action can end in an ally’s space, because you’re not stopping. Your second move action can’t end in an ally’s space, as normal. |
| ♦ Difficult Terrain: When you double move, you can sometimes move over more squares of difficult terrain than normal, because you add the speeds of the two move actions together and then move. For example, if your speed is 5, you can enter only 2 squares of difficult terrain when you walk. If you double move by walking twice in a row, you can enter 5 squares of difficult terrain, not 4. |
| Run - Basic Action |
| |
| At-Will ♦ Basic |
| Move Action |
| Personal |
| Speed +2: Move up to your speed + 2. For example, if your speed is normally 6, you can move up to 8 squares when you run. |
| Penalty: –5 Penalty to Attack Rolls until the start of your next turn. |
| Grant Combat Advantage: As soon as you begin running, you grant combat advantage to all enemies until the start of your next turn. |
| Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you. |
| Second Wind - Basic Action |
| |
| Encounter ♦ Basic, Healing |
| Standard Action |
| Personal |
| Effect: Spend a healing surge to regain hit points (see “Healing,” page 293). A typical healing surge is one quarter your maximum hit points. |
| Special: +2 Bonus to All Defenses until the start of your next turn. |
| Dwarven Resilience: You can use your second wind as a minor action instead of a standard one. |
| Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier. |
| Second Wind - Basic Action |
| |
| Encounter ♦ Basic, Optional |
| Standard Action |
| Personal |
| Effect: You use your Second Wind to regain your Encounter powers but are not able to use a Healing surge. |
| Bull Rush - Basic Action |
| |
| At-Will ♦ Basic |
| Standard Action |
| Melee or Ranged weapon |
| Target: You can bull rush a target adjacent to you that is smaller than you, the same size category as you, or one category larger than you. |
| Attack: Make a Strength vs. Fortitude. Do not add any modifiers for the weapon you use. |
| Hit: Push the target 1 square, and shift into the vacated space. |
| Impossible Push: If there’s no square you can push the target into, your bull rush has no effect. |
| Charge - Basic Action |
| |
| At-Will ♦ Basic, Weapon |
| Standard Action |
| Melee weapon |
| Move and Attack: Move your speed as part of the charge and make a melee basic attack or a bull rush at the end of your move. |
| Bonus: +1 to the Attack Roll or Bull Rush. |
| Movement Requirements: You must move at least 2 squares from your starting position, and you must move directly to the nearest square from which you can attack the enemy. You can’t charge if the nearest square is occupied. Moving over difficult terrain costs extra squares of movement as normal. |
| Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you. |
| No Further Actions: After you resolve a charge attack, you can’t take any further actions this turn, unless you spend an action point to take an extra action. |
| Grab - Basic Action |
| |
| At-Will ♦ Basic |
| Standard Action |
| Melee 1 |
| Target: You can attempt to grab a creature that is smaller than you, the same size category as you, or one category larger than you. The creature must be within your melee reach (don’t count extra reach from a weapon). |
| Attack: Make a Strength vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free to make a grab attempt. |
| Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn. The creature you grab can attempt to escape on its turn (see “Escape”). |
| Sustain Minor: You sustain a grab as a minor action. You can end a grab as a free action. |
| Special: If you are affected by a condition that prevents you from taking opportunity actions (such as dazed, stunned, surprised, or unconscious), you immediately let go of a grabbed enemy. If you move away from the creature you’re grabbing, you let go and the grab ends. If a pull, a push, or a slide moves you or the creature you’re grabbing out of your reach, the grab ends. |
| Sustain Standard: To move a grabbed target, you must succeed on a Strength attack. However, helpless allies are treated as objects; you just pick them up and move them. |
| Attack: Make a Strength vs. Fortitude. Do not add any weapon modifiers. |
| Hit: Move up to half your speed and pull the grabbed target with you. |
| Opportunity Attacks: If you pull the target, you and the target do not provoke opportunity attacks from each other, and the target doesn’t provoke opportunity attacks from adjacent enemies. However, if you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you. |
| Fate of the Void - Warlock (Star) |
| |
| At-Will ♦ Arcane, Curse |
| Immediate Reaction |
| Ranged Sight |
| Trigger: An enemy under your Warlock’s Curse is reduce to 0 hit points or fewer (attack roll, saving throw, skill check, or ability check). If you don’t use this bonus by the end of the turn, it is lost. This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your |
| Effect: Gain a +1 bonus to any single d20 roll you make during your next turn, you gain a +3 bonus to a d20 roll during your turn. |
| Stand Your Ground - Dwarf |
| |
| At-Will ♦ Basic |
| Immediate Interrupt |
| Personal |
| Effect: When a power forces you to move -- through a pull, a push, or a slide -- you can choose to move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. |
| Special: When an attack would knock you prone, you can immediately make a saving throw to avoid falling prone. |
| Misty Step - Warlock (Fey) |
| |
| At-Will ♦ Arcane, Curse, Teleportation |
| Immediate Reaction |
| Ranged Sight |
| Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer |
| Effect: You can immediately teleport 3 squares as a free action. |
| Dark One's Blessing - Warlock (Infernal) |
| |
| At-Will ♦ Arcane, Curse |
| Immediate Reaction |
| Ranged Sight |
| Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer |
| Effect: Immediately gain temporary hit points equal to your level. |
| Shadow Walk - Warlock (All) |
| |
| At-Will ♦ Arcane |
| No Action |
| Personal |
| Effect: On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn. |
| Channel Divinity: Divine Fortune - Cleric |
| |
| Encounter ♦ Divine |
| Free Action |
| Personal |
| Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn. |
| First Strike - Rogue |
| |
| At-Will ♦ Weapon |
| No Action |
| Personal |
| Effect: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter. |
| Prime Shot - Warlock (All) |
| |
| At-Will ♦ Weapon |
| No Action |
| Personal |
| Effect: If none of your allies are nearer to your target than you are, you recieve a +1 bonus to ranged attack rolls against that target. |
| Prime Shot - Ranger |
| |
| At-Will ♦ Weapon |
| No Action |
| Personal |
| Effect: If none of your allies are nearer to your target than you are, you recieve a +1 bonus to ranged attack rolls against that target. |
| Channel Divinity: Turn Undead - Cleric |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Burst 2 (5 at 11th level, 8 at 21st level) |
| Target: Each undead creature in burst |
| Attack: Wisdom vs. Will |
| Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. |
| Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level. |
| Miss: Half damage, and the target is not pushed or immobilized. |
| Healing Word - Cleric |
| |
| Encounter ♦ Divine, Healing |
| Minor Action |
| Close Burst 5 (10 at 11th level, 15 at 21st level) |
| Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. |
| Target: You or one ally |
| Effect: The target can spend a healing surge and regain an additional 1d6 hit points. |
| Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level. |
| Lance of Faith - Cleric 1 |
| |
| At-Will ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Wisdom vs. Reflex |
| Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. |
| Increase damage to 2d8 + Wisdom modifier at 21st level. |
| Priest’s Shield - Cleric 1 |
| |
| At-Will ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Righteous Brand - Cleric 1 |
| |
| At-Will ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Sacred Flame - Cleric 1 |
| |
| At-Will ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Wisdom vs. Reflex |
| Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. |
| Increase damage to 2d6 + Wisdom modifier at 21st level. |
| Cause Fear - Cleric 1 |
| |
| Encounter ♦ Divine, Fear, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Wisdom vs. Will |
| Hit: The target moves its speed + your Charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. |
| Divine Glow - Cleric 1 |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Blast 3 |
| Target: Each enemy in blast |
| Attack: Wisdom vs. Reflex |
| Hit: 1d8 + Wisdom modifier radiant damage. |
| Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn. |
| Healing Strike - Cleric 1 |
| |
| Encounter ♦ Divine, Healing, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge. |
| Wrathful Thunder - Cleric 1 |
| |
| Encounter ♦ Divine, Thunder, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier thunder damage, and the target is dazed until the end of your next turn. |
| Avenging Flame - Cleric 1 |
| |
| Daily ♦ Divine, Fire, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends). |
| Miss: Half damage, and no ongoing fire damage. |
| Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage. |
| Beacon of Hope - Cleric 1 |
| |
| Daily ♦ Divine, Healing, Implement |
| Standard Action |
| Close Burst 3 |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Will |
| Hit: The target is weakened until the end of its next turn. |
| Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter. |
| Cascade of Light - Cleric 1 |
| |
| Daily ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Wisdom vs. Will |
| Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends). |
| Miss: Half damage, and the target gains no vulnerability. |
| Guardian of Faith - Cleric 1 |
| |
| Daily ♦ Conjuration, Divine, Implement, Radiant |
| Standard Action |
| Ranged 5 |
| Effect: You conjure a guardian that occupies 1 square within range. Every round, you can move the guardian 3 squares as a move action. The guardian lasts until the end of the encounter. Any enemy that ends its turn next to the conjured guardian is subject to a Wisdom vs. Fortitude attack. On a hit, the attack deals 1d8 + Wisdom modifier radiant damage. Creatures can move through the space occupied by the guardian. |
| Bless - Cleric 2 |
| |
| Daily ♦ Divine |
| Standard Action |
| Close Burst 20 |
| Targets: You and each ally in burst |
| Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls. |
| Cure Light Wounds - Cleric 2 |
| |
| Daily ♦ Divine, Healing |
| Standard Action |
| Melee touch |
| Target: You or one creature |
| Effect: The target regains hit points as if it had spent a healing surge. |
| Divine Aid - Cleric 2 |
| |
| Encounter ♦ Divine |
| Standard Action |
| Ranged 5 |
| Target: You or one ally |
| Effect: The target makes a saving throw with a bonus equal to your Charisma modifier. |
| Sanctuary - Cleric 2 |
| |
| Encounter ♦ Divine |
| Standard Action |
| Ranged 10 |
| Target: You or one creature |
| Effect: The target receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of your next turn. |
| Shield of Faith - Cleric 2 |
| |
| Daily ♦ Divine |
| Standard Action |
| Close Burst 5 |
| Targets: You and each ally in burst |
| Effect: The targets gain a +2 power bonus to AC until the end of the encounter. |
| Blazing Beacon - Cleric 3 |
| |
| Encounter ♦ Divine, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier radiant damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn. |
| Command - Cleric 3 |
| |
| Encounter ♦ Charm, Divine, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Wisdom vs. Will |
| Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Charisma modifier. |
| Daunting Light - Cleric 3 |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Wisdom vs. Reflex |
| Hit: 2d10 + Wisdom modifier radiant damage. |
| Effect: One ally you can see gains combat advantage against the target until the end of your next turn. |
| Split the Sky - Cleric 3 |
| |
| Encounter ♦ Divine, Thunder, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Fortitude |
| Hit: 1[W] + Strength modifier thunder damage, and you push the target 2 squares and knock it prone. |
| Consecrated Ground - Cleric 5 |
| |
| Daily ♦ Divine, Healing, Radiant, Zone |
| Standard Action |
| Close Burst 1 |
| Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Charisma modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your Charisma modifier. |
| Sustain Minor: The zone persists. |
| Rune of Peace - Cleric 5 |
| |
| Daily ♦ Charm, Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Will |
| Hit: 1[W] + Strength modifier damage, and the target cannot attack (save ends). |
| Miss: The target cannot attack you until the end of your next turn. |
| Spiritual Weapon - Cleric 5 |
| |
| Daily ♦ Conjuration, Divine, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Wisdom vs. AC |
| Hit: 1d10 + Wisdom modifier damage. |
| Effect: You conjure a weapon that appears in the target’s square and attacks. Your allies gain combat advantage against the target. You can move the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of your next turn. |
| Sustain Minor: When you sustain the power, repeat the attack. Your allies continue to gain combat advantage against the weapon’s target. |
| Weapon of the Gods - Cleric 5 |
| |
| Daily ♦ Divine, Radiant, Weapon |
| Minor Action |
| Melee touch |
| Target: One held weapon |
| Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s next turn. |
| Bastion of Health - Cleric 6 |
| |
| Encounter ♦ Divine, Healing |
| Minor Action |
| Ranged 10 |
| Target: You or one ally |
| Effect: The target can spend a healing surge. Add your Charisma modifier to the hit points regained. |
| Cure Serious Wounds - Cleric 6 |
| |
| Daily ♦ Divine, Healing |
| Standard Action |
| Melee touch |
| Target: You or one creature |
| Effect: The target regains hit points as if it had spent two healing surges. |
| Divine Vigor - Cleric 6 |
| |
| Daily ♦ Divine, Healing |
| Minor Action |
| Close Burst 5 |
| Targets: You and each ally in burst |
| Effect: Each target regains the use of his or her second wind. |
| Holy Lantern - Cleric 6 |
| |
| At-Will ♦ Conjuration, Divine |
| Standard Action |
| Ranged 3 |
| Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 power bonus to Perception and Insight checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can have only a single holy lantern active at a time. |
| Awe Strike - Cleric 7 |
| |
| Encounter ♦ Divine, Fear, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Will |
| Hit: 1[W] + Strength modifier damage, and the target is immobilized until the end of your next turn. |
| Break the Spirit - Cleric 7 |
| |
| Encounter ♦ Charm, Divine, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Wisdom vs. Will |
| Hit: 2d8 + Wisdom modifier radiant damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn. |
| Searing Light - Cleric 7 |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Wisdom vs. Reflex |
| Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn. |
| Strengthen the Faithful - Cleric 7 |
| |
| Encounter ♦ Divine, Healing, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and you and each ally adjacent to the target can spend a healing surge. Add your Charisma modifier to the hit points regained. |
| Astral Defenders - Cleric 9 |
| |
| Daily ♦ Conjuration, Divine, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Effect: You conjure two soldiers, each occupying 1 square within range. The conjured soldiers don’t attack normally, but whenever an opportunity attack would be provoked from a conjured soldier, the soldier makes a Wisdom vs. Reflex attack. On a hit, the attack deals 1d10 + Wisdom modifier radiant damage. You can move one soldier or both a total of 3 squares as a move action. Creatures can move through the spaces occupied by the soldiers. The soldiers last until the end of the encounter. |
| Blade Barrier - Cleric 9 |
| |
| Daily ♦ Conjuration, Divine, Implement |
| Standard Action |
| Area Wall 5 within 10 squares |
| Effect: You conjure a wall of contiguous squares filled with spinning blades of astral energy that lasts until the end of your next turn. The wall can be up to 5 squares long and up to 2 squares high. The spaces occupied by the blade barrier are difficult terrain. If a creature enters the barrier’s space or starts its turn there, it takes 3d6 + Wisdom modifier damage plus ongoing 5 damage (save ends). |
| Sustain Minor: The barrier persists. |
| Divine Power - Cleric 9 |
| |
| Daily ♦ Divine, Healing, Radiant, Weapon |
| Standard Action |
| Close Burst 2 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. Fortitude |
| Hit: 2[W] + Strength modifier radiant damage, and you push the target 1 square. |
| Effect: Until the end of the encounter, you gain regeneration 5, and you and each ally within the burst gain a +2 power bonus to AC. |
| Flame Strike - Cleric 9 |
| |
| Daily ♦ Divine, Fire, Implement |
| Standard Action |
| Area Burst 2 within 10 squares |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Reflex |
| Hit: 2d10 + Wisdom modifier fire damage, and ongoing 5 + Wisdom modifier fire damage (save ends). |
| Miss: Half damage, and no ongoing fire damage. |
| Astral Refuge - Cleric 10 |
| |
| Daily ♦ Divine, Healing, Teleportation |
| Standard Action |
| Melee touch |
| Target: One willing ally |
| Effect: The target is whisked away to a place of safety in the Astral Sea for 3 rounds. While there, the target can spend a healing surge each round but cannot take any other actions. At the end of the effect, the target reappears in the space he or she left or, if the space is not vacant, in the nearest unoccupied space. |
| Knights of Unyielding Valor - Cleric 10 |
| |
| Daily ♦ Conjuration, Divine |
| Standard Action |
| Ranged 10 |
| Effect: You conjure four ghostly warriors, each occupying 1 square within range. As a move action, you can move any of the knights 2 squares. They can’t attack or be attacked or damaged, and they last until the end of the encounter. Enemies can’t enter a square occupied by a conjured knight, but allies can move through the knights’ spaces as if the knights were allies. The conjured knights grant cover to allies but not enemies. |
| Mass Cure Light Wounds - Cleric 10 |
| |
| Daily ♦ Divine, Healing |
| Standard Action |
| Close Burst 5 |
| Targets: You and each ally in burst |
| Effect: The targets regain hit points as if they had spent a healing surge. Add your Charisma modifier to the hit points regained. |
| Shielding Word - Cleric 10 |
| |
| Encounter ♦ Divine |
| Immediate Interrupt |
| Ranged 5 |
| Trigger: An ally in range is hit by an attack |
| Effect: The ally gains a +4 power bonus to AC until the end of your next turn. |
| Arc of the Righteous - Cleric 13 |
| |
| Encounter ♦ Divine, Lightning, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier lightning damage. Make a secondary attack. |
| Secondary Target: One creature within 3 squares of you |
| Secondary Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier lightning damage. |
| Inspiring Strike - Cleric 13 |
| |
| Encounter ♦ Divine, Healing, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and you or an ally within 5 squares regains hit points equal to 15 + your Charisma modifier. |
| Mantle of Glory - Cleric 13 |
| |
| Encounter ♦ Divine, Healing, Implement, Radiant |
| Standard Action |
| Close Blast 5 |
| Target: Each enemy in blast |
| Attack: Wisdom vs. Will |
| Hit: 2d10 + Wisdom modifier radiant damage. |
| Effect: Allies in the blast can spend a healing surge. |
| Plague of Doom - Cleric 13 |
| |
| Encounter ♦ Divine, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Wisdom vs. Fortitude |
| Hit: 3d8 + Wisdom modifier damage, and the target takes a penalty to all defenses equal to your Charisma modifier until the end of your next turn. |
| Holy Spark - Cleric 15 |
| |
| Daily ♦ Divine, Lightning, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Will |
| Hit: 2[W] + Strength modifier lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. |
| Miss: Half damage, and no ongoing lightning damage. |
| Purifying Fire - Cleric 15 |
| |
| Daily ♦ Divine, Fire, Healing, Implement |
| Standard Action |
| Area Burst 2 within 10 squares |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Reflex |
| Hit: 3d10 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends). While this power’s ongoing damage is in effect, you and your allies regain hit points equal to 5 + your Charisma modifier when starting a turn adjacent to one or more targets taking the ongoing damage. |
| Miss: Half damage, and no ongoing fire damage. |
| Seal of Warding - Cleric 15 |
| |
| Daily ♦ Divine, Implement, Radiant, Zone |
| Standard Action |
| Close Burst 3 |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Will |
| Hit: 4d10 + Wisdom modifier radiant damage, and the target is slowed until the end of your next turn. |
| Miss: Half damage, and the target is not slowed. |
| Effect: The burst creates a zone of difficult terrain that grants cover to you and your allies against ranged attacks until the end of your next turn. |
| Sustain Minor: The zone persists. |
| Astral Shield - Cleric 16 |
| |
| Encounter ♦ Conjuration, Divine |
| Standard Action |
| Ranged 5 |
| Effect: You conjure a shield that appears in 1 square within range. You and any allies adjacent to the shield gain a +2 bonus to AC. Every round, you can move the shield up to 3 squares within range as a move action. It can’t be attacked or damaged and lasts until the end of the encounter. |
| Cloak of Peace - Cleric 16 |
| |
| Daily ♦ Divine |
| Standard Action |
| Ranged 10 |
| Target: You or one ally |
| Effect: The target gains a +5 power bonus to AC and a +10 power bonus to all other defenses until the end of the encounter. This effect ends if the target makes an attack. |
| Divine Armor - Cleric 16 |
| |
| Daily ♦ Divine, Healing |
| Standard Action |
| Close Burst 3 |
| Targets: You and each ally in burst |
| Effect: You gain a +2 power bonus to AC, and all targets gain resist 5 to all damage until the end of the encounter. |
| Hallowed Ground - Cleric 16 |
| |
| Daily ♦ Divine, Zone |
| Standard Action |
| Close Burst 5 |
| Effect: The burst creates a zone of hallowed ground. You 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. |
| Blinding Light - Cleric 17 |
| |
| Encounter ♦ Divine, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Fortitude |
| Hit: 2[W] + Strength modifier radiant damage, and the target is blinded until the end of your next turn. |
| Enthrall - Cleric 17 |
| |
| Encounter ♦ Charm, Divine, Implement, Psychic |
| Standard Action |
| Area Burst 3 within 10 squares |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Will |
| Hit: 2d10 + Wisdom modifier psychic damage, and the target is immobilized and unable to make attacks against you until the end of your next turn. |
| Sentinel Strike - Cleric 17 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. Choose one ally within 5 squares of you; if the target attacks that ally before the end of your next turn, reduce the target’s damage against that ally to 0. |
| Thunderous Word - Cleric 17 |
| |
| Encounter ♦ Divine, Implement, Thunder |
| Standard Action |
| Close Blast 5 |
| Target: Each enemy in blast |
| Attack: Wisdom vs. Reflex |
| Hit: 3d6 + Wisdom modifier thunder damage, and you push the target a number of squares equal to 3 + your Charisma modifier. |
| Effect: Allies in the blast can shift 1 square. |
| Fire Storm - Cleric 19 |
| |
| Daily ♦ Divine, Fire, Implement, Zone |
| Standard Action |
| Area Burst 5 within 10 squares |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Reflex |
| Hit: 5d10 + Wisdom modifier fire damage. |
| Miss: Half damage. |
| Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that start their turn in this zone take 1d10 + Wisdom modifier fire damage. |
| Sustain Minor: The zone persists. |
| Holy Wrath - Cleric 19 |
| |
| Daily ♦ Divine, Healing, Implement, Radiant |
| Standard Action |
| Close Burst 3 |
| Target: Each enemy in burst |
| Attack: Strength vs. AC |
| Hit: 2d10 + Strength modifier radiant damage. |
| Effect: You gain regeneration 10 and a +2 power bonus to attack rolls until the end of the encounter. |
| Indomitable Spirit - Cleric 19 |
| |
| Daily ♦ Divine, Healing, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Miss: Half damage. |
| Effect: You and each ally within 5 squares of you regain hit points as if you had each spent a healing surge. |
| Knight of Glory - Cleric 19 |
| |
| Daily ♦ Conjuration, Divine, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature adjacent to the ghostly knight |
| Attack: Wisdom vs. AC |
| Hit: 3d10 + Wisdom modifier damage. |
| Effect: You conjure a ghostly knight that occupies 1 square within range, and the knight attacks an adjacent creature. Once per round as a minor action, you can make the knight attack an adjacent creature. Every round, you can move the knight 5 squares as a move action. It lasts until the end of the encounter. |
| Angel of the Eleven Winds - Cleric 22 |
| |
| Daily ♦ Conjuration, Divine |
| Standard Action |
| Ranged 10 |
| Effect: You conjure the likeness of an angel that occupies 1 square within range. The angel grants any target you can see a speed of fly 8 and a +4 power bonus to AC against opportunity attacks. Changing the target is a minor action. A creature that no longer benefits from the effect lands on the ground safely. The angel can’t move or be attacked or damaged, and it lasts until the end of the encounter. |
| Clarion Call of the Astral Sea - Cleric 22 |
| |
| Daily ♦ Divine, Healing, Teleportation |
| Standard Action |
| Ranged 10 |
| Target: You or one willing ally |
| Effect: The target teleports away to a safe location in the Astral Sea and regains hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by you within 5 squares of its previous location. |
| Cloud Chariot - Cleric 22 |
| |
| Daily ♦ Conjuration, Divine |
| Standard Action |
| Ranged 2 |
| Effect: You conjure a chariot of cloudstuff that occupies a 2-by-2 space within range, and a winged horse of cloudstuff that occupies a 2-by-2 space adjacent to the chariot. The horse and chariot have a speed of fly 8. The chariot can carry up to four Small or Medium creatures, and the horse can hold one Small or Medium rider. The chariot grants cover to its occupants. The chariot and the horse can’t attack or be separated, and they can’t be attacked or damaged. They remain until you take an extended rest unless you dismiss them (a free action). |
| Purify - Cleric 22 |
| |
| Daily ♦ Divine |
| Standard Action |
| Close Burst 5 |
| Targets: You and each ally in burst |
| Effect: Every effect that a save can end is removed from the targets. |
| Spirit of Health - Cleric 22 |
| |
| Daily ♦ Conjuration, Divine, Healing |
| Standard Action |
| Ranged 10 |
| Effect: You conjure a spirit that appears in 1 square within range. You or any ally adjacent to or in the same square as the spirit can spend a healing surge as a minor action. The spirit can heal one target per round and regains its healing ability at the start of each of your turns. Creatures can move through the spirit’s space without impediment. The spirit can’t move or be attacked or damaged, and it lasts until the end of the encounter. |
| Astral Blades of Death - Cleric 23 |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Wisdom vs. Reflex |
| Hit: 6d6 + Wisdom modifier radiant damage. |
| Divine Censure - Cleric 23 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. |
| Haunting Strike - Cleric 23 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength + 2 vs. AC |
| Hit: 4[W] + Strength modifier damage. The next attack roll you make against the target gains a +2 power bonus. |
| Healing Torch - Cleric 23 |
| |
| Encounter ♦ Divine, Healing, Implement, Radiant |
| Standard Action |
| Area Burst 5 within 10 squares |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Will |
| Hit: 3d8 + Wisdom modifier radiant damage. |
| Effect: You and each ally in the burst gain a power bonus to AC equal to your Charisma modifier until the end of your next turn and can spend a healing surge. Add your Charisma modifier to the hit points regained. |
| Nimbus of Doom - Cleric 25 |
| |
| Daily ♦ Divine, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 6[W] + Strength modifier radiant damage. |
| Effect: The target takes a –2 penalty to all defenses (save ends). |
| Sacred Word - Cleric 25 |
| |
| Daily ♦ Divine, Implement, Psychic |
| Standard Action |
| Close Burst 5 |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Fortitude |
| Hit: 4d10 + Wisdom modifier psychic damage, and the target is stunned until the end of your next turn. |
| Miss: Half damage, and the target is not stunned. |
| Seal of Binding - Cleric 25 |
| |
| Daily ♦ Divine, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Wisdom vs. Will |
| Hit: 3d10 + Wisdom modifier damage, and the target is stunned and can’t be affected by any attack other than this one until the end of your next turn. |
| Sustain Standard: Each time you sustain the power, you and the target both take 2d10 + Wisdom modifier damage. The target remains stunned and protected against all other attacks. You can’t sustain this power if you are bloodied. |
| Seal of Protection - Cleric 25 |
| |
| Daily ♦ Divine, Implement, Radiant, Zone |
| Standard Action |
| Close Burst 2 |
| Target: Each enemy in burst |
| Attack: Strength vs. Reflex |
| Hit: 3d10 + Strength modifier radiant damage. |
| Effect: The burst creates a protected zone until the end of your next turn. You and each ally within the zone gain a +2 bonus to AC. Enemies that enter the zone end their current movement. |
| Sustain Minor: The zone persists. |
| Punishing Strike - Cleric 27 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength + 4 vs. AC |
| Hit: 4[W] + Strength modifier damage. |
| Sacrificial Healing - Cleric 27 |
| |
| Encounter ♦ Divine, Healing, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you and each ally within 10 squares of you can spend a healing surge. Add your Charisma modifier to the hit points regained. |
| Scourge of the Unworthy - Cleric 27 |
| |
| Encounter ♦ Divine, Implement, Necrotic |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Wisdom vs. Reflex |
| Hit: 4d10 + Wisdom modifier necrotic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. |
| Sunburst - Cleric 27 |
| |
| Encounter ♦ Divine, Healing, Implement, Radiant |
| Standard Action |
| Area Burst 2 within 10 squares |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Will |
| Hit: 3d8 + Wisdom modifier radiant damage. |
| Effect: You and each ally in the burst regain hit points equal to 10 + your Charisma modifier and make a saving throw. |
| Astral Storm - Cleric 29 |
| |
| Daily ♦ Cold, Divine, Fire, Implement, Lightning, Thunder, |
| Standard Action |
| Area Burst burst 5 within 20 squares |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Reflex |
| Hit: 6d10 + Wisdom modifier cold, fire, lightning, and thunder damage. Resistance doesn’t reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target that has vulnerability to any one of the four damage types is subject to that vulnerability. |
| Miss: Half damage. |
| Effect: The burst creates a stormy zone until the end of your next turn. |
| Sustain Minor: When you sustain this power, make a Wisdom vs. Reflex attack against every enemy within the zone, dealing 2d10 + Wisdom modifier lightning damage if you hit and half damage if you miss. |
| Godstrike - Cleric 29 |
| |
| Daily ♦ Divine, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 7[W] + Strength modifier radiant damage. |
| Miss: Half damage. |
| Astral Wave - Angelic Avenger 11 |
| |
| Encounter ♦ Divine, Implement Lightning, Radiant, Thunder |
| Standard Action |
| Close Burst 8 |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Will |
| Hit: 2d8 + Wisdom modifier damage of the energy type you chose for your Astral Vibrance path feature. |
| Angelic Presence - Angelic Avenger 12 |
| |
| Daily ♦ Divine, Fear |
| Minor Action |
| Personal |
| Effect: Enemies gain a –2 penalty to attack rolls against you until the end of the encounter or until you are bloodied. |
| Angel Ascendant - Angelic Avenger 20 |
| |
| Daily ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Attack: Strength vs. AC |
| Hit: 5[W] + Strength modifier damage. |
| Effect: You gain a speed of fly 6 (hover) until the end of the encounter. (See the Dungeon Master’s Guide for rules on hovering.) |
| Prophecy of Doom - Divine Oracle 11 |
| |
| Encounter ♦ Divine |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This power lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit. |
| Reign of Terror - Fighter 25 |
| |
| Daily ♦ Martial, Reliable, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 6[W] + Strength modifier damage, and all of your enemies you can see are marked until the end of your next turn. |
| Supremacy of Steel - Fighter 25 |
| |
| Daily ♦ Martial, Reliable, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 6[W] + Strength modifier damage, and until the end of your next turn the only attacks the target can make are basic attacks. |
| Adamantine Strike - Fighter 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Hit: 4[W] + Strength modifier damage, and the target takes a –2 penalty to AC until the end of your next turn. |
| Cruel Reaper - Fighter 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Primary Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Effect: You can shift 2 squares, and then make a secondary attack. |
| Secondary Target: Each enemy in close burst 1 |
| Secondary Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Diamond Shield Defense - Fighter 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be using a shield. |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage, and you take half damage from the target’s attacks until the end of your next turn. |
| Effect: You gain a +2 power bonus to AC until the end of your next turn. |
| Good Omens - Divine Oracle 12 |
| |
| Daily ♦ Divine |
| Standard Action |
| Ranged 10 |
| Targets: You and each ally in range |
| Effect: The targets gain a +5 power bonus to all d20 rolls until the end of your next turn, but the targets cannot score critical hits while this power is in effect. |
| Hammer of Fate - Divine Oracle 20 |
| |
| Daily ♦ Divine, Implement |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Wisdom vs. Will |
| Hit: 5d10 + Wisdom modifier damage. |
| Miss: Rewind your turn to the moment before you made the attack, and you don’t use this power. Choose a different standard action this turn. You can’t use hammer of fate again until the next encounter. |
| Solar Wrath - Radiant Servant 11 |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Burst 8 |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Will |
| Hit: 3d8 + Wisdom modifier radiant damage. If the target is either an undead creature or a demon, it is also stunned until the end of your next turn. |
| Healing Sun - Radiant Servant 12 |
| |
| Daily ♦ Divine, Healing, Radiant, Zone |
| Standard Action |
| Close Burst 2 |
| Effect: The burst creates a zone of divine light until the end of your next turn. You and each ally who ends his or her turn within the zone regain hit points equal to 5 + your Charisma modifier. A demon or an undead creature that enters the zone or starts its turn there takes 1d10 + your Charisma modifier radiant damage. |
| Sustain Standard: The zone persists. |
| Special: The zone ends at the end of your turn if you are bloodied. |
| Radiant Brilliance - Radiant Servant 20 |
| |
| Daily ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Wisdom vs. Reflex |
| Hit: 3d10 + Wisdom modifier radiant damage. |
| Effect: At the start of your next turn, the target is the center |
| of a burst 5 radiant explosion that affects only your enemies: Wisdom vs. Will; 3d10 radiant damage; half damage on a miss. |
| Battle Cry - Warpriest 11 |
| |
| Encounter ♦ Divine, Healing, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each adjacent enemy |
| Attack: Wisdom vs. Fortitude |
| Hit: 2[W] + Wisdom modifier |
| Effect: You and each bloodied ally within 10 squares of you can spend a healing surge. |
| Battle Favor - Warpriest 12 |
| |
| Daily ♦ Divine, Healing |
| Free Action |
| Personal |
| Trigger: You roll a natural 20 when making a melee attack |
| Effect: Regain hit points as if you had spent two healing surges, or recover one daily power you have already used. Once you use this power, you cannot recover it except by taking an extended rest. |
| Battle Pyres - Warpriest 20 |
| |
| Daily ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Burst 5 |
| Primary Target: Each enemy in burst |
| Attack: Wisdom vs. Will |
| Hit: 2d8 + Wisdom modifier damage, and ongoing 5 radiant damage (save ends). Make a secondary attack. |
| Secondary Target: One creature taking ongoing radiant damage within 5 squares of you |
| Secondary Attack: Wisdom vs. Reflex |
| Hit: 5d10 + Wisdom modifier damage. |
| Sustain Standard: You can make the secondary attack in subsequent rounds as long as at least one of your primary targets is taking ongoing radiant damage. |
| Cleave - Fighter 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes damage equal to your Strength modifier. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Reaping Strike - Fighter 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier. |
| Sure Strike - Fighter 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength + 2 vs. AC |
| Hit: 1[W] damage. |
| Increase damage to 2[W] at 21st level. |
| Tide of Iron - Fighter 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be using a shield. |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Covering Attack - Fighter 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and an ally adjacent to the target can shift 2 squares. |
| Passing Attack - Fighter 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack. |
| Secondary Target: One creature other than the primary target |
| Secondary Attack: Strength + 2 vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Spinning Sweep - Fighter 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and you knock the target prone. |
| Steel Serpent Strike - Fighter 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and the target is slowed and cannot shift until end of your next turn. |
| Brute Strike - Fighter 1 |
| |
| Daily ♦ Martial, Reliable, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Comeback Strike - Fighter 1 |
| |
| Daily ♦ Healing, Martial, Reliable, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and you can spend a healing surge. |
| Villain’s Menace - Fighter 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. |
| Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. |
| Boundless Endurance - Fighter 2 |
| |
| Daily ♦ Healing, Martial, Stance |
| Minor Action |
| Personal |
| Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied. |
| Get Over Here - Fighter 2 |
| |
| Encounter ♦ Martial |
| Move Action |
| Melee 1 |
| Target: One willing adjacent ally |
| Effect: You slide the target 2 squares to a square that is adjacent to you. |
| No Opening - Fighter 2 |
| |
| Encounter ♦ Martial |
| Immediate Interrupt |
| Personal |
| Trigger: An enemy attacks you and has combat advantage against you |
| Effect: Cancel the combat advantage you were about to grant to the attack. |
| Unstoppable - Fighter 2 |
| |
| Daily ♦ Healing, Martial |
| Minor Action |
| Personal |
| Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier. |
| Armor-Piercing Thrust - Fighter 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Weapon: If you’re wielding a light blade or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier. |
| Hit: 1[W] + Strength modifier damage. |
| Weapon: If you’re wielding a light blade or a spear, you gain a bonus to the damage roll equal to your Dexterity modifier. |
| Crushing Blow - Fighter 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Weapon: If you’re wielding an axe, a hammer, or a mace, you gain a bonus to the damage roll equal to your Constitution modifier. |
| Dance of Steel - Fighter 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Weapon: If you’re wielding a polearm or a heavy blade, the target is immobilized until the end of your next turn. |
| Precise Strike - Fighter 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength + 4 vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Rain of Blows - Fighter 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. AC, two attacks |
| Hit: 1[W] + Strength modifier damage. |
| Weapon: If you’re wielding a light blade, a spear, or a flail and have Dexterity 15 or higher, make a secondary attack. |
| Secondary Target: The same or a different target |
| Secondary Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Sweeping Blow - Fighter 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Weapon: If you’re wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier. |
| Hit: 1[W] + Strength modifier damage. |
| Crack the Shell - Fighter 5 |
| |
| Daily ♦ Martial, Reliable, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). |
| Dizzying Blow - Fighter 5 |
| |
| Daily ♦ Martial, Reliable, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends). |
| Rain of Steel - Fighter 5 |
| |
| Daily ♦ Martial, Stance, Weapon |
| Minor Action |
| Personal |
| Effect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks. |
| Dragon Breath - Dragonborn |
| |
| Encounter ♦ Acid, Cold, Fire, Lightning, Poison |
| Minor Action |
| Close Blast 3 |
| Targets: All creatures in area |
| Attack: Strength + 2 vs. Reflex, Constitution + 2 vs. Reflex, or Dexterity + 2 vs. Reflex |
| Hit: 1d6 + Constitution modifier damage. |
| Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level. |
| Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose |
| the power’s damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character’s life and do not change the power’s other effects. |
| Fey Step - Eladrin |
| |
| Encounter ♦ Teleportation |
| Move Action |
| Personal |
| Effect: Teleport up to 5 squares (see “Teleportation,” page 286). |
| Elven Accuracy - Elf |
| |
| Encounter |
| Free Action |
| Personal |
| Effect: Reroll an attack roll. Use the second roll, even if it’s lower. |
| Second Chance - Halfling |
| |
| Encounter |
| Immediate Interrupt |
| Personal |
| Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower. |
| Infernal Wrath - Tiefling |
| |
| Encounter |
| Minor Action |
| Personal |
| Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage. |
| Battle Awareness - Fighter 6 |
| |
| Daily ♦ Martial |
| No Action |
| Personal |
| Effect: You gain a +10 bonus to your initiative check. Use this power after rolling your initiative. |
| Defensive Training - Fighter 6 |
| |
| Daily ♦ Martial, Stance |
| Minor Action |
| Personal |
| Effect: Gain a +2 power bonus to your Fortitude, Reflex, or Will defense. |
| Unbreakable - Fighter 6 |
| |
| Encounter ♦ Martial |
| Immediate Reaction |
| Personal |
| Trigger: You are hit by an attack |
| Effect: Reduce the damage from the attack by 5 + your Constitution modifier. |
| Come and Get It - Fighter 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 3 |
| Target: Each enemy in burst you can see |
| Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. You then make a close attack targeting each adjacent enemy. |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Griffon’s Wrath - Fighter 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and the target takes a –2 penalty to AC until the end of your next turn. |
| Iron Bulwark - Fighter 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Effect: You gain a +1 power bonus to AC (or a +2 bonus if you’re using a shield) until the end of your next turn. |
| Reckless Strike - Fighter 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength –2 vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Sudden Surge - Fighter 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Effect: Move a number of squares equal to your Dexterity modifier (minimum 1). |
| Shift the Battlefield - Fighter 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and you slide the target 1 square. |
| Miss: Half damage. |
| Thicket of Blades - Fighter 9 |
| |
| Daily ♦ Martial, Reliable, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends). |
| Victorious Surge - Fighter 9 |
| |
| Daily ♦ Healing, Martial, Reliable, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge. |
| Into the Fray - Fighter 10 |
| |
| Encounter ♦ Martial |
| Minor Action |
| Personal |
| Effect: You can move 3 squares, as long as you can end your move adjacent to an enemy. |
| Last Ditch Evasion - Fighter 10 |
| |
| Daily ♦ Martial |
| Immediate Interrupt |
| Personal |
| Trigger: You are hit by an attack |
| Effect: You take no damage from the attack that just hit you. However, you are stunned and take a –2 penalty to all defenses until the end of your next turn. |
| Stalwart Guard - Fighter 10 |
| |
| Daily ♦ Martial, Stance |
| Minor Action |
| Personal |
| Effect: Any ally gains a +1 shield bonus to AC while adjacent to you. If you are using a shield, the bonus increases to +2 and applies to Reflex defense as well. |
| Anvil of Doom - Fighter 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and the target is dazed until the end of your next turn. |
| Weapon: If you’re wielding a hammer or a mace, the target is stunned rather than dazed. |
| Chains of Sorrow - Fighter 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the target takes a –2 penalty to all defenses until the end of your next turn. |
| Weapon: If you’re wielding a flail, the target’s takes a penalty to all defenses equal to your Dexterity modifier. |
| Giant’s Wake - Fighter 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. Make a secondary attack. |
| Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier. |
| Secondary Target: Each enemy adjacent to the primary target and within your melee reach |
| Secondary Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier. |
| Silverstep - Fighter 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Targets: One or two creatures |
| Attack: Strength vs. AC, one attack per target |
| Hit: 2[W] + Strength modifier damage, and you push the target 1 square. |
| Weapon: If you’re wielding a spear or a polearm, you push the target a number of squares equal to your Dexterity modifier. |
| Effect: You shift 1 square. |
| Weapon: If you’re wielding a spear or a polearm, you can shift a number of squares equal to your Dexterity modifier. |
| Storm of Blows - Fighter 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Weapon: If you’re wielding a heavy blade or a light blade, you gain a bonus to the damage roll equal to your Dexterity modifier. |
| Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square. |
| Talon of the Roc - Fighter 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the target is slowed until the end of your next turn. |
| Weapon: If you’re wielding a pick or a spear, the target also cannot shift until the end of your next turn. |
| Dragon’s Fangs - Fighter 15 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Targets: One or two creatures |
| Attack: Strength vs. AC, two attacks against one target or one attack against each target |
| Hit: 3[W] + Strength modifier damage. |
| Miss: Half damage. |
| Serpent Dance Strike - Fighter 15 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and the target is knocked prone if it is your size or smaller. |
| Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can shift and repeat the attack up to three times against different targets. |
| Unyielding Avalanche - Fighter 15 |
| |
| Daily ♦ Healing, Martial, Stance, Weapon |
| Minor Action |
| Personal |
| Effect: You gain regeneration equal to your Constitution modifier, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to you takes 1[W] damage and is slowed until the end of its turn, as long as you are able to make opportunity attacks. |
| Interposing Shield - Fighter 16 |
| |
| Encounter ♦ Martial |
| Immediate Interrupt |
| Melee 1 |
| Trigger: An adjacent ally is hit by an attack |
| Effect: The ally gains a +2 power bonus to AC and Reflex defense against the triggering attack. If you are using a shield, increase the bonus to +4. |
| Iron Warrior - Fighter 16 |
| |
| Daily ♦ Healing, Martial |
| Minor Action |
| Personal |
| Effect: You spend a healing surge, regain additional hit points equal to 2d6 + your Constitution modifier, and make a saving throw against one effect that a save can end. |
| Surprise Step - Fighter 16 |
| |
| Encounter ♦ Martial |
| Immediate Reaction |
| Personal |
| Trigger: An adjacent enemy moves away from you |
| Effect: Shift into the square that the enemy vacated. You have combat advantage against that enemy until the end of your next turn. |
| Exacting Strike - Fighter 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength + 6 vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Exorcism of Steel - Fighter 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Hit: 2[W] + Strength modifier damage, and the target drops one weapon it is holding. You can choose to catch the dropped weapon in a free hand or have it land on the ground at your feet (in your square). |
| Harrying Assault - Fighter 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Effect: After the attack, you can move a number of squares equal to your Dexterity modifier and make a melee basic attack after your move. |
| Mountain Breaking Blow - Fighter 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you push the target 3 squares. |
| Effect: After the attack, you can shift the same distance you pushed the target. You must end your move adjacent to the target. |
| Vorpal Tornado - Fighter 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. You push the target 1 square, and it is knocked prone. |
| Warrior’s Challenge - Fighter 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you push the target 2 squares. |
| Special: All of your enemies within 2 squares of the target are marked until the end of your next turn. |
| Devastation’s Wake - Fighter 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Primary Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Miss: Half damage. |
| Effect: Until the start of your next turn, you can make a secondary attack as a free action against any enemy that starts its turn adjacent to you. |
| Secondary Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Reaving Strike - Fighter 19 |
| |
| Daily ♦ Martial, Reliable, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 5[W] + Strength damage, and you push the target 1 square. |
| Strike of the Watchful Guard - Fighter 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. |
| Effect: Until the end of the encounter, you can make a melee basic attack against the target as a free action if you are adjacent to it and it either shifts or attacks one of your allies. |
| Act of Desperation - Fighter 22 |
| |
| Daily ♦ Martial |
| Minor Action |
| Personal |
| Requirement: An ally within 10 squares is dying. |
| Effect: You gain an action point that you must spend during your current turn. |
| No Surrender - Fighter 22 |
| |
| Daily ♦ Healing, Martial |
| No Action |
| Personal |
| Trigger: Your hit points drop to 0 or lower |
| Effect: You regain enough hit points to bring you to one-half your maximum hit points. However, you take a –2 penalty to attack rolls until the end of the encounter. |
| Cage of Chains - Fighter 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Hit: 4[W] + Strength modifier damage. |
| Weapon: If you’re wielding a flail and are adjacent to the target at the end of your turn, the target is restrained until the start of your next turn. |
| Fangs of Steel - Fighter 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. Make a secondary attack. |
| Weapon: If you’re wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier. |
| Secondary Target: One creature adjacent to the primary target and within your melee reach |
| Secondary Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage |
| Weapon: If you’re wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier. |
| Hack ’n’ Slash - Fighter 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. |
| Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier. |
| Paralyzing Strike - Fighter 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Weapon: If you’re wielding a pick, a polearm, or a spear, you can score a critical hit on a roll of 18–20. |
| Hit: 3[W] + Strength modifier damage, and the target is immobilized until the end of your next turn. |
| Skullcrusher - Fighter 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage, and the target is dazed until the end of your next turn. |
| Weapon: If you’re wielding a hammer or a mace, you gain a bonus to the damage roll equal to your Constitution modifier, and your enemy is blinded until the end of your next turn. |
| Warrior’s Urging - Fighter 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 4 |
| Target: Each enemy in burst you can see |
| Effect: You pull each target 3 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. You then make a close attack targeting each adjacent enemy. |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Reaper’s Stance - Fighter 25 |
| |
| Daily ♦ Martial, Stance, Weapon |
| Minor Action |
| Personal |
| Effect: Whenever you use a fighter power, you can score a critical hit on a roll of 19–20, and you gain a power bonus to damage rolls equal to your Dexterity modifier. Any enemy that starts its turn adjacent to you takes 1[W] damage and ongoing 10 damage (save ends), as long as you are able to make opportunity attacks. |
| Indomitable Battle Strike - Fighter 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. |
| Effect: All of your enemies within 10 squares of you are marked until the end of your next turn. |
| Force the Battle - Fighter 29 |
| |
| Daily ♦ Martial, Stance, Weapon |
| Minor Action |
| Personal |
| Effect: You deal an extra 1[W] damage with your at-will and encounter fighter powers. If an enemy starts its turn adjacent to you, you can use an at-will fighter power against it as a free action at the start of its turn, as long as you are able to make opportunity attacks. |
| No Mercy - Fighter 29 |
| |
| Daily ♦ Martial, Reliable, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 7[W] + Strength modifier damage. |
| Storm of Destruction - Fighter 29 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Targets: One or two creatures |
| Attack: Strength vs. AC, one attack per target |
| Hit: 5[W] + Strength modifier damage. |
| Miss: Half damage. |
| Frontline Surge - Iron Vanguard 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You can shift into the square formerly occupied by the target. If you do so, each ally within 2 squares of you can shift 1 square as well. |
| Inexorable Shift - Iron Vanguard 12 |
| |
| Encounter ♦ Martial |
| Move Action |
| Personal |
| Effect: Shift into any adjacent square. If a creature occupies the square into which you shift, you push that creature 1 square. |
| Indomitable Strength - Iron Vanguard 20 |
| |
| Daily ♦ Healing, Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage, and you push the target 1 square and it is knocked prone. In addition, the target is dazed until the end of your next turn. |
| Miss: Half damage. |
| Effect: You can spend a healing surge. |
| Masterstroke - Kensei 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength + 2 vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Ultimate Parry - Kensei 12 |
| |
| Daily ♦ Martial |
| Immediate Reaction |
| Personal |
| Trigger: You take damage from an attack |
| Effect: Reduce the damage by an amount equal to your level. |
| Weaponsoul Dance - Kensei 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the target is knocked prone and immobilized until the end of your next turn. |
| Effect: You can shift 5 squares, and then make a secondary attack. |
| Secondary Target: One creature other than the primary target |
| Secondary Attack: Strength + 2 vs. AC |
| Hit: 2[W] + Strength modifier damage, and the target is knocked prone and immobilized until the end of your next turn. |
| Effect: You can shift 5 squares, and then make a tertiary attack. |
| Tertiary Target: One creature other than the primary and secondary targets |
| Tertiary Attack: Strength + 3 vs. AC |
| Hit: 1[W] + Strength modifier damage, and the target is knocked prone and immobilized until the end of your next turn. |
| All Bets Are Off - Pit Fighter 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. Make a secondary attack against the same target. |
| Secondary Attack: Strength + 2 vs. AC |
| Hit: 1d6 + Strength modifier damage, and the target is dazed until the end of your next turn. |
| Deadly Payback - Pit Fighter 12 |
| |
| Daily ♦ Martial, Weapon |
| Immediate Reaction |
| Personal |
| Trigger: You take damage from a melee attack |
| Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and damage rolls against the enemy that damaged you. |
| Lion of Battle - Pit Fighter 20 |
| |
| Daily ♦ Fear, Martial, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. If the target was bloodied before the attack, it takes +2[W] damage. |
| Miss: Half damage. |
| Effect: If you reduce the target to 0 hit points or fewer, you can make a secondary attack. |
| Secondary Target: Each enemy within 5 squares of you |
| Secondary Attack: Strength vs. Will |
| Hit: The target moves its speed away from you. |
| Precision Cut - Swordmaster 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee pecial) Melee weapon |
| Special: This power can be used as an opportunity attack. |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Hit: 3[W] + Strength modifier damage. |
| Fantastic Flourish - Swordmaster 12 |
| |
| Encounter ♦ Martial |
| Minor Action |
| Ranged 5 |
| Requirement: You make a successful melee attack with a light blade or heavy blade (not a polearm) |
| Target: One enemy other than the one you just hit |
| Effect: The target is marked until the end of your next turn. |
| Crescendo Sword - Swordmaster 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Requirement: You must be wielding a light blade or a heavy blade (not a polearm). |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Effect: If you hit at least one of your enemies, you regain one daily power you have already used. If you miss all enemies, you regain one encounter power you have already used. |
| Channel Divinity: Divine Mettle - Paladin |
| |
| Encounter ♦ Divine |
| Minor Action |
| Close Burst 10 |
| Target: One creature in burst |
| Effect: The target makes a saving throw with a bonus equal to your Charisma modifier. |
| Channel Divinity: Divine Strength - Paladin |
| |
| Encounter ♦ Divine |
| Minor Action |
| Personal |
| Effect: Apply your Strength modifier as extra damage on your next attack this turn. |
| Divine Challenge - Paladin |
| |
| At-Will ♦ Divine, Radiant |
| Minor Action |
| Close Burst 5 |
| Target: One creature in burst |
| Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn. |
| Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge. |
| Lay on Hands - Paladin |
| |
| At-Will ♦ Divine, Healing |
| Minor Action |
| Melee touch |
| Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. |
| Target: One creature |
| Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power. |
| Bolstering Strike - Paladin 1 |
| |
| At-Will ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. AC |
| Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier. |
| Increase damage to 2[W] + Charisma modifier at 21st level. |
| Enfeebling Strike - Paladin 1 |
| |
| At-Will ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. AC |
| Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn. |
| Increase damage to 2[W] + Charisma modifier at 21st level. |
| Holy Strike - Paladin 1 |
| |
| At-Will ♦ Divine, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Valiant Strike - Paladin 1 |
| |
| At-Will ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength + 1 per enemy adjacent to you vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Fearsome Smite - Paladin 1 |
| |
| Encounter ♦ Divine, Fear, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. AC |
| Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier. |
| Piercing Smite - Paladin 1 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Hit: 2[W] + Strength modifier damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn. |
| Radiant Smite - Paladin 1 |
| |
| Encounter ♦ Divine, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier + Wisdom modifier radiant damage. |
| Shielding Smite - Paladin 1 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. AC |
| Hit: 2[W] + Charisma modifier damage. |
| Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Wisdom modifier. |
| On Pain of Death - Paladin 1 |
| |
| Daily ♦ Divine, Implement |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends). |
| Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends). |
| Paladin’s Judgment - Paladin 1 |
| |
| Daily ♦ Divine, Healing, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and one ally within 5 squares of you can spend a healing surge. |
| Miss: One ally within 5 squares of you can spend a healing surge. |
| Radiant Delirium - Paladin 1 |
| |
| Daily ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Reflex |
| Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends). |
| Miss: Half damage, and the target is dazed until the end of your next turn. |
| Astral Speech - Paladin 2 |
| |
| Daily ♦ Divine |
| Minor Action |
| Personal |
| Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter. |
| Martyr’s Blessing - Paladin 2 |
| |
| Daily ♦ Divine |
| Immediate Interrupt |
| Close Burst 1 |
| Trigger: An adjacent ally is hit by a melee or a ranged attack |
| Effect: You are hit by the attack instead. |
| Sacred Circle - Paladin 2 |
| |
| Daily ♦ Divine, Implement, Zone |
| Standard Action |
| Close Burst 3 |
| Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC. |
| Arcing Smite - Paladin 3 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Targets: One or two creatures |
| Attack: Strength vs. AC, one attack per target |
| Hit: 1[W] + Strength modifier damage, and the target is marked until the end of your next turn. |
| Invigorating Smite - Paladin 3 |
| |
| Encounter ♦ Divine, Healing, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier. |
| Righteous Smite - Paladin 3 |
| |
| Encounter ♦ Divine, Healing, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. AC |
| Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier. |
| Staggering Smite - Paladin 3 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier. |
| Hallowed Circle - Paladin 5 |
| |
| Daily ♦ Divine, Implement, Zone |
| Standard Action |
| Close Burst 3 |
| Target: Each enemy in burst |
| Attack: Charisma vs. Reflex |
| Hit: 2d6 + Charisma modifier damage. |
| Effect: The burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while within the zone. |
| Martyr’s Retribution - Paladin 5 |
| |
| Daily ♦ Divine, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC, and you must spend a healing surge without regaining any hit points |
| Hit: 4[W] + Strength modifier radiant damage. |
| Miss: Half damage. |
| Sign of Vulnerability - Paladin 5 |
| |
| Daily ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Fortitude |
| Hit: 3d8 + Charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter. |
| Miss: Half damage, and the target gains no vulnerability |
| Divine Bodyguard - Paladin 6 |
| |
| Daily ♦ Divine |
| Minor Action |
| Ranged 5 |
| Effect: Choose an ally within 5 squares of you. You take half that ally’s damage until the end of the encounter or until you end the effect as a free action. No power or effect can reduce the damage you take from this power. |
| One Heart, One Mind - Paladin 6 |
| |
| Daily ♦ Divine |
| Minor Action |
| Close Burst 6 |
| Targets: You and each ally in burst |
| Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2. |
| Wrath of the Gods - Paladin 6 |
| |
| Daily ♦ Divine |
| Minor Action |
| Close Burst 1 |
| Targets: You and each ally in burst |
| Effect: The targets add your Charisma modifier to damage rolls until the end of the encounter. |
| Beckon Foe - Paladin 7 |
| |
| Encounter ♦ Divine, Implement |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d10 + Charisma modifier damage, and you pull the target a number of squares equal to your Wisdom modifier. |
| Benign Transposition - Paladin 7 |
| |
| Encounter ♦ Divine, Teleportation, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One ally within a number of squares equal to your Wisdom modifier |
| Effect: You and the target swap places. If an enemy is now within your melee reach, you can make a secondary attack against it. |
| Secondary Target: One enemy |
| Secondary Attack: Charisma vs. AC |
| Hit: 2[W] + Charisma modifier damage. |
| Divine Reverence - Paladin 7 |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst |
| Attack: Charisma vs. Will |
| Hit: 1d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. |
| Thunder Smite - Paladin 7 |
| |
| Encounter ♦ Divine, Thunder, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC (If the target is marked by you, the attack can score a critical hit on a roll of 19–20.) |
| Hit: 2[W] + Strength modifier thunder damage, and the target is knocked prone. |
| Crown of Glory - Paladin 9 |
| |
| Daily ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst |
| Attack: Charisma vs. Will |
| Hit: 2d8 + Charisma modifier radiant damage. |
| Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn. |
| Sustain Minor: You can sustain the power’s effect. |
| One Stands Alone - Paladin 9 |
| |
| Daily ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst |
| Attack: Charisma vs. Will |
| Hit: 2d8 + Charisma modifier radiant damage. |
| Effect: The targets are weakened (save ends). |
| Special: You cannot use this power if any allies are within 5 squares of you. |
| Radiant Pulse - Paladin 9 |
| |
| Daily ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Primary Target: One creature |
| Attack: Charisma vs. Fortitude |
| Hit: 1d10 + Charisma modifier radiant damage. Make a secondary attack. |
| Secondary Target: Each enemy adjacent to the primary target |
| Secondary Attack: Charisma vs. Fortitude |
| Hit: 1d10 + Charisma modifier radiant damage, and you push the target 3 squares. |
| Sustain Minor: When you sustain this power, you can repeat the secondary attack (the primary target is the same each time). |
| Miss: Half damage, and no secondary attack. |
| Cleansing Spirit - Paladin 10 |
| |
| Encounter ♦ Divine |
| Minor Action |
| Ranged 5 |
| Target: You or one ally |
| Effect: The target makes a saving throw with a +2 bonus. |
| Noble Shield - Paladin 10 |
| |
| Daily ♦ Divine |
| Immediate Interrupt |
| Personal |
| Trigger: You are targeted by a close attack or an area attack |
| Effect: A close attack or an area attack targeting you automatically hits you, and any of your allies who are also hit take only half damage. This power does not change other effects the attack might cause. |
| Turn the Tide - Paladin 10 |
| |
| Daily ♦ Divine |
| Standard Action |
| Close Burst 3 |
| Targets: You and each ally in burst |
| Effect: The targets make saving throws against every effect that a save can end. |
| Entangling Smite - Paladin 13 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2[W] + Charisma modifier damage, and the target is immobilized until the end of your next turn. |
| Radiant Charge - Paladin 13 |
| |
| Encounter ♦ Divine, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Effect: You can fly a number of squares equal to your Wisdom modifier and make an attack. |
| Target: One creature within your melee reach |
| Attack: Strength vs. AC |
| Special: You must charge as part of this attack. |
| Hit: 3[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. |
| Renewing Smite - Paladin 13 |
| |
| Encounter ♦ Divine, Healing, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. AC |
| Hit: 2[W] + Charisma modifier damage, and one ally within 5 squares of you regains hit points equal to 10 + your Wisdom modifier. |
| Whirlwind Smite - Paladin 13 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and the target is marked until the end of your next turn. |
| Bloodied Retribution - Paladin 15 |
| |
| Daily ♦ Divine, Healing, Weapon |
| Standard Action |
| Melee weapon |
| Special: You can use this power only when you are bloodied. |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. |
| Miss: Half damage. |
| Effect: You can spend a healing surge. |
| Break the Wall - Paladin 15 |
| |
| Daily ♦ Divine, Implement |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Fortitude |
| Hit: 3d10 + Charisma damage, and the target takes a –2 penalty to all defenses (save ends). |
| Miss: Half damage, and the target takes a –1 penalty to all defenses (save ends). |
| True Nemesis - Paladin 15 |
| |
| Daily ♦ Divine, Implement |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d10 + Charisma modifier damage. |
| Miss: Half damage. |
| Effect: Until the end of the encounter, whenever the target is within 5 squares of you and attacks you or an ally, you can make a secondary attack against the target as an immediate reaction. |
| Secondary Attack: Charisma vs. Will |
| Hit: 2d10 + Charisma modifier damage. |
| Miss: Half damage. |
| Angelic Intercession - Paladin 16 |
| |
| Daily ♦ Divine, Teleportation |
| Immediate Interrupt |
| Personal |
| Trigger: An ally within 5 squares of you is hit by an attack |
| Effect: You teleport adjacent to the ally and are hit by the attack instead. |
| Death Ward - Paladin 16 |
| |
| Daily ♦ Divine, Healing |
| Standard Action |
| Melee touch |
| Target: One dying creature |
| Effect: You spend 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 your Charisma modifier to the hit points regained. |
| Enervating Smite - Paladin 17 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2[W] + Charisma modifier damage, and the target is weakened until the end of your next turn. |
| Fortifying Smite - Paladin 17 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. AC |
| Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, you gain a power bonus to AC equal to your Wisdom modifier. |
| Hand of the Gods - Paladin 17 |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst |
| Attack: Charisma vs. Fortitude |
| Hit: 2d10 + Charisma modifier radiant damage, and the target is marked until the end of your next turn. |
| Effect: Until the end of your next turn, allies in the burst gain a power bonus to attack rolls equal to your Wisdom modifier. |
| Terrifying Smite - Paladin 17 |
| |
| Encounter ♦ Divine, Fear, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you push the target a number of squares equal to your Charisma modifier. The target can’t move nearer to you on its next turn. |
| Corona of Blinding Radiance - Paladin 19 |
| |
| Daily ♦ Divine, Radiant, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Charisma vs. Reflex |
| Hit: 3[W] + Charisma modifier radiant damage, and the target is blinded (save ends). |
| Miss: Half damage, and the target is blinded until the end of your next turn. |
| Crusader’s Boon - Paladin 19 |
| |
| Daily ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. |
| Miss: Half damage. |
| Effect: You and allies adjacent to you gain a +1 power bonus to attack rolls until the end of the encounter. |
| Righteous Inferno - Paladin 19 |
| |
| Daily ♦ Divine, Fire, Implement, Zone |
| Standard Action |
| Area Burst 2 within 10 squares |
| Target: Each enemy in burst |
| Attack: Charisma vs. Reflex |
| Hit: 3d10 + Charisma modifier fire damage, and the target grants combat advantage to you and your allies until the end of your next turn. |
| Miss: Half damage, and the target does not grant combat advantage. |
| Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that enter the zone or start their turns there take 1d10 fire damage and grant combat advantage to you and your allies. |
| Sustain Minor: The zone persists. |
| Angelic Rescue - Paladin 22 |
| |
| Daily ♦ Divine, Teleportation |
| Standard Action |
| Ranged Sight |
| Target: One willing ally |
| Effect: The target is teleported from any square you can see to a square within 5 squares of you that is nearer to you than the target’s original square. |
| Cleansing Burst - Paladin 22 |
| |
| Daily ♦ Divine |
| Minor Action |
| Close Burst 5 |
| Targets: You and each ally in burst |
| Effect: All targets make a saving throw against each effect that a save can end. Any penalties to attack rolls or defenses affecting the targets are removed. |
| Gift of Life - Paladin 22 |
| |
| Daily ♦ Divine, Healing |
| Standard Action |
| Melee touch |
| Target: One creature |
| Effect: If the target is alive, it regains hit points no greater than one-half your maximum hit points (your choice), and you take an equal amount of damage. If the target died since the end of your last turn, it returns to life at 0 hit points, and you take damage equal to one-half your maximum hit points. You can’t avoid or reduce this damage in any way. |
| United in Faith - Paladin 22 |
| |
| Daily ♦ Divine, Healing |
| Minor Action |
| Close Burst 5 |
| Targets: You and each ally in burst |
| Effect: Each target can spend a healing surge. |
| Here Waits Thy Doom - Paladin 23 |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 4d10 + Charisma modifier radiant damage, and you pull the target a number of squares equal to your Wisdom modifier (minimum 1). |
| Martyr’s Smite - Paladin 23 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. Until the end of your next turn, any time the target deals damage, you can choose to take that damage. The target’s intended victim takes no damage but is subject to any other effects of the attack. |
| Resounding Smite - Paladin 23 |
| |
| Encounter ♦ Divine, Thunder, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier thunder damage, and the target is knocked prone. Make a secondary attack. |
| Secondary Target: Each enemy adjacent to you other than the primary target |
| Secondary Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier thunder damage, and the target is knocked prone. |
| Sublime Transposition - Paladin 23 |
| |
| Encounter ♦ Divine, Teleportation, Weapon |
| Standard Action |
| Ranged 5 |
| Primary Target: One willing ally |
| Effect: You can teleport the target 5 squares. Until the end of your next turn, you grant the target a power bonus to all defenses equal to your Wisdom modifier. In addition, you teleport to the target’s original space and make a secondary attack. |
| Secondary Target: One creature within your melee reach |
| Secondary Attack: Charisma vs. AC |
| Hit: 3[W] + Charisma modifier damage. |
| Exalted Retribution - Paladin 25 |
| |
| Daily ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. |
| Miss: Half damage. |
| Effect: The target provokes an opportunity attack from you when it attacks (save ends). You gain a +2 bonus to the opportunity attack roll and deal an extra 1[W] damage. |
| To the Nine Hells with You - Paladin 25 |
| |
| Daily ♦ Divine, Fire, Implement |
| Standard Action |
| Close Burst 5 |
| Target: Each enemy in burst |
| Attack: Charisma vs. Will |
| Hit: 6d6 + Charisma modifier damage, and ongoing 10 fire damage (save ends). The target is marked until the end of your next turn. |
| Miss: Half damage, and ongoing 10 fire damage (save ends). The target is marked until the end of your next turn. |
| Blinding Smite - Paladin 27 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Will |
| Hit: 3[W] + Strength modifier damage, and the target is blinded until the end of your next turn. |
| Brand of Judgment - Paladin 27 |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Melee touch |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 4d8 + Charisma modifier radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack whether it hits or misses. |
| Deific Vengeance - Paladin 27 |
| |
| Encounter ♦ Divine, Implement |
| Immediate Reaction |
| Ranged 20 |
| Trigger: A creature within range attacks you |
| Target: The attacking creature |
| Attack: Charisma + 2 vs. Fortitude |
| Hit: 4d10 + Charisma modifier damage, and the target is weakened until the end of your next turn. |
| Restricting Smite - Paladin 27 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 3[W] + Charisma modifier damage, and the target is marked until the end of your next turn. In addition, the target cannot gain line of effect to anyone but you until the end of your next turn. |
| Stunning Smite - Paladin 27 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. Will |
| Hit: 2[W] + Strength modifier damage, and the target is stunned until the end of your next turn. Make a secondary attack. |
| Secondary Target: Each enemy other than the primary target adjacent to you |
| Secondary Attack: Strength vs. Will |
| Hit: 1[W] + Strength modifier damage, and the target is stunned until the end of your next turn. |
| Even Hand of Justice - Paladin 29 |
| |
| Daily ♦ Divine, Implement |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 5d10 + Charisma modifier damage. Whenever the target makes an attack, its attack works as usual, but it takes the full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. |
| Miss: 5d10 + Charisma modifier damage. |
| Special: Many creatures have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target does not gain the benefit of any immunities or resistances. |
| Powerful Faith - Paladin 29 |
| |
| Daily ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. AC |
| Hit: 7[W] + Strength modifier damage. Make a secondary attack. |
| Miss: Half damage, and no secondary attack. |
| Secondary Target: Each enemy within 10 squares of you |
| Secondary Attack: Strength vs. Fortitude |
| Hit: The target is blinded until the end of your next turn. |
| Carving a Path of Light - Astral Weapon 11 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and until the end of your next turn, your allies have combat advantage against any enemy adjacent to you. |
| Pray for More - Astral Weapon 12 |
| |
| Encounter ♦ Divine |
| Free Action |
| Personal |
| Effect: If you don’t like the damage you have rolled with one of your attacks, reroll your damage. You must use the result of the second roll. |
| Astral Whirlwind - Astral Weapon 20 |
| |
| Daily ♦ Divine, Fear, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. In addition, the target takes a –2 penalty to all defenses (save ends). |
| Special: If this attack kills one or more evil or chaotic evil creatures, roll a d20. On a roll of 10 or higher, you can use this power again during this encounter. |
| Hunter’s Grace - Beast Stalker 12 |
| |
| Daily ♦ Martial |
| No Action |
| Personal |
| Effect: Make a Stealth check and use that as your initiative check result. If you get the first turn in the encounter, you can shift up to your speed as a free action before taking any other actions. |
| Beast Stalker’s Target - Beast Stalker 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 4[W] + Dexterity modifier damage. |
| Effect: The target is designated as your quarry until the end of the encounter, and you can designate one additional creature as a quarry following the normal Hunter’s Quarry rules. |
| Wrong Step - Pathfinder 11 |
| |
| Encounter ♦ Martial, Weapon |
| Immediate Interrupt |
| Melee weapon |
| Trigger: An adjacent enemy shifts or moves |
| Target: The enemy |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and the target is immobilized until the end of your next turn. |
| Act Together - Pathfinder 12 |
| |
| Daily ♦ Martial |
| Immediate Reaction |
| Personal |
| Trigger: An ally spends an action point to take an extra action |
| Effect: You gain an action point that you must spend before the end of your next turn. |
| Slasher’s Mark - Pathfinder 20 |
| |
| Daily ♦ Healing, Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Special: You can spend a healing surge before attacking. |
| Primary Target: One creature |
| Attack: Strength vs. AC (main weapon) |
| Hit: 3[W] + Strength modifier damage (main weapon). |
| Effect: The target is marked until the end of the encounter. |
| Secondary Target: One creature other than the primary target |
| Secondary Attack: Strength vs. AC (off-hand weapon) |
| Hit: 2[W] + Strength modifier damage (off-hand weapon). |
| Effect: The target is marked until the end of the encounter. |
| Clearing the Ground - Stormwarden 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Requirement: You must be wielding two melee weapons. |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and you push the target 1 square. |
| Certain Justice - Champion of Order 11 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength + 4 vs. AC |
| Hit: 1[W] damage. If the target is marked by you, it is also weakened and dazed until it is not marked by you. |
| None Shall Pass - Champion of Order 12 |
| |
| Daily ♦ Divine |
| Free Action |
| Personal |
| Effect: Until the end of the encounter, every use of your divine challenge targets two enemies rather than one. |
| Rule of Order - Champion of Order 20 |
| |
| Daily ♦ Divine, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Fortitude |
| Special: If the target has scored a critical hit against you or your allies in this encounter, your attack gains a +2 power bonus and deals +2d10 radiant damage. |
| Hit: 4[W] + Strength modifier damage, and you push the target 1 square. The target is weakened (save ends). |
| Miss: 1[W] + Strength modifier damage, and the target is weakened (save ends). |
| Warding Blow - Hospitaler 11 |
| |
| Encounter ♦ Divine, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature that is marked by you |
| Attack: Charisma vs. AC |
| Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you can make a saving throw. |
| Healing Font - Hospitaler 12 |
| |
| Daily ♦ Divine, Healing |
| Minor Action |
| Personal |
| Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy, you heal an ally. Choose one ally within 10 squares of you. That ally regains a number of hit points equal to 1d6 + your Wisdom modifier. |
| Life-Giving Smite - Hospitaler 20 |
| |
| Daily ♦ Divine, Healing, Radiant, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Charisma vs. Fortitude |
| Hit: 4[W] + Charisma modifier radiant damage. |
| Effect: Choose one ally within 10 squares of you. The ally can spend a healing surge. Add your Charisma modifier to the hit points regained. |
| Just Radiance - Justiciar 11 |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Burst 5 |
| Target: Each enemy marked by you in burst |
| Attack: Charisma vs. Will |
| Hit: 2d8 + Charisma modifier radiant damage, and until the end of your next turn, the target cannot make an attack that does not include you. |
| Strike Me Instead - Justiciar 12 |
| |
| Daily ♦ Divine |
| Immediate Interrupt |
| Personal |
| Trigger: An ally within 5 squares of you is attacked |
| Effect: The attack misses all of your allies it targets, but automatically hits you even if you weren’t a target of the attack. |
| Challenge the Unjust - Justiciar 20 |
| |
| Daily ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Burst 10 |
| Target: Each enemy in burst |
| Attack: Charisma vs. Will |
| Hit: 3d8 + Charisma modifier radiant damage, and the target is marked until the end of your next turn. |
| Miss: Half damage, and the target is marked until the end of your next turn. |
| Careful Attack - Ranger 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding two melee weapons or a ranged weapon. |
| Target: One creature |
| Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged). |
| Hit: 1[W] damage (melee) or 1[W] damage (ranged). |
| Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level. |
| Hit and Run - Ranger 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target. |
| Nimble Strike - Ranger 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Special: Shift 1 square before or after you attack |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Increase damage to 2[W] + Dexterity modifier at 21st level. |
| Twin Strike - Ranger 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding two melee weapons or a ranged weapon. |
| Targets: One or two creatures |
| Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks |
| Hit: 1[W] damage per attack. |
| Increase damage to 2[W] at 21st level. |
| Dire Wolverine Strike - Ranger 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Requirement: You must be wielding two melee weapons. |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Evasive Strike - Ranger 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Target: One creature |
| Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack. |
| Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) |
| Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged). |
| Fox’s Cunning - Ranger 1 |
| |
| Encounter ♦ Martial, Weapon |
| Immediate Reaction |
| Melee or Ranged weapon |
| Trigger: An enemy makes a melee attack against you |
| Attack: You can shift 1 square, then make a basic attack against the enemy. |
| Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier. |
| Two-Fanged Strike - Ranger 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding two melee weapons or a ranged weapon. |
| Target: One creature |
| Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks |
| Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier. |
| Hunter’s Bear Trap - Ranger 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Target: One creature |
| Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) |
| Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and the target is slowed and takes ongoing 5 damage (save ends both). |
| Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn. |
| Jaws of the Wolf - Ranger 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Target: One creature |
| Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks |
| Hit: 2[W] + Strength modifier damage per attack. |
| Miss: Half damage per attack. |
| Split the Tree - Ranger 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Targets: Two creatures within 3 squares of each other |
| Attack: Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets. |
| Hit: 2[W] + Dexterity modifier damage. |
| Sudden Strike - Ranger 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Target: One creature |
| Attack: Strength vs. AC (off-hand weapon) |
| Hit: 1[W] damage (off-hand weapon). |
| Effect: You shift 1 square and make a secondary attack against the target. |
| Secondary Attack: Strength vs. AC (main weapon) |
| Hit: 2[W] + Strength modifier damage (main weapon), and the target is weakened until the end of your next turn. |
| Crucial Advice - Ranger 2 |
| |
| Encounter ♦ Martial |
| Immediate Reaction |
| Ranged 5 |
| Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you’re trained |
| Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your Wisdom modifier. |
| Unbalancing Parry - Ranger 2 |
| |
| Encounter ♦ Martial, Weapon |
| Immediate Reaction |
| Melee 1 |
| Trigger: An enemy misses you with a melee attack |
| Effect: Slide the enemy into a square adjacent to you and gain combat advantage against it until the end of your next turn. |
| Yield Ground - Ranger 2 |
| |
| Encounter ♦ Martial |
| Immediate Reaction |
| Personal |
| Trigger: An enemy damages you with a melee attack |
| Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn. |
| Cut and Run - Ranger 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding two melee weapons or a ranged weapon. |
| Target: One or two creatures |
| Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks |
| Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier. |
| Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. |
| Disruptive Strike - Ranger 3 |
| |
| Encounter ♦ Martial, Weapon |
| Immediate Interrupt |
| Melee or Ranged weapon |
| Trigger: You or an ally is attacked by a creature |
| Target: The attacking creature |
| Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) |
| Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier. |
| Shadow Wasp Strike - Ranger 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Target: One creature that is your quarry |
| Attack: Strength vs. Reflex (melee) or Dexterity vs. Reflex (ranged) |
| Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged). |
| Thundertusk Boar Strike - Ranger 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding two melee weapons or a ranged weapon. |
| Targets: One or two creatures |
| Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks |
| Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. With each hit, you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your Wisdom modifier. |
| Excruciating Shot - Ranger 5 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage, and the target is weakened (save ends). |
| Miss: Half damage, and the target is not weakened. |
| Frenzied Skirmish - Ranger 5 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Targets: One or two creatures |
| Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks |
| Special: Before or after these attacks, you can move your speed without provoking opportunity attacks. |
| Hit: 1[W] + Strength modifier damage per attack. If an attack hits, the target is dazed until the end of your next turn. If both attacks hit the same target, it is dazed and slowed until the end of your next turn. |
| Splintering Shot - Ranger 5 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage, and the target takes a –2 penalty to attack rolls until the end of the encounter. |
| Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter. |
| Two-Wolf Pounce - Ranger 5 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Special: You can shift 2 squares before making this attack. |
| Primary Target: One creature |
| Attack: Strength vs. AC, two attacks (main weapon and offhand weapon) |
| Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon). |
| Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack. |
| Secondary Target: One creature other than the primary target |
| Secondary Attack: Strength vs. AC (off-hand weapon) |
| Hit: 2[W] damage (off-hand weapon). |
| Evade Ambush - Ranger 6 |
| |
| Daily ♦ Martial |
| No Action |
| Ranged Sight |
| Effect: At the start of a surprise round in which any allies are surprised, use this power to allow a number of allies equal to your Wisdom modifier to avoid being surprised. |
| Skilled Companion - Ranger 6 |
| |
| Daily ♦ Martial |
| Minor Action |
| Ranged 10 |
| Target: One ally |
| Effect: Any ally within 10 squares of you who attempts an untrained check with a skill in which you are trained gains a power bonus to checks with a single skill of your choice equal to your Wisdom modifier. The ally must be able to see or hear you to gain this bonus. The benefit lasts until the end of the encounter or for 5 minutes. |
| Weave through the Fray - Ranger 6 |
| |
| Encounter ♦ Martial |
| Immediate Interrupt |
| Personal |
| Trigger: An enemy moves adjacent to you |
| Effect: You can shift a number of squares equal to your Wisdom modifier. |
| Claws of the Griffon - Ranger 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Target: One or two creatures |
| Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks |
| Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon). |
| Hawk’s Talon - Ranger 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Target: One creature |
| Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged). Gain a power bonus to this attack equal to your Wisdom modifier. Ignore any penalties from cover or concealment (but not superior cover or total concealment). |
| Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged). |
| Spikes of the Manticore - Ranger 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One or two creatures |
| Attack: Dexterity vs. AC, one attack per target |
| Hit: 2[W] + Dexterity modifier damage (first shot) and 1[W] + Dexterity modifier damage (second shot). |
| Sweeping Whirlwind - Ranger 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Requirement: You must be wielding two melee weapons. |
| Target: Each enemy in burst |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier and it is knocked prone. |
| Attacks on the Run - Ranger 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Target: One or two creatures |
| Attack: You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon. |
| Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged) per attack. |
| Miss: Half damage per attack. |
| Close Quarters Shot - Ranger 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged 1 |
| Target: One adjacent enemy |
| Attack: Dexterity vs. AC. This attack does not provoke opportunity attacks. |
| Hit: 4[W] + Dexterity modifier damage. |
| Miss: Half damage. |
| Spray of Arrows - Ranger 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close Blast 3 |
| Requirement: You must be wielding a ranged weapon. |
| Target: Each enemy in blast you can see |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage. |
| Miss: Half damage. |
| Swirling Leaves of Steel - Ranger 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Requirement: You must be wielding two melee weapons. |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC, one attack per target |
| Hit: 2[W] + Strength modifier damage. |
| Miss: Half damage. |
| Expeditious Stride - Ranger 10 |
| |
| Encounter ♦ Martial |
| Minor Action |
| Personal |
| Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square. |
| Open the Range - Ranger 10 |
| |
| Daily ♦ Martial |
| Immediate Interrupt |
| Personal |
| Trigger: An enemy moves adjacent to you |
| Effect: You can shift 1 square and then move a number of squares equal to 1 + your Wisdom modifier. You can’t end your move adjacent to the triggering enemy. |
| Undaunted Stride - Ranger 10 |
| |
| Daily ♦ Martial, Stance |
| Minor Action |
| Personal |
| Effect: Your movement is not hindered by difficult terrain. |
| Armor Splinter - Ranger 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Target: One creature |
| Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks |
| Hit: 1[W] + Strength modifier damage per attack. If one attack hits, the target takes a penalty to AC equal to your Wisdom modifier until the end of your next turn. If both attacks hit, the target takes a penalty to AC equal to 2 + your Wisdom modifier until the end of your next turn. |
| Knockdown Shot - Ranger 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature of your size or smaller |
| Attack: Dexterity vs. Reflex |
| Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone. |
| Nimble Defense - Ranger 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Target: One creature |
| Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks |
| Hit: 1[W] + Strength modifier damage per attack. If you hit with either attack, you gain a power bonus to AC equal to 2 + your Wisdom modifier until the end of your next turn. |
| Pinning Strike - Ranger 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding two melee weapons or a ranged weapon. |
| Targets: One or two creatures |
| Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks |
| Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. The target is immobilized until the start of your next turn. |
| Blade Cascade - Ranger 15 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Targets: One or more creatures |
| Attack: Strength vs. AC. Alternate main and offhand weapon attacks until you miss or until you make five attacks. |
| Hit: 2[W] + Strength modifier damage per attack. |
| Bleeding Wounds - Ranger 15 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Targets: One, two, or three creatures |
| Attack: Dexterity vs. AC, three attacks |
| Hit: 1[W] + Dexterity modifier damage per attack, and ongoing 5 damage (save ends). A target hit twice takes ongoing 10 damage (save ends). A target hit three times takes ongoing 15 damage (save ends). |
| Miss: Half damage per attack, and no ongoing damage. |
| Confounding Arrows - Ranger 15 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Targets: One, two, or three creatures |
| Attack: Dexterity vs. AC, three attacks |
| Hit: 1[W] + Dexterity modifier damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2[W] damage. |
| Miss: The target is dazed (save ends). |
| Stunning Steel - Ranger 15 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Target: One or two creatures |
| Attack: Strength vs. Fortitude (main weapon and off-hand weapon), two attacks |
| Hit: 1[W] + Strength modifier damage per attack. If one attack hits, the target is stunned (save ends). If both attacks hit, the target is stunned and immobilized (save ends both). |
| Miss: Half damage per attack, and the target is not stunned or immobilized. |
| Evade the Blow - Ranger 16 |
| |
| Daily ♦ Martial |
| Immediate Interrupt |
| Personal |
| Trigger: An enemy hits you with a melee attack |
| Effect: Shift 1 square away from the enemy. |
| Longstrider - Ranger 16 |
| |
| Daily ♦ Martial, Stance |
| Minor Action |
| Personal |
| Effect: Your speed increases by 2. |
| Momentary Respite - Ranger 16 |
| |
| Daily ♦ Martial |
| Standard Action |
| Personal |
| Effect: Shift a number of squares equal to your Wisdom modifier and make a saving throw. You are no longer marked by any enemy. |
| Arrow of Vengeance - Ranger 17 |
| |
| Encounter ♦ Martial, Weapon |
| Immediate Reaction |
| Ranged weapon |
| Trigger: A creature within range attacks your ally |
| Target: The attacking creature |
| Attack: Dexterity vs. AC, and gain a power bonus to this attack equal to your Wisdom modifier. |
| Hit: 2[W] + Dexterity modifier damage. |
| Cheetah’s Rake - Ranger 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Requirement: You must be wielding two melee weapons. |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and the target is immobilized and knocked prone until the end of your next turn. |
| Triple Shot - Ranger 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Targets: One, two, or three creatures |
| Attack: Dexterity vs. AC, three attacks |
| Hit: 1[W] + Dexterity modifier damage per attack. |
| Two-Weapon Eviscerate - Ranger 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Target: One creature |
| Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks |
| Hit: 1[W] + Strength modifier damage per attack. If both attacks hit, the target takes an extra 1d10 damage and is weakened until the end of your next turn. |
| Cruel Cage of Steel - Ranger 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Targets: One, two, or three creatures |
| Attack: Strength + 2 vs. AC, three attacks |
| Hit: 2[W] + Strength modifier damage (first attack; main), 2[W] + Strength modifier damage (second attack; offhand), and 1[W] + Strength modifier (third attack; main). A target hit once is dazed until the end of your next turn. A target hit twice is stunned until the end of your next turn. A target hit three times is weakened and stunned until the end of your next turn. |
| Miss: Half damage per attack, and the target is not dazed, stunned, or weakened. |
| Effect: After the first attack and after the second attack, you can shift 1 square. |
| Great Ram Arrow - Ranger 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage. In addition, you push the target a number of squares equal to your Strength modifier, and it is knocked prone. |
| Miss: Half damage, and you push the target 1 square and it is knocked prone. |
| Two-in-One Shot - Ranger 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Dexterity vs. AC, two attacks. If the first attack hits, you gain a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally. |
| Hit: 2[W] + Dexterity modifier damage per attack. |
| Miss: Half damage per attack. |
| Wounding Whirlwind - Ranger 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target |
| Hit: 1[W] + Strength modifier damage per attack. If you hit a target with one weapon, it takes ongoing 5 damage (save ends). If you hit a target with both weapons, it takes ongoing 10 damage (save ends). |
| Miss: Half damage per attack, and no ongoing damage. |
| Forest Ghost - Ranger 22 |
| |
| Daily ♦ Illusion, Martial |
| Standard Action |
| Personal |
| Effect: When it is not your turn, enemies treat you as invisible if you have cover or concealment from them. An enemy still knows the square you occupy if it saw you in that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes. |
| Hit the Dirt - Ranger 22 |
| |
| Daily ♦ Martial |
| Immediate Interrupt |
| Personal |
| Trigger: You are hit by an area attack or a close attack |
| Effect: Shift a number of squares equal to your Wisdom modifier. |
| Master of the Hunt - Ranger 22 |
| |
| Daily ♦ Martial, Stance |
| Minor Action |
| Personal |
| Effect: You gain a bonus to damage rolls equal to your Wisdom modifier. |
| Safe Stride - Ranger 22 |
| |
| Encounter ♦ Martial |
| Move Action |
| Personal |
| Effect: Shift a number of squares equal to your Wisdom modifier. |
| Blade Ward - Ranger 23 |
| |
| Encounter ♦ Martial, Weapon |
| Immediate Interrupt |
| Melee weapon |
| Trigger: A creature makes a melee attack against you |
| Target: The attacking creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Effect: Until the end of your next turn, the target’s attack rolls against you take a penalty equal to your Wisdom modifier. |
| Cloak of Thorns - Ranger 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Target: One or two creatures |
| Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks |
| Hit: 2[W] + Strength modifier damage per attack. If one attack hits, the target takes a –2 penalty to attack rolls until the end of your next turn. If both attacks hit the same target, this penalty worsens to –4. |
| Effect: If any adjacent creature makes an attack against you and misses before the start of your next turn, make a melee basic attack against it with both your main weapon and your off-hand weapon as an immediate reaction. |
| Hammer Shot - Ranger 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Dexterity vs. Fortitude |
| Hit: 4[W] + Dexterity modifier damage, and you push the target a number of squares equal to 2 + your Wisdom modifier. |
| Manticore’s Volley - Ranger 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Dexterity vs. AC, three attacks |
| Hit: 1[W] + Dexterity modifier damage per attack. If two attacks hit, deal an extra 1[W] damage. If all three attacks hit, deal an extra 2[W] damage. |
| Bloodstorm - Ranger 25 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding two melee weapons or a ranged weapon. |
| Target: One creature |
| Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks |
| Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged) per attack. |
| Miss: Half damage per attack. |
| Effect: After making these attacks, you can shift a number of squares equal to your Wisdom modifier. |
| Tiger’s Reflex - Ranger 25 |
| |
| Daily ♦ Martial, Stance |
| Minor Action |
| Personal |
| Effect: You can make a basic attack against an enemy you choose as an immediate interrupt if it attacks you. |
| Unstoppable Arrows - Ranger 25 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close Blast 5 |
| Requirement: You must be wielding a ranged weapon. |
| Target: Each enemy in blast |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage. |
| Miss: Half damage. |
| Death Rend - Ranger 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding two melee weapons. |
| Target: One creature |
| Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks |
| Hit: 2[W] + Strength modifier damage per attack. If both attacks hit, the target takes an extra 1d10 damage and is stunned until the end of your next turn. |
| Hail of Arrows - Ranger 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: Each enemy in range |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Lightning Shot - Ranger 27 |
| |
| Encounter ♦ Martial, Weapon |
| Immediate Reaction |
| Ranged weapon |
| Trigger: One creature you can see has just taken damage |
| Target: The creature that took damage |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage, or 3[W] + Dexterity modifier damage if the target is bloodied. |
| Wandering Tornado - Ranger 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Effect: You can shift a number of squares equal to 1 + your Wisdom modifier, and make another close burst 1 attack (as above). |
| Follow-up Blow - Ranger 29 |
| |
| Daily ♦ Martial, Stance, Weapon |
| Minor Action |
| Personal |
| Requirement: You must be wielding two melee weapons. |
| Effect: You can use your off-hand weapon to make a melee basic attack with a –2 penalty against each enemy you hit using a melee attack power. |
| Three-in-One Shot - Ranger 29 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Dexterity vs. AC, three attacks. If the first attack hits, you gain a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks normally. |
| Hit: 2[W] + Dexterity modifier damage per attack. |
| Miss: Half damage per attack. |
| Weave a Web of Steel - Ranger 29 |
| |
| Daily ♦ Martial, Weapon |
| Immediate Interrupt |
| Melee weapon |
| Trigger: An enemy hits you with a melee attack |
| Requirement: You must be wielding two melee weapons. |
| Target: The triggering enemy |
| Attack: Strength vs. AC, two attacks (main weapon and offhand weapon) |
| Hit: 3[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon). If both attacks hit, the target’s attack misses. |
| Miss: Half damage with your main weapon, and no damage with your off-hand weapon. |
| Combined Fire - Battlefield Archer 11 |
| |
| Encounter ♦ Martial, Weapon |
| Immediate Reaction |
| Ranged weapon |
| Trigger: An ally makes a ranged attack or an area attack |
| Target: One creature attacked by your ally |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage. |
| Archer’s Glory - Battlefield Archer 12 |
| |
| Encounter ♦ Martial |
| Free Action |
| Personal |
| Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer |
| Effect: You gain an action point that you must spend before the end of your next turn. |
| Quarry’s Bane - Battlefield Archer 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: Each enemy designated as your quarry |
| Attack: Dexterity vs. AC |
| Hit: 3[W] damage. |
| Miss: The target is knocked prone as it dodges your attack. |
| Pinpointing Arrow - Beast Stalker 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature designated as your quarry |
| Special: Ignore penalties for cover (but not superior cover), concealment, and total concealment. You can attack an invisible target as if it wasn’t invisible. |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage. |
| Throw Caution to the Wind - Stormwarden 12 |
| |
| Encounter ♦ Martial, Stance |
| Minor Action |
| Personal |
| Effect: You take a –2 penalty to all defenses and gain a +2 bonus to attack rolls. |
| Cold Steel Hurricane - Stormwarden 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Requirement: You must be wielding two melee weapons. |
| Special: Before you attack, shift a number of squares equal to your Wisdom modifier. |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target |
| Hit: 1[W] + Strength modifier damage per attack. |
| Effect: You regain your second wind if you have already used it during this encounter. |
| Deft Strike - Rogue 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Special: You can move 2 squares before the attack. |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Increase damage to 2[W] + Dexterity modifier at 21st level. |
| Piercing Strike - Rogue 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 1[W] + Dexterity modifier damage. |
| Increase damage to 2[W] + Dexterity modifier at 21st level. |
| Riposte Strike - Rogue 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your |
| riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level. |
| Sly Flourish - Rogue 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier + Charisma modifier damage. |
| Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level. |
| Dazing Strike - Rogue 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn. |
| King’s Castle - Rogue 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 2[W] + Dexterity modifier damage. |
| Effect: Switch places with a willing adjacent ally. |
| Positioning Strike - Rogue 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Will |
| Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square. |
| Artful Dodger: You slide the target a number of squares equal to your Charisma modifier. |
| Torturous Strike - Rogue 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage. |
| Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier. |
| Blinding Barrage - Rogue 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close Blast 3 |
| Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. |
| Target: Each enemy in blast you can see |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. |
| Miss: Half damage, and the target is not blinded. |
| Easy Target - Rogue 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both). |
| Miss: Half damage, and the target grants combat advantage to you until the end of your next turn. |
| Trick Strike - Rogue 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage, and you slide the target 1 square. |
| Effect: Until the end of the encounter, each time you hit the target you slide it 1 square. |
| Fleeting Ghost - Rogue 2 |
| |
| At-Will ♦ Martial |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Stealth. |
| Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check. |
| Great Leap - Rogue 2 |
| |
| At-Will ♦ Martial |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Athletics. |
| Effect: Make a high jump or a long jump. Determine the DC of the Athletics check as though you had a running start. The distance you jump can exceed your speed. |
| Master of Deceit - Rogue 2 |
| |
| Encounter ♦ Martial |
| Free Action |
| Personal |
| Trigger: You roll a Bluff check and dislike the result |
| Prerequisite: You must be trained in Bluff. |
| Effect: Reroll the Bluff check. You decide whether to make the reroll before the DM announces the result. |
| Quick Fingers - Rogue 2 |
| |
| Encounter ♦ Martial |
| Minor Action |
| Personal |
| Prerequisite: You must be trained in Thievery. |
| Effect: Make a Thievery check as part of this action, even if the check is normally a standard action. |
| Tumble - Rogue 2 |
| |
| Encounter ♦ Martial |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Acrobatics. |
| Effect: You can shift a number of squares equal to one-half your speed. |
| Bait and Switch - Rogue 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Will |
| Hit: 2[W] + Dexterity modifier damage. In addition, you switch places with the target and can then shift 1 square. |
| Artful Dodger: You can shift a number of squares equal to your Charisma modifier. |
| Setup Strike - Rogue 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage, and the target grants combat advantage to you until the end of your next turn. |
| Topple Over - Rogue 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Brutal Scoundrel: You gain a bonus to the attack roll equal to your Strength modifier. |
| Hit: 1[W] + Dexterity modifier damage, and the target is knocked prone. |
| Trickster’s Blade - Rogue 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn. |
| Clever Riposte - Rogue 5 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage. |
| Effect: Until the end of the encounter, the target takes damage equal to your Dexterity modifier each time it attacks you, and you can shift as an immediate reaction after such an attack. |
| Deep Cut - Rogue 5 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Fortitude |
| Hit: 2[W] + Dexterity modifier damage, and ongoing damage equal to 5 + your Strength modifier (save ends). |
| Miss: Half damage, and no ongoing damage. |
| Walking Wounded - Rogue 5 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. Fortitude |
| Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. |
| Miss: Half damage, and the target is not knocked prone. |
| Chameleon - Rogue 6 |
| |
| At-Will ♦ Martial |
| Immediate Interrupt |
| Personal |
| Trigger: You are hidden and lose cover or concealment against an opponent |
| Prerequisite: You must be trained in Stealth. |
| Effect: Make a Stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with its Perception check. If at the end of your turn you do not have cover or concealment against a creature, that creature automatically notices you. |
| Ignoble Escape - Rogue 6 |
| |
| Encounter ♦ Martial |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Acrobatics. |
| Effect: If you are marked, end that condition. You can shift a number of squares equal to your speed. |
| Mob Mentality - Rogue 6 |
| |
| Encounter ♦ Martial |
| Standard Action |
| Close Burst 10 |
| Prerequisite: You must be trained in Intimidate. |
| Targets: You and each ally in burst |
| Effect: The targets gain a +2 power bonus to Charisma based skill and ability checks until the end of your next turn. |
| Nimble Climb - Rogue 6 |
| |
| At-Will ♦ Martial |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Athletics. |
| Effect: Make an Athletics check to climb a surface. You can move at your full speed during this climb. |
| Slippery Mind - Rogue 6 |
| |
| Encounter ♦ Martial |
| Immediate Interrupt |
| Personal |
| Trigger: You are hit by an attack against your Will defense |
| Prerequisite: You must be trained in Bluff. |
| Effect: Gain a +2 power bonus to your Will defense against the triggering attack. |
| Cloud of Steel - Rogue 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Blast 5 |
| Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. |
| Target: Each enemy in blast you can see |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Imperiling Strike - Rogue 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Fortitude |
| Hit: 1[W] + Dexterity modifier damage, and the target takes a –1 penalty to AC and Reflex defense until the end of your next turn. |
| Brutal Scoundrel: The penalty to AC and Reflex defense is equal to your Strength modifier. |
| Rogue’s Luck - Rogue 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage. |
| Miss: Make a secondary attack against the target. |
| Secondary Attack: Dexterity vs. AC |
| Artful Dodger: You gain a bonus to the attack roll for the secondary attack equal to your Charisma modifier. |
| Hit: 1[W] + Dexterity modifier damage. |
| Sand in the Eyes - Rogue 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 1[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. |
| Crimson Edge - Rogue 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Fortitude |
| Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both). |
| Miss: Half damage, and no ongoing damage. |
| Deadly Positioning - Rogue 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee 1 |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: You slide the target to any other square adjacent to you, and then make a Dexterity vs. AC attack. |
| Hit: 3[W] + Dexterity modifier damage. |
| Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it. |
| Knockout - Rogue 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Fortitude |
| Hit: 2[W] + Dexterity modifier damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. |
| Miss: Half damage, and the target is dazed until the end of your next turn. |
| Certain Freedom - Rogue 10 |
| |
| Daily ♦ Martial |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Acrobatics. |
| Effect: You automatically succeed on an Acrobatics check to escape from a grab or to escape from restraints. |
| Close Quarters - Rogue 10 |
| |
| Daily ♦ Martial |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Acrobatics. |
| Effect: Move into the space of an adjacent creature larger than you and at least Large in size. (It gets its usual opportunity attack against you as you leave an adjacent square.) You gain combat advantage against the creature, and it takes a –4 penalty to attack rolls against you. When the creature moves, you move along with it, staying in the same portion of the creature’s space. The creature can make a Strength or Dexterity vs. Reflex attack (as a standard action with no penalty) to slide you into an adjacent square and end this effect. |
| Special: Allies of the target creature can attack you without penalty. |
| Dangerous Theft - Rogue 10 |
| |
| Encounter ♦ Martial |
| Free Action |
| Personal |
| Prerequisite: You must be trained in Thievery. |
| Effect: On your next action, ignore the –10 penalty when you make a Thievery check to pick a pocket during combat. |
| Shadow Stride - Rogue 10 |
| |
| At-Will ♦ Martial |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Stealth. |
| Effect: You must be hiding to use this power. You can move your speed. At the end of that movement, if you have cover, you can make a Stealth check with no penalty for moving. If you make the Stealth check, you stay hidden during your movement. |
| Fool’s Opportunity - Rogue 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Will |
| Hit: The target takes damage as if it were hit by its own melee basic attack. If you have combat advantage against the target, you can add your Sneak Attack damage. |
| Stunning Strike - Rogue 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage, and the target is stunned until the end of your next turn. |
| Tornado Strike - Rogue 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Targets: One or two creatures |
| Attack: Dexterity vs. AC, one attack per target |
| Hit: 2[W] + Dexterity modifier damage, and you slide the target 2 squares. |
| Artful Dodger: You slide the target a number of squares equal to 1 + your Charisma modifier. |
| Effect: You can move 3 squares after making the attack. |
| Unbalancing Attack - Rogue 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage, and the target cannot shift until the end of your next turn. If the target provokes an opportunity attack from you before the start of your next turn, you gain a bonus to the attack roll and damage roll with the opportunity attack equal to your Strength modifier, and you knock the target prone on a hit. |
| Bloody Path - Rogue 15 |
| |
| Daily ♦ Martial |
| Standard Action |
| Personal |
| Effect: You can move your speed. Every enemy that can make an opportunity attack against you as a result of this movement attacks itself with its opportunity attack, rather than you. Any enemy that can make an opportunity attack against you during this movement must do so. It cannot refrain from making the attack to avoid harming itself. |
| Garrote Grip - Rogue 15 |
| |
| Daily ♦ Martial, Reliable, Weapon |
| Standard Action |
| Melee pecial) Melee weapon |
| Special: You can use this power as a minor action if you have already grabbed a creature. Doing so requires no attack roll. |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 2[W] + Dexterity modifier damage, and you grab the target. Until the target escapes, you have cover, and any melee attack or ranged attack that misses you hits the target instead. |
| Sustain Minor: Sustain the grab for another round. The third time you sustain the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. |
| Slaying Strike - Rogue 15 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage. |
| Miss: Half damage. |
| Special: If the target is bloodied, this attack does 5[W] + Dexterity modifier + Strength modifier damage on a hit (half damage on a miss) and can score a critical hit on a roll of 17–20. |
| Foil the Lock - Rogue 16 |
| |
| Daily ♦ Martial |
| Minor Action |
| Personal |
| Prerequisite: You must be trained in Thievery. |
| Effect: On your next action, gain a +10 power bonus when you make a Thievery check to open a lock. If the check succeeds, the lock opens at once. |
| Hide in Plain Sight - Rogue 16 |
| |
| Encounter ♦ Martial |
| Minor Action |
| Personal |
| Prerequisite: You must be trained in Stealth. |
| Effect: You must already be hidden to use this power. You are invisible until you leave your current square. No other action that you perform makes you visible. |
| Leaping Dodge - Rogue 16 |
| |
| Encounter ♦ Martial |
| Immediate Interrupt |
| Personal |
| Trigger: An enemy targets you with an attack |
| Prerequisite: You must be trained in Athletics. |
| Effect: Make an Athletics check to jump with a +5 power bonus and move the appropriate distance. |
| Raise the Stakes - Rogue 16 |
| |
| Daily ♦ Martial |
| Minor Action |
| Personal |
| Prerequisite: You must be trained in Bluff. |
| Effect: Until the end of your next turn, any of your attacks can score a critical hit on a roll of 17–20, and any attack against you can score a critical hit on a roll of 19–20. |
| Dragon Tail Strike - Rogue 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. Fortitude |
| Hit: 3[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you can attack it again as an immediate interrupt and deal 2[W] + Dexterity modifier damage if you hit. |
| Brutal Scoundrel: The attack you make as an immediate interrupt gains a bonus to the attack roll equal to your Strength modifier. |
| Hounding Strike - Rogue 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. Will |
| Hit: 3[W] + Dexterity modifier damage. Until the end of your next turn, you gain combat advantage against the target and a +1 power bonus to all defenses against its attacks. |
| Artful Dodger: The power bonus is equal to your Charisma modifier. |
| Stab and Grab - Rogue 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 3[W] + Dexterity modifier damage, and you grab the target. If you have already grabbed the target, it is restrained instead of immobilized until it escapes your grab. The target can attempt to escape the grab as normal. |
| Feinting Flurry - Rogue 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. Will |
| Hit: 5[W] + Dexterity modifier damage. |
| Effect: Until the end of your next turn, all of the target’s defenses against your attacks take a penalty equal to your Charisma modifier. |
| Sustain Minor: Sustain the penalty for another round. |
| Flying Foe - Rogue 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Fortitude |
| Hit: 4[W] + Dexterity modifier damage, and you slide the target a number of squares equal to your Strength modifier. 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: You slide the target a number of squares equal to your Strength modifier, and no damage from obstacles. |
| Snake’s Retreat - Rogue 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 6[W] + Dexterity modifier damage. |
| Effect: When the target makes a melee attack or a ranged attack against you, you can shift 1 square as an immediate interrupt. The target can make a saving throw to end this effect. |
| Cloud Jump - Rogue 22 |
| |
| Encounter ♦ Martial |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Athletics. |
| Effect: Make two consecutive Athletics checks to jump, with a +5 power bonus to each. You don’t have to land between the jumps and can exceed your normal movement. |
| Dazzling Acrobatics - Rogue 22 |
| |
| Encounter ♦ Martial |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Acrobatics. |
| Effect: You can shift twice your speed. You can climb at full speed as part of this move. If an enemy attacks you while you shift, you gain a +4 bonus to AC against that attack. |
| Hide from the Light - Rogue 22 |
| |
| Daily ♦ Martial |
| Minor Action |
| Personal |
| Prerequisite: You must be trained in Stealth. |
| Effect: You must already be hidden to use this power. You are invisible until the end of the encounter or until you end the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack or an at-will attack. |
| Knave’s Gambit - Rogue 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 4[W] + Dexterity modifier damage. |
| Miss: The target makes a melee basic attack as a free action against an adjacent target other than you. You choose the target of its attack. |
| Artful Dodger: The attack you cause with a miss gains a bonus to the attack roll and the damage roll equal to your Charisma modifier. |
| Scorpion Strike - Rogue 23 |
| |
| Encounter ♦ Martial, Weapon |
| Immediate Reaction |
| Melee 1 |
| Trigger: An ally damages a creature adjacent to you |
| Requirement: You must be wielding a light blade. |
| Target: The creature your ally damaged |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage. |
| Brutal Scoundrel: Shift a number of squares equal to your Strength modifier after this attack, whether or not you hit. |
| Steel Entrapment - Rogue 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Blast 5 |
| Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. |
| Target: Each enemy in blast you can see |
| Attack: Dexterity vs. Fortitude |
| Hit: 3[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn. |
| Biting Assault - Rogue 25 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. Fortitude |
| Hit: 3[W] + Dexterity modifier damage, and the target takes ongoing 10 damage and is weakened (save ends both). |
| Miss: Half damage, and the target takes ongoing 10 damage (save ends). |
| Ghost on the Wind - Rogue 25 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Will |
| Hit: 6[W] + Dexterity modifier damage, and you become invisible. You shift into any square adjacent to the target and reappear at the start of your next turn. You have combat advantage against the target until the end of your next turn. |
| Miss: Half damage, you can shift 1 square to another square adjacent to the target, and you have combat advantage against the target until the end of your next turn. |
| Hamstring - Rogue 25 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 4[W] + Dexterity modifier damage, and the target takes ongoing 10 damage and is slowed (save ends both). |
| Miss: Half damage, and the target takes ongoing 5 damage and is slowed (save ends both). |
| Dance of Death - Rogue 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Requirement: You must be wielding a light blade. |
| Target: Each enemy in burst you can see |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage. If the target makes a melee attack against you before the end of your next turn, you can make it attack another creature of your choice instead, including itself. |
| Artful Dodger: The targets gain a bonus to the attack rolls provoked by this power equal to your Charisma modifier. |
| Hurricane of Blood - Rogue 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Brutal Scoundrel: The attack gains a bonus to the attack roll equal to your Strength modifier. |
| Hit: 5[W] + Dexterity modifier damage. |
| Perfect Strike - Rogue 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC, Fortitude, Reflex |
| Special: You make one attack roll, and you hit if the roll equals or exceeds any of the three defenses. |
| Hit: 4[W] + Dexterity modifier damage. Add an extra 1[W] damage if the attack hits two defenses. The target is also stunned until the end of your next turn if the attack hits all three defenses. |
| Assassin’s Point - Rogue 29 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 7[W] + Dexterity modifier damage. |
| Miss: Half damage. |
| Special: If you have combat advantage against the target, double any extra damage from Sneak Attack or a critical hit. |
| Immobilizing Strike - Rogue 29 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. Fortitude |
| Hit: 5[W] + Dexterity modifier damage, and the target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed (save ends). Saving throws against these effects take a –5 penalty. |
| Miss: Half damage, and the target is slowed (save ends). Saving throws against this effect take a –5 penalty. |
| Moving Target - Rogue 29 |
| |
| Daily ♦ Martial |
| Immediate Interrupt |
| Melee or Ranged weapon |
| Trigger: A creature makes a melee attack or a ranged attack against you |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: The attacking creature |
| Attack: Charisma vs. Will |
| Hit: Instead of attacking you, the target attacks a creature you choose within 2 squares of you. You must choose a creature that the target can attack. |
| Miss: The target’s attack is made against you as normal, but deals half damage if it hits. |
| Cat Burglar’s Gambit - Cat Burglar 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Special: You can shift 3 squares before making the attack. |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage. |
| Effect: Shift to any square adjacent to the target. |
| Instant Escape - Cat Burglar 12 |
| |
| Encounter ♦ Martial |
| Immediate Reaction |
| Personal |
| Trigger: You become immobilized, restrained, or slowed |
| Effect: You end any of the above conditions that currently afflict you. Then you can shift 2 squares. |
| Redirected Death - Cat Burglar 20 |
| |
| Daily ♦ Martial, Weapon |
| Immediate Interrupt |
| Melee weapon |
| Trigger: An enemy hits you with a melee attack and can reach another enemy |
| Requirement: You must be wielding a light blade. |
| Target: The enemy that hit you |
| Attack: Dexterity vs. Reflex |
| Hit: The target’s attack misses you and hits an enemy of your choice within range of the target’s attack. |
| Miss: 2[W] + Dexterity modifier against the target. |
| Effect: Shift 1 square. |
| Critical Opportunity - Daggermaster 11 |
| |
| Encounter ♦ Martial, Weapon |
| Minor Action |
| Melee weapon |
| Requirement: You must be wielding a dagger and have scored a critical hit with a dagger against an enemy during this turn. |
| Target: The same creature you hit with a critical hit |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage. |
| Meditation of the Blade - Daggermaster 12 |
| |
| Daily ♦ Martial, Weapon |
| Minor Action |
| Personal |
| Effect: Until the end of the encounter, your dagger’s damage die increases by one size. |
| Deep Dagger Wound - Daggermaster 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a dagger. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 4[W] + Dexterity modifier damage, and ongoing 10 damage (save ends). On a critical hit, ongoing 20 damage (save ends). |
| Miss: 2[W] + Dexterity modifier damage, and no ongoing damage. |
| Distracting Wound - Master Infiltrator 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature you have combat advantage against |
| Attack: Dexterity vs. AC |
| Hit: 2[W] + Dexterity modifier damage, and the target grants combat advantage to you and all your allies until the end of your next turn. |
| Impossible to Catch - Master Infiltrator 12 |
| |
| Encounter ♦ Martial |
| Minor Action |
| Personal |
| Effect: You become invisible until the start of your next turn. |
| Painful Puncture - Master Infiltrator 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 3[W] + Dexterity modifier damage, and ongoing 10 damage (save ends). |
| Miss: Half damage, and no ongoing damage. |
| Killer’s Eye - Shadow Assassin 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 2[W] + Dexterity modifier damage. |
| Special: If this attack is made before the target has acted in the encounter, increase the weapon damage to 3[W]. |
| Bad Idea, Friend - Shadow Assassin 12 |
| |
| Daily ♦ Martial |
| Immediate Interrupt |
| Personal |
| Trigger: An adjacent enemy makes a melee attack against you for the first time during this encounter |
| Special: If you are granting combat advantage, you cannot use this power. |
| Effect: Gain a +10 power bonus to all defenses against the enemy’s attack. If the attack misses, the enemy takes double your Shadow Assassin’s Riposte damage. |
| Final Blow - Shadow Assassin 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One bloodied creature |
| Attack: Dexterity vs. Reflex |
| Hit: 5[W] + Dexterity modifier damage, and you shift a number of squares equal to your Charisma modifier. You must end this movement adjacent to an enemy. |
| Miss: Half damage, and no shift. |
| Dire Radiance - Warlock (Star) 1 |
| |
| At-Will ♦ Arcane, Fear, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage. |
| Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. |
| Eldritch Blast - Warlock (All) 1 |
| |
| At-Will ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma or Constitution vs. Reflex |
| Hit: 1d10 + Charisma or Constitution modifier damage. |
| Increase damage to 2d10 + Charisma or Constitution modifier at 21st level. |
| Special: At 1st level. you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can’t change it later. This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. |
| Eyebite - Warlock (Fey) 1 |
| |
| At-Will ♦ Arcane, Charm, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn. |
| Increase damage to 2d6 + Charisma modifier at 21st level. |
| Hellish Rebuke - Warlock (Infernal) 1 |
| |
| At-Will ♦ Arcane, Fire, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Reflex |
| Hit: 1d6 + Constitution modifier fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage. |
| Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. |
| Diabolic Grasp - Warlock (Infernal) 1 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature of size Large or smaller |
| Attack: Constitution vs. Fortitude |
| Hit: 2d8 + Constitution modifier damage, and you slide the target 2 squares. |
| Infernal Pact: You slide the target a number of squares equal to 1 + your Intelligence modifier. |
| Dreadful Word - Warlock (Star) 1 |
| |
| Encounter ♦ Arcane, Fear, Implement, Psychic |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d8 + Charisma modifier psychic damage, and the target takes a –1 penalty to Will defense until the end of your next turn. |
| Star Pact: The penalty to Will defense is equal to 1 + your Intelligence modifier. |
| Vampiric Embrace - Warlock (Infernal) 1 |
| |
| Encounter ♦ Arcane, Implement, Necrotic |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Constitution vs. Will |
| Hit: 2d8 + Constitution modifier necrotic damage, and you gain 5 temporary hit points. |
| Infernal Pact: You gain temporary hit points equal to 5 + your Intelligence modifier. |
| Witchfire - Warlock (Fey) 1 |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Reflex |
| Hit: 2d6 + Charisma modifier fire damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. |
| Fey Pact: The penalty to attack rolls is equal to 2 + your Intelligence modifier. |
| Armor of Agathys - Warlock (Infernal) 1 |
| |
| Daily ♦ Arcane, Cold |
| Standard Action |
| Personal |
| Effect: You gain temporary hit points equal to 10 + your Intelligence modifier. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Constitution modifier cold damage. |
| Curse of the Dark Dream - Warlock (Fey) 1 |
| |
| Daily ♦ Arcane, Charm, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 3d8 + Charisma modifier psychic damage, and you slide the target 3 squares. |
| Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends). |
| Dread Star - Warlock (Star) 1 |
| |
| Daily ♦ Arcane, Fear, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 3d6 + Charisma modifier radiant damage, and the target is immobilized until the end of your next turn. |
| Effect: The target takes a –2 penalty to Will defense (save ends). |
| Flames of Phlegethos - Warlock (Infernal) 1 |
| |
| Daily ♦ Arcane, Fire, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Reflex |
| Hit: 3d10 + Constitution modifier fire damage. |
| Effect: The target takes ongoing 5 fire damage (save ends). |
| Beguiling Tongue - Warlock (Fey) 2 |
| |
| Encounter ♦ Arcane |
| Minor Action |
| Personal |
| Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter. |
| Ethereal Stride - Warlock (Star) 2 |
| |
| Encounter ♦ Arcane, Teleportation |
| Move Action |
| Personal |
| Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn. |
| Fiendish Resilience - Warlock (Infernal) 2 |
| |
| Daily ♦ Arcane |
| Minor Action |
| Personal |
| Effect: You gain temporary hit points equal to 5 + your Constitution modifier. |
| Shadow Veil - Warlock (Star) 2 |
| |
| Encounter ♦ Arcane, Illusion |
| Minor Action |
| Personal |
| Effect: You gain a +5 power bonus to Stealth checks until the end of your next turn. |
| Eldritch Rain - Warlock (Fey) 3 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Targets: One creature, or two creatures no more than 5 squares apart from each other |
| Attack: Charisma vs. Reflex, one attack per target |
| Hit: 1d10 + Charisma modifier damage. |
| Fey Pact: Gain a bonus to each attack’s damage roll equal to your Intelligence modifier. |
| Fiery Bolt - Warlock (Infernal) 3 |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Reflex |
| Hit: 3d6 + Constitution modifier fire damage, and creatures adjacent to the target take 1d6 + Constitution modifier fire damage. |
| Infernal Pact: Creatures adjacent to the target take extra fire damage equal to your Intelligence modifier. |
| Frigid Darkness - Warlock (Star) 3 |
| |
| Encounter ♦ Arcane, Cold, Fear, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: 2d8 + Constitution modifier cold damage, and the target grants combat advantage to you and your allies until the end of your next turn. |
| Star Pact: The target takes a penalty to AC equal to your Intelligence modifier until the end of your next turn. |
| Otherwind Stride - Warlock (Fey) 3 |
| |
| Encounter ♦ Arcane, Implement, Teleportation |
| Standard Action |
| Close Burst 1 |
| Target: Each creature in burst |
| Attack: Charisma vs. Fortitude |
| Hit: 1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn. |
| Effect: You teleport 5 squares. |
| Fey Pact: You teleport a number of squares equal to 5 + your Intelligence modifier. |
| Avernian Eruption - Warlock (Infernal) 5 |
| |
| Daily ♦ Arcane, Fire, Implement |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each creature in burst |
| Attack: Constitution vs. Reflex |
| Hit: 2d10 + Constitution modifier fire damage. |
| Effect: The targets take ongoing 5 fire damage (save ends). |
| Crown of Madness - Warlock (Fey) 5 |
| |
| Daily ♦ Arcane, Charm, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d6 + Charisma modifier psychic damage. |
| Miss: Half damage. |
| Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of your choice (save ends). |
| Curse of the Bloody Fangs - Warlock (Fey) 5 |
| |
| Daily ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. AC |
| Hit: 2d10 + Charisma modifier damage. |
| Miss: Half damage. |
| Sustain Minor: The target and any of your enemies adjacent to it take 1d10 damage (save ends). |
| Hunger of Hadar - Warlock (Star) 5 |
| |
| Daily ♦ Arcane, Implement, Necrotic, Zone |
| Standard Action |
| Area Burst 1 within 10 squares |
| Effect: The burst creates a zone of darkness until the end of your next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 necrotic damage. |
| Sustain Minor: When you sustain the power, you make a secondary attack. |
| Secondary Target: Each creature within the zone |
| Secondary Attack: Constitution vs. Fortitude |
| Hit: 1d6 + Constitution modifier necrotic damage. |
| Dark One’s Own Luck - Warlock (Star) 6 |
| |
| Daily ♦ Arcane |
| Free Action |
| Personal |
| Trigger: You make a roll you dislike |
| Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results. |
| Fey Switch - Warlock (Fey) 6 |
| |
| Encounter ♦ Arcane, Teleportation |
| Move Action |
| Ranged 10 |
| Targets: You and one willing ally |
| Effect: You and your ally trade spaces. |
| Shroud of Black Steel - Warlock (Infernal) 6 |
| |
| Daily ♦ Arcane, Polymorph |
| Minor Action |
| Personal |
| Effect: You change your skin into living steel. You gain a +2 power bonus to AC and Fortitude defense but take a –2 penalty to speed until the end of the encounter. You can end this effect as a minor action. |
| Spider Climb - Warlock (Infernal) 6 |
| |
| Encounter ♦ Arcane |
| Move Action |
| Personal |
| Effect: On this move action, you move with a climb speed equal to your speed. |
| Howl of Doom - Warlock (Infernal) 7 |
| |
| Encounter ♦ Arcane, Fear, Implement, Thunder |
| Standard Action |
| Close Blast 3 |
| Target: Each creature in blast |
| Attack: Constitution vs. Fortitude |
| Hit: 2d6 + Constitution modifier thunder damage, and you push the target 2 squares. |
| Infernal Pact: You push the target a number of squares equal to 1 + your Intelligence modifier. |
| Infernal Moon Curse - Warlock (Infernal) 7 |
| |
| Encounter ♦ Arcane, Implement, Poison |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: 2d8 + Constitution modifier poison damage, and the target is held immobilized 5 feet off the ground until the end of your next turn. |
| Infernal Pact: You gain a bonus to the damage roll equal to your Intelligence modifier. |
| Mire the Mind - Warlock (Fey) 7 |
| |
| Encounter ♦ Arcane, Illusion, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 1d10 + Charisma modifier psychic damage, and you and all of your allies in range are invisible to the target until the end of your next turn. |
| Fey Pact: You gain a power bonus to Stealth checks equal to your Intelligence modifier until the end of the encounter. |
| Sign of Ill Omen - Warlock (Star) 7 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d6 + Charisma modifier damage, and the target must roll twice for its next attack and use the lower of the two rolls. |
| Star Pact: When the target rolls twice, it takes a penalty to both rolls equal to your Intelligence modifier. |
| Curse of the Black Frost - Warlock (Fey) 9 |
| |
| Daily ♦ Arcane, Cold, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Reflex |
| Hit: 2d8 + Charisma modifier cold damage. |
| Effect: If the target moves for any reason, it takes 1d8 cold damage (save ends). If the target saves, you cannot sustain this power. |
| Sustain Minor: The target takes 2d8 cold damage. |
| Iron Spike of Dis - Warlock (Infernal) 9 |
| |
| Daily ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Reflex |
| Hit: 3d10 + Constitution modifier damage, and the target is immobilized (save ends). |
| Miss: Half damage, and the target is not immobilized. |
| Summons of Khirad - Warlock (Star) 9 |
| |
| Daily ♦ Arcane, Implement, Psychic, Teleportation |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Will |
| Hit: 2d10 + Constitution modifier psychic damage, and you teleport the target to an unoccupied square within 3 squares of you. |
| Sustain Minor: Make a Constitution vs. Will attack against the target. On a hit, you teleport the target to an unoccupied square within 3 squares of you. On a miss, the effect ends. |
| Thief of Five Fates - Warlock (Star) 9 |
| |
| Daily ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: Until the end of your next turn, whenever the target makes a saving throw or an attack roll, you roll a d20 without modifiers. If your result is higher than the target’s unmodified die roll, the target’s attack misses or the target’s saving throw fails. |
| Sustain Minor: Make a Charisma vs. Will attack against the target. On a hit, the effect continues. On a miss, the effect ends. |
| Ambassador Imp - Warlock (Infernal) 10 |
| |
| Daily ♦ Arcane, Conjuration |
| Standard Action |
| Ranged 100 miles |
| Effect: You whisper a message into the air, and an implike presence appears next to the creature you wish to speak to and delivers your message. If the creature has a reply, the imp appears adjacent to you at the end of your next turn to utter it. If the creature has no reply or is not within range, the imp appears adjacent to you at the end of your next turn to tell you so. The imp then disappears. |
| Shadow Form - Warlock (Star) 10 |
| |
| Daily ♦ Arcane, Polymorph |
| Minor Action |
| Personal |
| Effect: You assume a shadowy form until the end of the encounter or for 5 minutes. In this form you are insubstantial, gain fly 6, and can’t take standard actions. Reverting to your normal form is a minor action. |
| Shielding Shades - Warlock (Star) 10 |
| |
| Daily ♦ Arcane |
| Immediate Reaction |
| Personal |
| Trigger: You are hit by an attack |
| Effect: Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal. |
| Warlock’s Leap - Warlock (Fey) 10 |
| |
| Daily ♦ Arcane, Teleportation |
| Move Action |
| Personal |
| Effect: You teleport 6 squares. You do not need line of sight to the destination, but if you attempt to teleport to a space you can’t occupy, you don’t move. |
| Bewitching Whispers - Warlock (Fey) 13 |
| |
| Encounter ♦ Arcane, Charm, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: Until the end of your next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible. |
| Fey Pact: The target gains a power bonus to these attack rolls equal to your Intelligence modifier. |
| Coldfire Vortex - Warlock (Star) 13 |
| |
| Encounter ♦ Arcane, Implement Cold Radiant |
| Standard Action |
| Ranged 10 |
| Primary Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: 2d10 + Constitution modifier damage (choose cold or radiant damage). Make a secondary attack. |
| Secondary Target: Each creature adjacent to the primary target |
| Secondary Attack: Constitution vs. Reflex |
| Hit: 1d10 + Constitution modifier damage (choose cold or radiant damage). |
| Star Pact: You gain a bonus to damage rolls against the secondary targets equal to your Intelligence modifier. |
| Harrowstorm - Warlock (Infernal) 13 |
| |
| Encounter ♦ Arcane, Implement, Thunder |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: 2d10 + Constitution modifier thunder damage, and you slide the target 5 squares. |
| Infernal Pact: You slide the target a number of squares equal to 5 + your Intelligence modifier. |
| Soul Flaying - Warlock (Infernal) 13 |
| |
| Encounter ♦ Arcane, Implement, Necrotic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Will |
| Hit: 2d8 + Constitution modifier necrotic damage, and the target is weakened until the end of your next turn. |
| Infernal Pact: The attack deals extra damage equal to your Intelligence modifier. |
| Curse of the Golden Mist - Warlock (Fey) 15 |
| |
| Daily ♦ Arcane, Charm, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: The target loses its next standard action. |
| Sustain Standard: Make a Charisma vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends. |
| Fireswarm - Warlock (Infernal) 15 |
| |
| Daily ♦ Arcane, Fire, Implement, Poison |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Reflex |
| Hit: 4d10 + Constitution modifier fire and poison damage. |
| Sustain Standard: Make a Constitution vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + Constitution modifier fire and poison damage. On a miss, you deal half damage and the power ends. |
| Tendrils of Thuban - Warlock (Star) 15 |
| |
| Daily ♦ Arcane, Cold, Implement, Zone |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each creature in burst |
| Attack: Constitution vs. Fortitude |
| Hit: 4d10 + Constitution modifier cold damage, and the target is immobilized (save ends). |
| Effect: The burst creates a zone of tendrils that lasts until the end of your next turn. |
| Sustain Minor: Make a Constitution vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + Constitution modifier cold damage and is immobilized (save ends). |
| Thirsting Maw - Warlock (Infernal) 15 |
| |
| Daily ♦ Arcane, Healing, Implement |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: 4d8 + Constitution modifier damage, and you regain hit points equal to half the amount of damage dealt. |
| Sustain Minor: The target takes 2d8 damage (save ends). Each time the target takes this damage, you regain hit points equal to half the damage. |
| Cloak of Shadow - Warlock (Infernal) 16 |
| |
| Encounter ♦ Arcane |
| Move Action |
| Personal |
| Effect: Fly a number of squares equal to your speed + 2. If you don’t land at the end of this move, you fall. Until the end of your next turn, you are insubstantial, and you cannot affect, attack, or use powers on creatures or objects. |
| Eye of the Warlock - Warlock 16 |
| |
| Daily ♦ Arcane |
| Minor Action |
| Ranged 10 |
| Target: One creature |
| Effect: You see through the target’s eyes. The target is not aware that you are doing so. You have line of sight and line of effect from the target for your attacks. Your warlock powers can originate in the target’s square. Each time you use a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends). |
| Infuriating Elusiveness - Warlock (Fey) 16 |
| |
| Encounter ♦ Arcane, Illusion, Teleportation |
| Move Action |
| Personal |
| Effect: You become invisible and then teleport 4 squares. The invisibility lasts until the start of your next turn. |
| Strand of Fate - Warlock (Star) 17 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Reflex |
| Hit: 1d8 + Charisma modifier damage, and the target gains vulnerability 10 to all attacks until the end of your next turn. |
| Star Pact: The vulnerability increases to 10 + your Intelligence modifier. |
| Thirsting Tendrils - Warlock (Fey) 17 |
| |
| Encounter ♦ Arcane, Healing, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Fortitude |
| Hit: 3d6 + Charisma modifier damage, and you can spend a healing surge. |
| Fey Pact: You regain additional hit points equal to twice your Intelligence modifier. |
| Warlock’s Bargain - Warlock (Infernal) 17 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: You take damage equal to your level, and the target takes 3d10 + Constitution modifier damage plus extra damage equal to one-half your level. |
| Infernal Pact: If you hit, you take damage equal to your level minus your Intelligence modifier. |
| Delusions of Loyalty - Warlock (Fey) 19 |
| |
| Daily ♦ Arcane, Charm, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: On its next turn, the target uses its standard action to make a basic attack against the last creature to attack you since your last turn. If no one attacked you since your last turn or if the target is unable to attack, the target loses its standard action. |
| Sustain Minor: When you sustain this power, you can repeat the attack against the target. If you miss, you can no longer sustain the power. |
| Minions of Malbolge - Warlock (Infernal) 19 |
| |
| Daily ♦ Arcane, Conjuration, Fire, Implement |
| Standard Action |
| Personal |
| Effect: You conjure flames in the shape of diabolic imps that appear at your feet. You gain 25 temporary hit points. Any enemy that enters a square adjacent to you takes 2d10 fire damage and is pushed 3 squares. This effect applies once per creature per round. It ends when you have no temporary hit points remaining. |
| Wrath of Acamar - Warlock (Star) 19 |
| |
| Daily ♦ Arcane, Implement, Necrotic, Teleportation |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Reflex |
| Hit: 4d10 + Charisma modifier necrotic damage, and the target disappears into a starry realm (save ends). |
| Special: While in the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 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. |
| Entropic Ward - Warlock (Star) 22 |
| |
| Encounter ♦ Arcane |
| Minor Action |
| Personal |
| Effect: Until the end of your next turn, anyone who attacks you must roll two dice and take the lower result. Each time an attack misses due to this effect, you gain a cumulative +1 power bonus to your next attack roll. |
| Raven’s Glamor - Warlock (Fey) 22 |
| |
| Daily ♦ Arcane, Illusion, Teleportation |
| Move Action |
| Personal |
| Effect: You become invisible until the start of your next turn and teleport 20 squares. You leave behind an illusory image of yourself that persists as long as you are invisible. This image stands in place, takes no actions, and uses your defenses if it is attacked. If the illusion is touched or takes any damage, it dissolves into a pile of dead leaves. If you make an attack, you become visible. |
| Sustain Standard: You remain invisible as long as you don’t make an attack. |
| Wings of the Fiend - Warlock (Infernal) 22 |
| |
| Daily ♦ Arcane, Polymorph |
| Minor Action |
| Personal |
| Effect: You grow wings and gain a fly speed equal to your speed until the end of the encounter or for 5 minutes. |
| Dark Transport - Warlock (Star) 23 |
| |
| Encounter ♦ Arcane, Implement, Teleportation |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 4d10 + Charisma modifier damage, and you can swap places with the target. |
| Star Pact: After swapping places with the target, you can teleport a number of squares equal to your Intelligence modifier. |
| Spiteful Darts - Warlock (Infernal) 23 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Close Blast 5 |
| Target: Each creature in blast |
| Attack: Constitution vs. Reflex |
| Hit: 4d8 + Constitution modifier damage, and you push the target 3 squares. |
| Infernal Pact: You push each target a number of squares equal to 3 + your Intelligence modifier. |
| Thorns of Venom - Warlock (Fey) 23 |
| |
| Encounter ♦ Arcane, Implement, Poison |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Fortitude |
| Hit: 3d8 + Charisma modifier poison damage, and the target is immobilized and takes a –2 penalty to AC and Reflex defense until the end of your next turn. |
| Fey Pact: The penalty to AC and Reflex defense is equal to 1 + your Intelligence modifier. |
| Curse of the Twin Princes - Warlock (Fey) 25 |
| |
| Daily ♦ Arcane, Illusion, Implement, Psychic |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 4d10 + Charisma modifier psychic damage. Until the end of the encounter, every time you take damage, you make a Charisma vs. Will attack against the target; if the attack hits, you take half damage and the target takes the other half. |
| Effect: Until the end of the encounter, whenever you are adjacent to the target, the images of you both begin to flow together, such that anyone who attacks one has a 50% chance of accidentally hitting the other instead. |
| Tartarean Tomb - Warlock (Infernal) 25 |
| |
| Daily ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Reflex |
| Hit: 5d10 + Constitution modifier damage, and the target is entombed (save ends). An entombed target is immobilized and lacks line of sight and line of effect to any space other than its own. All creatures other than you cannot gain line of sight or line of effect to the target. |
| Miss: Half damage, and the target is immobilized (save ends). |
| Thirteen Baleful Stars - Warlock (Star) 25 |
| |
| Daily ♦ Arcane, Fear, Fire, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Will |
| Hit: 5d10 + Constitution modifier fire and psychic damage, and the target is stunned until the end of your next turn. |
| Miss: Half damage, and the target is dazed until the end of your next turn. |
| Banish to the Void - Warlock (Star) 27 |
| |
| Encounter ♦ Arcane, Fear, Implement, Teleportation |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Will |
| Hit: 2d10 + Constitution modifier damage. The target disappears into a starry realm. At the start of its next turn, the target reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice). The target makes a melee basic attack against the nearest creature on its next turn. Until the end of your next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take every opportunity attack possible. |
| Star Pact: The target gains a power bonus to attack rolls equal to your Intelligence modifier. This bonus applies only to attack rolls it makes due to this power. |
| Curse of the Fey King - Warlock (Fey) 27 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 3d10 + Charisma modifier damage. In addition, the first time the target rolls a d20 on its next turn, you can steal that result. The target rerolls, and you use the stolen result for your next d20 roll. |
| Fey Pact: You gain a bonus to the stolen result equal to your Intelligence modifier. |
| Hellfire Curse - Warlock (Infernal) 27 |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: 5d10 + Constitution modifier fire damage. |
| Infernal Pact: You gain a bonus to the damage roll equal to your Intelligence modifier. |
| Curse of the Dark Delirium - Warlock (Fey) 29 |
| |
| Daily ♦ Arcane, Charm, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: On the target’s next turn, you dictate its standard, move, and minor actions. The target cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such as leaping off a cliff or attacking itself. |
| Miss: If the target is adjacent to one of its allies at the start of its next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally. |
| Sustain Standard: Repeat the attack against the target as long as the target is within range. On a miss, you can’t sustain this power. |
| Doom of Delban - Warlock (Star) 29 |
| |
| Daily ♦ Arcane, Cold, Fear, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: 5d10 + Constitution modifier cold damage. |
| Miss: Half damage. |
| Sustain Standard: You can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage by 1d10 each time this power hits. Each time you sustain this power, you take 2d10 damage. |
| Hurl through Hell - Warlock (Infernal) 29 |
| |
| Daily ♦ Arcane, Fear, Fire, Implement, Teleportation |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Will |
| Hit: 7d10 + Constitution modifier fire damage, and the target disappears into the Nine Hells until the end of your next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned (save ends). |
| Sustain Minor: If you spend a minor action to sustain the power, the target’s return is delayed until the end of your next turn. You can sustain the power no more than three times. |
| Miss: Half damage, and the target does not disappear. |
| Fates Entwined - Doomsayer (Star) 11 |
| |
| Encounter ♦ Arcane, Fear, Implement, Psychic |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d8 + Charisma modifier psychic damage. Until the end of your next turn, when you take damage, the target takes half that amount of psychic damage. |
| Accursed Shroud - Doomsayer (Star) 12 |
| |
| Daily ♦ Arcane |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Effect: You place your Warlock’s Curse upon the target. In addition, it must reroll any successful attack it makes while affected by your curse and take the new result. |
| Long Fall into Darkness - Doomsayer (Star) 20 |
| |
| Daily ♦ Arcane, Fear, Illusion, Implement, Psychic |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 4d8 + Charisma modifier psychic damage, and the target is stunned until the end of its next turn and knocked prone. |
| Miss: Half damage, and the target is dazed until the end of its next turn. |
| Will of the Feywild - Feytouched (Fey) 11 |
| |
| Encounter ♦ Arcane, Charm, Implement, Psychic, |
| Standard Action |
| Ranged Action Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d8 + Charisma modifier psychic damage. You can teleport the target 5 squares, whereupon it makes a melee basic attack against an adjacent creature of your choice. |
| Effect: The target is dazed until the end of its next turn. |
| Twilight Teleport - Feytouched (Fey) 12 |
| |
| Daily ♦ Arcane, Teleportation |
| Free Action |
| Ranged 20 |
| Trigger: A creature within range and affected by your Warlock’s Curse drops to 0 hit points or fewer |
| Effect: You teleport yourself or another creature into the triggering creature’s space. |
| Whispers of the Fey - Feytouched (Fey) 20 |
| |
| Daily ♦ Arcane, Implement, Psychic |
| Standard Action |
| Close Burst 5 |
| Target: Each enemy in burst |
| Attack: Charisma vs. Will |
| Hit: The target must make a basic attack against its nearest ally (you choose the target if there are multiple possible targets). If it can’t make the attack, the target takes 2d8 + Charisma modifier psychic damage. |
| Effect: After it makes its attack or takes psychic damage, the target is dazed (save ends). |
| Soul Scorch - Life-Stealer (Infernal) 11 |
| |
| Encounter ♦ Arcane, Fire, Implement, Necrotic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Will |
| Hit: 3d8 + Constitution modifier fire and necrotic damage. |
| Effect: If the target creature has the same origin as a life spark you possess, you can expend that life spark to deal an extra 10 damage to the target. |
| Life Spark Summons - Life-Stealer (Infernal) 12 |
| |
| Daily ♦ Arcane |
| Minor Action |
| Ranged 10 |
| Effect: Expend a life spark you possess. Place the creature from which you received that life spark back in the encounter within the power’s range. It has 10 hit points and acts on your next turn with a full set of actions as an independent creature that you control. The creature can do nothing except make basic attacks and move. It drops to 0 hit points again, dies, and fades away at the end of your next turn. |
| Soultheft - Life-Stealer (Infernal) 20 |
| |
| Daily ♦ Arcane, Implement, Necrotic |
| Standard Action |
| Ranged 5 |
| Targets: One, two, or three creatures |
| Attack: Constitution vs. Fortitude, one attack per target |
| Hit: 3d8 + Constitution modifier necrotic damage, and you gain a life spark from any target that drops to 0 hit points or fewer as a result of this attack. |
| Miss: Half damage, and no life spark. |
| Inspiring Word - Warlord |
| |
| Encounter ♦ Martial, Healing |
| Minor Action |
| Close Burst 5 (10 at 11th level, 15 at 21st level) |
| Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. |
| Target: You or one ally in burst |
| Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level. |
| Commander’s Strike - Warlord 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: An ally of your choice makes a melee basic attack against the target |
| Hit: Ally’s basic attack damage + your Intelligence modifier. |
| Furious Smash - Warlord 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Fortitude |
| Hit: Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost. |
| Viper’s Strike - Warlord 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice. |
| Wolf Pack Tactics - Warlord 1 |
| |
| At-Will ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Guarding Attack - Warlord 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target’s attacks. |
| Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier. |
| Hammer and Anvil - Warlord 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Hit: 1[W] + Strength modifier damage. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds your Charisma modifier to the damage. |
| Leaf on the Wind - Warlord 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target. |
| Warlord’s Favor - Warlord 1 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. |
| Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier. |
| Bastion of Defense - Warlord 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. |
| Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier. |
| Lead the Attack - Warlord 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier. |
| Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target. |
| Pin the Foe - Warlord 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Effect: Until the end of the encounter, the target cannot shift if at least two of your allies (or you and one ally) are adjacent to it. |
| White Raven Onslaught - Warlord 1 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you slide an adjacent ally 1 square. Until the end of the encounter, whenever you or an ally within 10 squares of you makes a successful attack, the attacker slides an adjacent ally 1 square. |
| Miss: Choose one ally within 10 squares. Until the end of the encounter, the ally slides an adjacent ally 1 square after making a successful attack. |
| Aid the Injured - Warlord 2 |
| |
| Encounter ♦ Healing, Martial |
| Standard Action |
| Melee touch |
| Target: You or one adjacent ally |
| Effect: The target can spend a healing surge. |
| Crescendo of Violence - Warlord 2 |
| |
| Encounter ♦ Martial |
| Immediate Reaction |
| Ranged 5 |
| Trigger: An ally within range scores a critical hit |
| Effect: The ally gains temporary hit points equal to your Charisma modifier. |
| Knight’s Move - Warlord 2 |
| |
| Encounter ♦ Martial |
| Move Action |
| Ranged 10 |
| Target: One ally |
| Effect: The target takes a move action as a free action. |
| Shake It Off - Warlord 2 |
| |
| Encounter ♦ Martial |
| Minor Action |
| Ranged 10 |
| Target: You or one ally |
| Effect: The target makes a saving throw with a power bonus equal to your Charisma modifier. |
| Hold the Line - Warlord 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Effect: Until the end of your next turn, allies adjacent to you gain a +2 power bonus to AC and cannot be pulled, pushed, or slid. |
| Inspiring War Cry - Warlord 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Effect: One ally who can hear you and is within 5 squares of you makes a saving throw. |
| Steel Monsoon - Warlord 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and one ally within 5 squares of you can shift 1 square. |
| Tactical Presence: The number of allies who can shift equals your Intelligence modifier. |
| Warlord’s Strike - Warlord 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target. |
| Inspiring Presence: The bonus to damage rolls equals 1 + your Charisma modifier. |
| Stand the Fallen - Warlord 5 |
| |
| Daily ♦ Healing, Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Effect: Each ally within 10 squares can spend a healing surge and regains additional hit points equal to your Charisma modifier. |
| Turning Point - Warlord 5 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. You or one ally within 5 squares makes a saving throw. |
| Miss: You or one ally makes a saving throw against one effect that the target caused and that a save can end. |
| Villain’s Nightmare - Warlord 5 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Hit: 3[W] + Strength modifier damage. |
| Effect: Until the end of the encounter, when you are adjacent to the target and it walks or runs, you can cancel that movement as an immediate interrupt. |
| Guide the Charge - Warlord 6 |
| |
| Encounter ♦ Martial |
| Immediate Interrupt |
| Ranged 10 |
| Trigger: An ally charges |
| Effect: If the ally hits, he or she adds your Intelligence modifier to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares to remain adjacent to the target. |
| Inspiring Reaction - Warlord 6 |
| |
| Encounter ♦ Healing, Martial |
| Immediate Reaction |
| Melee touch |
| Trigger: You or an adjacent ally takes damage |
| Effect: You or the ally can spend a healing surge and regain additional hit points equal to your Charisma modifier. |
| Quick Step - Warlord 6 |
| |
| Daily ♦ Martial |
| Minor Action |
| Ranged 10 |
| Target: One ally |
| Effect: Increase the ally’s speed by 2 until the end of the encounter. |
| Stand Tough - Warlord 6 |
| |
| Daily ♦ Healing, Martial |
| Minor Action |
| Close Burst 5 |
| Targets: You and each ally in burst |
| Effect: The targets regain hit points equal to 10 + your Charisma modifier. |
| Lion’s Roar - Warlord 7 |
| |
| Encounter ♦ Healing, Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Effect: You or one ally within 5 squares of you can spend a healing surge. |
| Inspiring Presence: Your ally (but not you) gains additional hit points equal to your Charisma modifier. |
| Sunder Armor - Warlord 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. Until the end of your next turn, any attack roll against the target can score a critical hit on a roll of 18–20. |
| Surprise Attack - Warlord 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. An ally within 5 squares of you makes a basic attack with combat advantage as a free action against a target of his or her choice. |
| Tactical Presence: The ally gains a bonus to the attack roll equal to your Intelligence modifier. |
| Surround Foe - Warlord 7 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Effect: You slide one willing ally who is adjacent to the target to any other square adjacent to the target. The ally can move through the target’s square. |
| Iron Dragon Charge - Warlord 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Special: You must charge as part of this attack. |
| Hit: 3[W] + Strength modifier damage. |
| Effect: Until the end of the encounter, as an immediate reaction, an ally of your choice within 5 squares of you can charge a target that you charge. |
| Knock Them Down - Warlord 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the target is knocked prone. Every ally within 10 squares of you can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. |
| Miss: Half damage, and the target is knocked prone. |
| White Raven Strike - Warlord 9 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Effect: One or two allies within 10 squares gain 15 temporary hit points. If you dropped the target to 0 hit points or fewer with this attack, add your Charisma modifier to the temporary hit points your allies gain. |
| Defensive Rally - Warlord 10 |
| |
| Daily ♦ Healing, Martial |
| Standard Action |
| Close Burst 5 |
| Target: Each ally in burst |
| Effect: Each target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of your next turn. |
| Ease Suffering - Warlord 10 |
| |
| Daily ♦ Martial |
| Minor Action |
| Personal |
| Effect: Allies ignore ongoing damage on any turn they start adjacent to you, neither taking ongoing damage nor making saving throws to end it. This effect persists until the end of the encounter or for 5 minutes. |
| Tactical Shift - Warlord 10 |
| |
| Daily ♦ Martial |
| Immediate Interrupt |
| Ranged 10 |
| Trigger: A creature hits your ally with a melee or a ranged attack |
| Effect: The ally can shift a number of squares equal to 1 + your Intelligence modifier. |
| Beat Them into the Ground - Warlord 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Fortitude |
| Hit: 2[W] + Strength modifier damage, and the target is knocked prone. Every ally within 5 squares of you makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. |
| Tactical Presence: Your allies gain a bonus to the attack rolls granted by this power equal to your Intelligence modifier. |
| Bolstering Blow - Warlord 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you grant 10 temporary hit points to an ally within 5 squares of you. |
| Inspiring Presence: You grant your ally temporary hit points equal to 10 + your Charisma modifier. |
| Denying Smite - Warlord 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Effect: Choose one ally within 5 squares of you. The target cannot attack that ally with melee attacks or ranged attacks until the end of your next turn. |
| Fury of the Sirocco - Warlord 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and you slide the target 1 square. |
| Make Them Bleed - Warlord 15 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and ongoing 5 damage (save ends). |
| Effect: Until the end of the encounter, when you or an ally hits the target, that attack also deals ongoing 5 damage (save ends). |
| Renew the Troops - Warlord 15 |
| |
| Daily ♦ Healing, Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. Each ally who has line of sight to you regains hit points as if he or she had spent a healing surge. Add your Charisma modifier to the hit points regained. |
| Miss: Each ally who has line of sight to you regains hit points equal to 10 + your Charisma modifier. |
| Warlord’s Gambit - Warlord 15 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. |
| Effect: The target gains a +2 bonus to attack rolls and damage rolls against you until the end of the encounter. When the target attacks you, an ally of your choice within a number of squares equal to your Intelligence modifier can make a basic attack against the target as an immediate interrupt. |
| Hero’s Defiance - Warlord 16 |
| |
| Daily ♦ Martial |
| Standard Action |
| Ranged 10 |
| Target: You or one ally |
| Effect: The target succeeds on a saving throw. |
| Warlord’s Banner - Warlord 16 |
| |
| Encounter ♦ Healing, Martial |
| Standard Action |
| Close Burst 5 |
| Target: Each ally in burst |
| Effect: Each target can spend a healing surge. Until the end of your next turn, each target gains a +2 power bonus to attack rolls. |
| White Raven Formation - Warlord 16 |
| |
| Daily ♦ Martial |
| Standard Action |
| Close Burst 5 |
| Target: Each ally in burst |
| Effect: Each target can take a move action. |
| Battle On - Warlord 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and every ally within 5 squares of you makes a saving throw. |
| Inspiring Presence: Your allies gain a bonus to the saving throw equal to your Charisma modifier. |
| Hail of Steel - Warlord 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and every ally within 5 squares of you makes a basic attack against the target. |
| Thunderous Fury - Warlord 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the target is dazed until the end of your next turn. |
| Tactical Presence: Until the end of your next turn, your allies gain a power bonus to attack rolls against the target equal to your Intelligence modifier. |
| Warlord’s Rush - Warlord 17 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. Allies who have line of sight to you can move their speed. |
| Miss: One ally who has line of sight to you (your choice) can move his or her speed. |
| Break the Tempo - Warlord 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. |
| Effect: If the target attacks before the end of your next turn, you can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If you deal damage, the target takes a penalty to its attack roll equal to your Intelligence modifier. |
| Sustain Minor: The effect continues until the end of your next turn. |
| Victory Surge - Warlord 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. Until the start of your next turn, every ally within 10 squares of you can follow up a standard action with a basic attack made as a free action. |
| Miss: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action. |
| Sustain Minor: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action. |
| Windmill of Doom - Warlord 19 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. Each ally who is adjacent to the target makes a melee basic attack against it as a free action. |
| Miss: One ally of your choice adjacent to the target makes a melee basic attack against it as a free action. |
| Heart of the Titan - Warlord 22 |
| |
| Daily ♦ Martial |
| Standard Action |
| Ranged 10 |
| Target: You or one ally |
| Effect: The target gains temporary hit points equal to his or her healing surge value + your Charisma modifier. Until the target loses as many temporary hit points as he or she gained from this power, the target adds your Charisma modifier to damage rolls and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened. |
| Heroic Surge - Warlord 22 |
| |
| Daily ♦ Healing, Martial |
| Immediate Reaction |
| Close Burst 5 |
| Trigger: You or an ally within 5 squares of you takes damage |
| Effect: You and each ally in the burst can spend a healing surge. Add your Charisma modifier to the hit points regained. |
| Own the Battlefield - Warlord 22 |
| |
| Daily ♦ Martial |
| Standard Action |
| Close Burst 10 |
| Target: Each enemy in burst you can see |
| Effect: You slide each target a number of squares equal to your Intelligence modifier. |
| Great Dragon War Cry - Warlord 23 |
| |
| Encounter ♦ Fear, Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the target is weakened until the end of your next turn. |
| Inspiring Presence: Until the end of the encounter, your allies gain a power bonus to their attack rolls against weakened enemies equal to your Charisma modifier. |
| Pillar to Post - Warlord 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature flanked by you and an ally |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the ally can make a melee basic attack against the target as a free action. If the ally’s attack hits, you make a secondary attack against the target. |
| Secondary Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Rabbits and Wolves - Warlord 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. Any two allies of your choice within 10 squares of you can shift their speed. |
| Sudden Assault - Warlord 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage, and an ally of your choice within 5 squares of you takes a standard action. |
| Tactical Presence: Your ally gains a power bonus to attack rolls against targets adjacent to you equal to your Intelligence modifier. This bonus applies only to attack rolls made using the standard action granted by this power. |
| Relentless Assault - Warlord 25 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 5[W] + Strength modifier damage. |
| Effect: Until the end of the encounter, when you or an ally scores a critical hit, you and each ally can make a basic attack as a free action. |
| Stir the Hornet’s Nest - Warlord 25 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Requirement: You must be weilding a heavy thrown weapon. |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 6[W] + Strength modifier damage. Until the end of the encounter, your allies add your Intelligence modifier to attack rolls and damage rolls when making ranged attacks against the target. |
| Miss: Each ally makes a ranged basic attack against the target as a free action, gaining a bonus to the attack roll and the damage roll equal to your Intelligence modifier. |
| White Raven’s Call - Warlord 25 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 6[W] + Strength modifier damage, and you and all of your allies within 10 squares of you make saving throws against any single effect that a save can end. |
| Miss: Each of your allies within 10 squares of you makes a saving throw against any effect that the target caused and that a save can end. |
| Chimera Battlestrike - Warlord 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. Reflex |
| Hit: 3[W] + Strength modifier damage, and you slide the target 2 squares. |
| Tactical Presence: You slide the target a number of squares equal to 1 + your Intelligence modifier. |
| Devastating Charge - Warlord 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Special: You must charge as part of this attack. |
| Hit: 4[W] + Strength modifier damage. Until the end of your next turn, any ally who has line of sight to you gains a bonus to damage rolls equal to your Charisma modifier when he or she makes a melee basic attack as part of a charge. |
| Incite Heroism - Warlord 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage, and each ally in your line of sight gains 20 temporary hit points. |
| Inspiring Presence: You grant each ally additional temporary hit points equal to your Charisma modifier. |
| Warlord’s Doom - Warlord 27 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage, and until the end of your next turn, you can choose an effect currently on the target. The target fails its next saving throw against that effect. |
| Defy Death - Warlord 29 |
| |
| Daily ♦ Healing, Martial, Weapon |
| Immediate Interrupt |
| Melee weapon |
| Trigger: A creature attacks your ally |
| Target: The attacking creature |
| Special: As part of this action, you can move twice your speed to reach the target without provoking opportunity attacks. |
| Attack: Strength vs. AC |
| Hit: 7[W] + Strength modifier damage, and the target’s attack misses. |
| Miss: Half damage, and the target’s attack deals half damage if it hits. |
| Effect: As an immediate reaction, the attacked ally can spend a healing surge. |
| Disintegrate - Wizard 19 |
| |
| Daily ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature or object |
| Attack: Intelligence vs. Reflex |
| Special: You don’t need to make an attack roll to hit an unattended object with this power. |
| Hit: 5d10 + Intelligence modifier damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends). |
| Miss: 3d10 + Intelligence modifier damage, and ongoing 5 damage (save ends). |
| Evard’s Black Tentacles - Wizard 19 |
| |
| Daily ♦ Arcane, Implement, Necrotic, Zone |
| Standard Action |
| Area Burst 4 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 2d10 + Intelligence modifier necrotic damage, and the target is immobilized (save ends). |
| Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. |
| Sustain Minor: When you sustain the power, repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 necrotic damage to creatures that are immobilized. |
| Mass Fly - Wizard 22 |
| |
| Daily ♦ Arcane |
| Standard Action |
| Close Burst 5 |
| Targets: You and each ally in burst |
| Effect: All targets gain a speed of fly 8 until the end of your next turn. |
| Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain this power, all targets float to the ground without taking falling damage. |
| Mordenkainen’s Mansion - Wizard 22 |
| |
| Daily ♦ Arcane, Conjuration, Teleportation |
| Standard Action |
| Melee touch |
| Effect: You conjure a spacious extradimensional dwelling that can hold up to fifty Medium creatures. It is reached through a single doorway that you trace on a surface or in the air. Only you and those you designate can pass through it. You can close the entrance and make it invisible after you enter the mansion, and only someone inside the mansion can open the portal once it’s closed. The mansion contains comfortable furnishings and enough food and drink to satisfy its denizens. The furniture and food disappear if removed from the mansion. The mansion lasts for 8 hours, and any creatures still in the mansion when the power ends reappear in unoccupied squares outside the entrance portal. |
| Time Stop - Wizard 22 |
| |
| Daily ♦ Arcane |
| Minor Action |
| Personal |
| Effect: You gain two extra standard actions, which you can’t use to attack other creatures. |
| Acid Storm - Wizard 23 |
| |
| Encounter ♦ Acid, Arcane, Implement |
| Standard Action |
| Area Burst 4 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 4d6 + Intelligence modifier acid damage. |
| Effect: The cloud blocks line of sight, providing total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage. The cloud lasts until the end of your next turn, or you can dismiss it as a minor action. |
| Stand Invincible - Warlord 29 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 7[W] + Strength modifier damage. |
| Effect: You and each ally within 5 squares of you gain a +4 power bonus to all defenses and resist 5 to all damage until the end of your next turn. |
| Sustain Minor: The effect continues. |
| Force Retreat - Battle Captain 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Primary Target: One creature |
| Attack: Strength vs. Reflex |
| Hit: 1[W] damage, and you push the target a number of squares equal to your Intelligence modifier. Make a secondary attack. |
| Secondary Target: Each enemy that was adjacent to the primary target, is its size or smaller, and is within your melee reach |
| Secondary Attack: Strength vs. Fortitude |
| Hit: 2d6 + Strength modifier damage, and you push the secondary target 1 square. |
| Bolt of Genius - Battle Captain 12 |
| |
| Daily ♦ Martial |
| Standard Action |
| Ranged 5 |
| Target: One ally |
| Effect: The target regains an encounter power he or she has already used. |
| Cunning Flurry - Battle Captain 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC, one attack per target |
| Hit: 2[W] + Strength modifier damage, and you push the target 1 square or knock the target prone. |
| Miss: Half damage, no push, and the target is not knocked prone. |
| Skirmish Ploy - Combat Veteran 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn. In addition, you slide the target 2 squares, and an ally within 2 squares of you shifts 1 square nearer to the target. |
| Miss Me Once - Combat Veteran 12 |
| |
| Encounter ♦ Martial |
| Immediate Interrupt |
| Ranged 10 |
| Trigger: An enemy within range and in your line of sight misses you with an attack |
| Effect: The enemy grants combat advantage to each ally who has line of sight to it until the start of its next turn. |
| Superior Tactics - Combat Veteran 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you grant an action point to an ally within 10 squares of you. The action point disappears if it’s not used by the end of the encounter. |
| Miss: An ally within 10 squares of you makes a basic attack as a free action. |
| Slash and Press - Knight Commander 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Effect: After making the attack, you push all adjacent enemies 1 square. |
| Break Their Nerve - Knight Commander 12 |
| |
| Encounter ♦ Martial |
| Minor Action |
| Melee 1 |
| Target: One enemy |
| Effect: The target is marked until the end of your next turn. |
| Control the Field - Knight Commander 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Effect: All of your enemies within 5 squares of you are marked until the end of your next turn. All enemies take ongoing damage equal to your Charisma modifier while the mark lasts. |
| Blade Flurry - Sword Marshal 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a heavy blade. |
| Primary Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack. |
| Secondary Target: One creature |
| Secondary Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Sword Marshal’s Boon - Sword Marshal 12 |
| |
| Daily ♦ Martial |
| Free Action |
| Personal |
| Trigger: You use a power that targets your allies but not you |
| Effect: You are also targeted by the power. |
| Diamond Blade of Victory - Sword Marshal 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a heavy blade. |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. For each ally within 2 squares of you, deal an extra 1[W] damage (maximum 6[W] + Strength modifier damage). |
| Miss: Half damage. |
| Ghost Sound - Wizard |
| |
| At-Will ♦ Arcane, Illusion |
| Standard Action |
| Ranged 10 |
| Target: One object or unoccupied square |
| Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. |
| Light - Wizard |
| |
| At-Will ♦ Arcane |
| Minor Action |
| Ranged 5 |
| Target: One object or unoccupied square |
| Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. |
| Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. |
| Mage Hand - Wizard |
| |
| At-Will ♦ Arcane, Conjuration |
| Minor Action |
| Ranged 5 |
| Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. |
| Sustain Minor: You can sustain the hand indefinitely. |
| Special: You can create only one hand at a time. |
| Prestidigitation - Wizard |
| |
| At-Will ♦ Arcane |
| Standard Action |
| Ranged 2 |
| Effect: Use this cantrip to accomplish one of the effects given below. |
| ♦ Move up to 1 pound of material. |
| ♦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. |
| ♦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. |
| ♦ Instantly light (or snuff out) a candle, a torch, or a small campfire. |
| ♦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. |
| ♦ Make a small mark or symbol appear on a surface for up to 1 hour. |
| ♦ Produce out of nothingness a small item or image that exists until the end of your next turn. |
| ♦ Make a small, handheld item invisible until the end of your next turn. |
| Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. |
| Special: You can have as many as three prestidigitation effects active at one time. |
| Cloud of Daggers - Wizard 1 |
| |
| At-Will ♦ Arcane, Force, Implement |
| Standard Action |
| Area Blast 1 square within 10 squares |
| Target: Each creature in square |
| Attack: Intelligence vs. Reflex |
| Hit: 1d6 + Intelligence modifier force damage. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action. |
| Magic Missile - Wizard 1 |
| |
| At-Will ♦ Arcane, Force, Implement |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 2d4 + Intelligence modifier force damage. |
| Increase damage to 4d4 + Intelligence modifier at 21st level. |
| Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. |
| Ray of Frost - Wizard 1 |
| |
| At-Will ♦ Arcane, Cold, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Scorching Burst - Wizard 1 |
| |
| At-Will ♦ Arcane, Fire, Implement |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 1d6 + Intelligence modifier fire damage. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Thunderwave - Wizard 1 |
| |
| At-Will ♦ Arcane, Implement, Thunder |
| Standard Action |
| Close Blast 3 |
| Target: Each creature in blast |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Burning Hands - Wizard 1 |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Close Blast 5 |
| Target: Each creature in blast |
| Attack: Intelligence vs. Reflex |
| Hit: 2d6 + Intelligence modifier fire damage. |
| Chill Strike - Wizard 1 |
| |
| Encounter ♦ Arcane, Cold, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Fortitude |
| Hit: 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of your next turn. |
| Force Orb - Wizard 1 |
| |
| Encounter ♦ Arcane, Force, Implement |
| Standard Action |
| Ranged 20 |
| Primary Target: One creature or object |
| Attack: Intelligence vs. Reflex |
| Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack. |
| Secondary Target: Each enemy adjacent to the primary target |
| Secondary Attack: Intelligence vs. Reflex |
| Hit: 1d10 + Intelligence modifier force damage. |
| Icy Terrain - Wizard 1 |
| |
| Encounter ♦ Arcane, Cold, Implement |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone. |
| Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action. |
| Ray of Enfeeblement - Wizard 1 |
| |
| Encounter ♦ Arcane, Implement, Necrotic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn. |
| Acid Arrow - Wizard 1 |
| |
| Daily ♦ Acid, Arcane, Implement |
| Standard Action |
| Ranged 20 |
| Primary Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. |
| Secondary Target: Each creature adjacent to the primary target |
| Secondary Attack: Intelligence vs. Reflex |
| Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). |
| Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack. |
| Flaming Sphere - Wizard 1 |
| |
| Daily ♦ Arcane, Conjuration, Fire, Implement |
| Standard Action |
| Ranged 10 |
| Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares. |
| Target: One creature adjacent to the flaming sphere |
| Attack: Intelligence vs. Reflex |
| Hit: 2d6 + Intelligence modifier fire damage. |
| Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere. |
| Freezing Cloud - Wizard 1 |
| |
| Daily ♦ Arcane, Cold, Implement |
| Standard Action |
| Area Burst 2 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d8 + Intelligence modifier cold damage. |
| Miss: Half damage. |
| Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action. |
| Sleep - Wizard 1 |
| |
| Daily ♦ Arcane, Implement, Sleep |
| Standard Action |
| Area Burst 2 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Will |
| Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). |
| Miss: The target is slowed (save ends). |
| Expeditious Retreat - Wizard 2 |
| |
| Daily ♦ Arcane |
| Move Action |
| Personal |
| Effect: Shift up to twice your speed. |
| Feather Fall - Wizard 2 |
| |
| Daily ♦ Arcane |
| Free Action |
| Ranged 10 |
| Trigger: You or one creature in range falls |
| Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall. |
| Jump - Wizard 2 |
| |
| Encounter ♦ Arcane |
| Move Action |
| Ranged 10 |
| Target: You or one creature |
| Effect: The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start. |
| Shield - Wizard 2 |
| |
| Encounter ♦ Arcane, Force |
| Immediate Interrupt |
| Personal |
| Trigger: You are hit by an attack |
| Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn. |
| Color Spray - Wizard 3 |
| |
| Encounter ♦ Arcane, Implement, Radiant |
| Standard Action |
| Close Blast 5 |
| Target: Each creature in blast |
| Attack: Intelligence vs. Will |
| Hit: 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn. |
| Fire Shroud - Wizard 3 |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Close Burst 3 |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). |
| Icy Rays - Wizard 3 |
| |
| Encounter ♦ Arcane, Cold, Implement |
| Standard Action |
| Ranged 10 |
| Targets: One or two creatures |
| Attack: Intelligence vs. Reflex, one attack per target |
| Hit: 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn. |
| Shock Sphere - Wizard 3 |
| |
| Encounter ♦ Arcane, Implement, Lightning |
| Standard Action |
| Area Burst 2 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 2d6 + Intelligence modifier lightning damage. |
| Bigby’s Icy Grasp - Wizard 5 |
| |
| Daily ♦ Arcane, Cold, Conjuration, Implement |
| Standard Action |
| Ranged 20 |
| Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. |
| Target: One creature adjacent to the hand |
| Attack: Intelligence vs. Reflex |
| Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. |
| Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed. |
| Fireball - Wizard 5 |
| |
| Daily ♦ Arcane, Fire, Implement |
| Standard Action |
| Area Burst 3 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 3d6 + Intelligence modifier fire damage. |
| Miss: Half damage. |
| Stinking Cloud - Wizard 5 |
| |
| Daily ♦ Arcane, Implement, Poison, Zone |
| Standard Action |
| Area Burst 2 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d10 + Intelligence modifier poison damage. |
| Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10 + Intelligence modifier poison damage. As a move action, you can move the zone up to 6 squares. |
| Sustain Minor: The zone persists. |
| Web - Wizard 5 |
| |
| Daily ♦ Arcane, Implement, Zone |
| Standard Action |
| Area Burst 2 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: The target is immobilized (save ends). |
| Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends). |
| Dimension Door - Wizard 6 |
| |
| Daily ♦ Arcane, Teleportation |
| Move Action |
| Personal |
| Effect: Teleport 10 squares. You can’t take other creatures with you. |
| Disguise Self - Wizard 6 |
| |
| Daily ♦ Arcane, Illusion |
| Minor Action |
| Personal |
| Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check. |
| Dispel Magic - Wizard 6 |
| |
| Daily ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One conjuration or zone |
| Attack: Intelligence vs. the Will defense of the creator of the conjuration or the zone |
| Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves. |
| Invisibility - Wizard 6 |
| |
| Daily ♦ Arcane, Illusion |
| Standard Action |
| Ranged 5 |
| Target: You or one creature |
| Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible. |
| Sustain Standard: If the target is within range, you can sustain the effect. |
| Levitate - Wizard 6 |
| |
| Daily ♦ Arcane |
| Move Action |
| Personal |
| Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a –2 penalty to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall. |
| Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power, you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don’t sustain the power, you descend to the ground without taking falling damage. |
| Wall of Fog - Wizard 6 |
| |
| Daily ♦ Arcane, Conjuration |
| Standard Action |
| Area Wall 8 within 10 |
| Effect: You conjure a wall that consists of contiguous squares filled with arcane fog. The wall lasts until the end of your next turn. It can be up to 8 squares long and up to 4 squares high. The fog’s area is heavily obscured and blocks line of sight. |
| Sustain Minor: The wall persists. |
| Fire Burst - Wizard 7 |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Area Burst 2 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 3d6 + Intelligence modifier fire damage. |
| Lightning Bolt - Wizard 7 |
| |
| Encounter ♦ Arcane, Implement, Lightning |
| Standard Action |
| Ranged 10 |
| Primary Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 2d6 + Intelligence modifier lightning damage. |
| Secondary Targets: Two creatures within 10 squares of the primary target |
| Secondary Attack: Intelligence vs. Reflex |
| Hit: 1d6 + Intelligence modifier lightning damage. |
| Spectral Ram - Wizard 7 |
| |
| Encounter ♦ Arcane, Force, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Fortitude |
| Hit: 2d10 + Intelligence modifier force damage, and you push the target 3 squares and it is knocked prone. |
| Winter’s Wrath - Wizard 7 |
| |
| Encounter ♦ Arcane, Cold, Implement |
| Standard Action |
| Area Burst 2 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 2d8 + Intelligence modifier cold damage. |
| Effect: A blizzard erupts in the designated area and continues until the end of your next turn. It grants concealment, and any creature that starts its turn in the storm takes cold damage equal to your Intelligence modifier. You can end this effect as a minor action. |
| Ice Storm - Wizard 9 |
| |
| Daily ♦ Arcane, Cold, Implement, Zone |
| Standard Action |
| Area Burst 3 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 2d8 + Intelligence modifier cold damage, and the target is immobilized (save ends). |
| Miss: Half damage, and the target is slowed (save ends). |
| Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes. |
| Lightning Serpent - Wizard 9 |
| |
| Daily ♦ Arcane, Implement, Lightning, Poison |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 2d12 + Intelligence modifier lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). |
| Miss: Half damage, and the target is slowed (save ends). |
| Mordenkainen’s Sword - Wizard 9 |
| |
| Daily ♦ Arcane, Conjuration, Force, Implement |
| Standard Action |
| Ranged 10 |
| Effect: You conjure a sword of force in an unoccupied square within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until the end of your next turn. |
| Target: One creature adjacent to the sword |
| Attack: Intelligence vs. Reflex |
| Hit: 1d10 + Intelligence modifier force damage. |
| Sustain Minor: When you sustain the sword, it attacks again. |
| Wall of Fire - Wizard 9 |
| |
| Daily ♦ Arcane, Conjuration, Fire, Implement |
| Standard Action |
| Area Wall 8 within 10 squares |
| Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. |
| Sustain Minor: The wall persists. |
| Arcane Gate - Wizard 10 |
| |
| Daily ♦ Arcane, Teleportation |
| Minor Action |
| Ranged 20 |
| Target: Two unoccupied squares |
| Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature. |
| Sustain Minor: The rift persists. |
| Blur - Wizard 10 |
| |
| Daily ♦ Arcane, Illusion |
| Minor Action |
| Personal |
| Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you. |
| Mirror Image - Wizard 10 |
| |
| Daily ♦ Arcane, Illusion |
| Minor Action |
| Personal |
| Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour. |
| Resistance - Wizard 10 |
| |
| Daily ♦ Arcane |
| Minor Action |
| Ranged 10 |
| Target: You or one creature |
| Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier until the end of the encounter or for 5 |
| minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. |
| Frostburn - Wizard 13 |
| |
| Encounter ♦ Arcane, Cold, Fire, Implement |
| Standard Action |
| Area Burst 2 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 3d6 + Intelligence modifier cold and fire damage. |
| Effect: This power’s area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes 5 cold and fire damage. You can dismiss the effect as a minor action. |
| Mesmeric Hold - Wizard 13 |
| |
| Encounter ♦ Arcane, Charm, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Targets: One, two, or three creatures |
| Attack: Intelligence vs. Will, one attack per target |
| Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll. |
| Hit: 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn. |
| Prismatic Burst - Wizard 13 |
| |
| Encounter ♦ Arcane, Implement, Radiant |
| Standard Action |
| Area Burst 2 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Will |
| Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn. |
| Thunderlance - Wizard 13 |
| |
| Encounter ♦ Arcane, Implement, Thunder |
| Standard Action |
| Close Blast 5 |
| Target: Each creature in blast |
| Attack: Intelligence vs. Reflex |
| Hit: 4d6 + Intelligence modifier thunder damage, and you push the target 4 squares. |
| Bigby’s Grasping Hands - Wizard 15 |
| |
| Daily ♦ Arcane, Conjuration, Force, Implement |
| Standard Action |
| Ranged 10 |
| Effect: You conjure two 5-foot-tall hands of force, each one occupying 1 square within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until the end of your next turn. |
| Targets: One or two creatures |
| Attack: Intelligence vs. Reflex |
| Hit: 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. |
| Special: If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action, dealing 2d10 + Intelligence modifier force damage to each grabbed target. After the attack, each hand returns to its original square with its grabbed target. |
| Sustain Minor: The hands persist. |
| Blast of Cold - Wizard 15 |
| |
| Daily ♦ Arcane, Cold, Implement |
| Standard Action |
| Close Blast 5 |
| Target: Each enemy in blast |
| Attack: Intelligence vs. Reflex |
| Hit: 6d6 + Intelligence modifier cold damage, and the target is immobilized (save ends). |
| Miss: Half damage, and the target is slowed (save ends). |
| Otiluke’s Resilient Sphere - Wizard 15 |
| |
| Daily ♦ Arcane, Conjuration, Force, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: You conjure a sphere of force that fills the target’s entire space until the end of your next turn. The target is immobilized and can’t attack anything outside its own space. Creatures outside the sphere can’t attack the target, and the sphere blocks objects and creatures attempting to pass through it. The sphere, though impenetrable, is not impervious to damage. Attacks against the sphere automatically hit, and it has 100 hit points. |
| Sustain Minor: If your attack roll was successful, you can sustain the sphere. |
| Miss: The target is immobilized (save ends). |
| Special: Instead of attacking an enemy, you can put the sphere around yourself or a willing ally within range without making an attack roll. |
| Prismatic Beams - Wizard 15 |
| |
| Daily ♦ Arcane, Fire, Implement, Poison |
| Standard Action |
| Close Burst 5 |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Fortitude, Reflex, Will |
| Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends). |
| Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). |
| Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends). |
| Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately. |
| Wall of Ice - Wizard 15 |
| |
| Daily ♦ Arcane, Cold, Conjuration, Implement |
| Standard Action |
| Area Wall 12 within 10 squares |
| Effect: You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall. |
| Special: A creature can attack the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, it melts away after 1 hour. |
| Displacement - Wizard 16 |
| |
| Encounter ♦ Arcane, Illusion |
| Immediate Interrupt |
| Ranged 5 |
| Trigger: A ranged or a melee attack hits you or one ally in range |
| Effect: The attacker must reroll the attack roll. |
| Fly - Wizard 16 |
| |
| Daily ♦ Arcane |
| Standard Action |
| Personal |
| Effect: You gain a speed of fly 8 until the end of your next turn. |
| Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage. |
| Greater Invisibility - Wizard 16 |
| |
| Daily ♦ Arcane, Illusion |
| Standard Action |
| Ranged 20 |
| Target: You or one creature |
| Effect: The target is invisible until the end of your next turn. If the target attacks, the power ends. |
| Sustain Minor: If the target is within range, you can sustain the effect. |
| Stoneskin - Wizard 16 |
| |
| Daily ♦ Arcane |
| Standard Action |
| Melee touch |
| Target: You or one ally |
| Effect: The target gains resist 10 to all damage until the end of the encounter or for 5 minutes. |
| Combust - Wizard 17 |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Area Burst 2 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 5d6 + Intelligence modifier fire damage. |
| Crushing Titan’s Fist - Wizard 17 |
| |
| Encounter ♦ Arcane, Force, Implement |
| Standard Action |
| Area Burst 2 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 3d8 + Intelligence modifier force damage, and the target is immobilized until the end of your next turn. |
| Effect: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends at the end of your next turn, and you can dismiss it as a minor action. |
| Force Volley - Wizard 17 |
| |
| Encounter ♦ Arcane, Force, Implement |
| Standard Action |
| Ranged 20 |
| Targets: One, two, or three creatures |
| Attack: Intelligence vs. Reflex, one attack per target |
| Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll. |
| Hit: 3d6 + Intelligence modifier force damage, and the target is dazed until the end of your next turn. |
| Ice Tomb - Wizard 17 |
| |
| Encounter ♦ Arcane, Cold, Implement |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 3d10 + Intelligence modifier cold damage, and the target is entombed in ice. While entombed, the target is stunned, and attacks cannot gain line of effect against it. This effect lasts until the end of your next turn. |
| Acid Wave - Wizard 19 |
| |
| Daily ♦ Acid, Arcane, Implement |
| Standard Action |
| Close Blast 5 |
| Target: Each creature in blast |
| Attack: Intelligence vs. Reflex |
| Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends). |
| Miss: Half damage, and ongoing 5 acid damage (save ends). |
| Cloudkill - Wizard 19 |
| |
| Daily ♦ Arcane, Implement, Poison, Zone |
| Standard Action |
| Area Burst 5 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d10 + Intelligence modifier poison damage. |
| Effect: The burst creates a zone of poisonous vapors that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes 1d10 + Intelligence modifier poison damage. As a move action, you can move the zone 3 squares. |
| Sustain Minor: The zone persists. |
| Chain Lightning - Wizard 23 |
| |
| Encounter ♦ Arcane, Implement, Lightning |
| Standard Action |
| Ranged 20 |
| Primary Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 4d6 + Intelligence modifier lightning damage. |
| Secondary Targets: Two creatures within 5 squares of the primary target |
| Secondary Attack: Intelligence vs. Reflex |
| Hit: 2d6 + Intelligence modifier lightning damage. |
| Tertiary Targets: All other enemies within 20 squares of you |
| Attack: Intelligence vs. Reflex |
| Hit: 1d6 + Intelligence modifier lightning damage. |
| Thunderclap - Wizard 23 |
| |
| Encounter ♦ Arcane, Implement, Thunder |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Intelligence vs. Fortitude |
| Hit: 3d6 + Intelligence modifier thunder damage, and the target is stunned until the end of your next turn. |
| Elemental Maw - Wizard 25 |
| |
| Daily ♦ Arcane, Implement, Teleportation Acid, Cold, Fire, |
| Standard Action |
| Area Burst dard Action Area burst 4 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 6d6 + Intelligence modifier damage of a type chosen |
| from the following list: acid, cold, fire, lightning, or thunder. In addition, the target is pulled 2 squares toward the maw’s origin square. |
| Miss: Half damage, and no pull. |
| Effect: This attack’s origin square becomes a vortex of energy. The burst creates an area of difficult terrain. The effect remains until the end of your next turn. Any creature that is pulled into the vortex takes 3d6 + Intelligence |
| modifier damage of a type chosen from the following list: acid, cold, fire, lightning, or thunder. In addition, you teleport that creature to a square within 20 squares of you. The creature arrives at its destination prone and dazed until the start of your next turn. |
| Maze - Wizard 25 |
| |
| Daily ♦ Arcane, Implement, Psychic, Teleportation |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Will |
| Hit: 3d12 + Intelligence modifier psychic damage. |
| Effect: You trap the target in an extradimensional maze. While caught in the maze, the target cannot see, move, or affect the world outside in any way. Similarly, no one can see or attack the creature in the maze. The maze remains visible as a faintly glowing sigil or rune in the square the trapped creature occupied; it is harmless to all other beings, and creatures can move through or attack through that square without penalty. On its turn each round, the target can attempt an Intelligence check against your Will defense to escape as a standard action. The target gains a cumulative +5 bonus to this check each time it fails. Upon leaving the maze, the creature returns to the space it occupied (or, if occupied, the nearest available unoccupied space of its choice), and the maze ends. |
| Necrotic Web - Wizard 25 |
| |
| Daily ♦ Arcane, Implement, Necrotic, Zone |
| Standard Action |
| Area Burst 3 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 4d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends). |
| Effect: The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save ends). |
| Prismatic Spray - Wizard 25 |
| |
| Daily ♦ Arcane, Fear, Fire, Implement, Poison |
| Standard Action |
| Close Burst 5 |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Fortitude, Reflex, Will |
| Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 3d6 + Intelligence modifier poison damage and is slowed (save ends). |
| Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 3d6 + Intelligence modifier fire damage, and ongoing 15 fire damage (save ends). |
| Hit (Will): If the attack hits the target’s Will defense, the target is stunned (save ends). |
| Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately. |
| Black Fire - Wizard 27 |
| |
| Encounter ♦ Arcane, Fire, Implement, Necrotic |
| Standard Action |
| Close Blast 5 |
| Target: Each enemy in blast |
| Attack: Intelligence vs. Reflex |
| Hit: 6d6 + Intelligence modifier fire and necrotic damage. |
| Confusion - Wizard 27 |
| |
| Encounter ♦ Arcane, Charm, Implement, Psychic |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Intelligence vs. Will |
| Hit: 3d10 + Intelligence modifier psychic damage. On the |
| target’s next turn, you control its actions: You can move it a number of squares equal to your Wisdom modifier, and it then makes a basic attack against its nearest ally. |
| Forcecage - Wizard 27 |
| |
| Encounter ♦ Arcane, Force, Implement |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 3d10 + Intelligence modifier force damage. The target is confined in the forcecage until the end of your next turn. While confined, it is immobilized, grants combat advantage, and cannot gain line of effect against nonadjacent enemies. |
| Greater Ice Storm - Wizard 29 |
| |
| Daily ♦ Arcane, Cold, Implement, Zone |
| Standard Action |
| Area Burst 5 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 4d8 + Intelligence modifier cold damage, and the target is immobilized (save ends). |
| Miss: Half damage, and the target is slowed (save ends). |
| Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes. |
| Legion’s Hold - Wizard 29 |
| |
| Daily ♦ Arcane, Charm, Implement, Psychic |
| Standard Action |
| Close Burst 20 |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Will |
| Hit: 2d10 + Intelligence modifier psychic damage, and the target is stunned (save ends). |
| Miss: Half damage, and the target is dazed (save ends). |
| Meteor Swarm - Wizard 29 |
| |
| Daily ♦ Arcane, Fire, Implement |
| Standard Action |
| Area Burst 5 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 8d6 + Intelligence modifier fire damage. |
| Miss: Half damage. |
| Forceful Retort - Battle Mage 11 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 3d8 + Intelligence modifier force damage, and you push the target 1 square and it is knocked prone. |
| Arcane Rejuvenation - Battle Mage 12 |
| |
| Daily ♦ Arcane, Healing |
| Immediate Interrupt |
| Personal |
| Trigger: You are reduced to 0 hit points or fewer |
| Effect: You regain hit points equal to your level + your Intelligence modifier. |
| Closing Spell - Battle Mage 20 |
| |
| Daily ♦ Arcane, Implement Cold, Fire, Lightning, |
| Standard Action |
| Area Burst ea burst 5 within 20 squares |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 3d10 + Intelligence modifier damage of a particular |
| damage type, chosen by you from the following list: cold, fire, lightning, or thunder. Add 5d10 damage of the same damage type if you have no other daily powers remaining. |
| Miss: Half damage. |
| Blood Pulse - Blood Mage 11 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Area Burst 3 within 20 squares |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Will |
| Hit: 2d6 + Intelligence modifier damage, and until the end of your next turn the target takes 1d6 damage for every square it leaves. |
| Soul Burn - Blood Mage 12 |
| |
| Daily ♦ Arcane |
| Minor Action |
| Personal |
| Effect: You spend a healing surge. Instead of regaining hit points, you regain one encounter power you have already used. |
| Destructive Salutation - Blood Mage 20 |
| |
| Daily ♦ Arcane, Implement, Psychic |
| Standard Action |
| Area Burst 3 within 20 squares |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Will |
| Hit: 6d6 + Intelligence modifier psychic damage, and the target takes ongoing 10 psychic damage and is stunned (save ends both). |
| Miss: Half damage, no ongoing damage, and the target is stunned until the end of your next turn. |
| Storm Cage - Spellstorm Mage 11 |
| |
| Encounter ♦ Arcane, Conjuration, Implement, Lightning, |
| Standard Action |
| Area Burst ea burst 2 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 4d6 + Intelligence modifier lightning and thunder damage. |
| Effect: You conjure a wall in the 16 outer squares of the burst (forming a square enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall square takes 10 lightning damage. Moving into a wall square costs 1 extra square of movement. The wall does not grant cover or concealment. It lasts until the end of your next turn. |
| Sudden Storm - Spellstorm Mage 12 |
| |
| Daily ♦ Arcane, Zone |
| Standard Action |
| Area Burst 2 within 20 squares |
| Effect: The burst creates a zone of wind and rain that lasts until the end of your next turn. Squares in the zone are difficult terrain and are lightly obscured. As a move action, you can move the zone up to 5 squares. |
| Sustain Minor: The zone persists. |
| Maelstrom of Chaos - Spellstorm Mage 20 |
| |
| Daily ♦ Arcane, Force, Implement, Teleportation |
| Standard Action |
| Close Burst 10 |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 3d8 + Intelligence modifier force damage, and you can teleport the target to a location of your choice within the burst. |
| Miss: Half damage, and no teleportation. |
| The One Sword - Wizard of the Spiral Tower 11 |
| |
| Encounter ♦ Arcane, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 2[W] + Intelligence modifier damage. Make a secondary attack against the target. |
| Secondary Attack: Intelligence vs. Will |
| Hit: The target is dazed until the end of your next turn, and this power is not expended. |
| Shape the Dream - Wizard of the Spiral Tower 12 |
| |
| Daily ♦ Arcane, Implement |
| Immediate Interrupt |
| Personal |
| Trigger: You are hit by an attack against your Will defense |
| Effect: The attack doesn’t occur, as if the creature that attacked you chose to do nothing with its action. |
| Corellon’s Blade - Wizard of the Spiral Tower 20 |
| |
| Daily ♦ Arcane, Radiant, Teleportation, Weapon |
| Standard Action |
| Close Burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Intelligence + 4 vs. Will |
| Hit: 3[W] + Intelligence modifier radiant damage. In addition, the target is transported to a remote but nonthreatening corner of the Feywild until the end of your next turn. Return the creature to its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice). |
| Miss: Half damage. |
| Shape Magic - Archmage 26 |
| |
| Daily ♦ Arcane |
| Standard Action |
| Personal |
| Effect: You regain one arcane power you have already used. |
| Epic Trick - Deadly Trickster 26 |
| |
| Daily ♦ Healing |
| Minor Action |
| Personal |
| Effect: Regain all of your hit points and healing surges, automatically save against all effects on you, recover all expended encounter powers, or recover all expended daily powers except this one. Once you use this power, you cannot recover it except by taking an extended rest. |
| Divine Regeneration - Demigod 26 |
| |
| Daily ♦ Healing |
| Minor Action |
| Personal |
| Effect: You gain regeneration equal to your highest ability score until the end of the encounter. |
| Basic Melee Attack - Basic Attack |
| |
| At-Will ♦ Basic, Weapon |
| Standard Action |
| Basic Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Increase damage to 2[W] + Strength modifier at 21st level. |
| Special: You can use an unarmed attack as a weapon to make a melee basic attack. |
| Basic Ranged Attack - Basic Attack |
| |
| At-Will ♦ Basic, Weapon |
| Standard Action |
| Basic Ranged weapon |
| Target: One creature |
| Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Increase damage to 2[W] + Dexterity modifier at 21st level. |
| Special: Weapons with the heavy thrown property (see page 216) use Strength instead of Dexterity for attack rolls and damage rolls. |
| Special: Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack. |
| Channel Divinity: Armor of Bahamut - Feat Power |
| |
| Encounter ♦ Divine |
| Immediate Interrupt |
| Ranged 5 |
| Trigger: An enemy scores a critical hit on you or an ally |
| Effect: Turn a critical hit against you or an ally within range into a normal hit. |
| Special: You must take the Armor of Bahamut feat to use this power. |
| Channel Divinity: Avandra’s Rescue - Feat Power |
| |
| Encounter ♦ Divine |
| Move Action |
| Melee 1 |
| Target: One ally |
| Effect: Shift into the space of an adjacent ally; that ally simultaneously shifts into your space. Your space and your ally’s space must be the same size. |
| Special: You must take the Avandra’s Rescue feat to use this power. |
| Power Attack - Feat Power |
| |
| At-Will ♦ Weapon |
| No Action |
| Personal |
| Effect: When making a melee attack, you may choose to take a -2 penalty on the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus with a two handed weapon). |
| Increase the damage to +4/+6 at 11th level and to +6/+9 at 21st level. |
| Channel Divinity: Corellon’s Grace - Feat Power |
| |
| Encounter ♦ Divine |
| Immediate Interrupt |
| Ranged 10 |
| Trigger: Another creature within range spends an action point to take an extra action |
| Effect: You take a move action. |
| Special: You must take the Corellon’s Grace feat to use this power. |
| Channel Divinity: Harmony of Erathis - Feat Power |
| |
| Encounter ♦ Divine |
| Minor Action |
| Ranged 10 |
| Target: One ally |
| Effect: If you have at least three allies within range, grant one of those allies a +2 power bonus to the first attack roll he or she makes before the start of your next turn. |
| Special: You must take the Harmony of Erathis feat to use this power. |
| Channel Divinity: Ioun’s Poise - Feat Power |
| |
| Encounter ♦ Divine |
| Minor Action |
| Ranged 5 |
| Target: You or one ally |
| Effect: The target gains a +5 power bonus to Will defense until the start of your next turn. |
| Special: You must take the Ioun’s Poise feat to use this power. |
| Channel Divinity: Kord’s Favor - Feat Power |
| |
| Encounter ♦ Divine, Healing |
| Free Action |
| Ranged 5 |
| Trigger: You or an ally within range scores a critical hit with a melee attack |
| Effect: You or the ally can spend a healing surge. |
| Special: You must take the Kord’s Favor feat to use this power. |
| Channel Divinity: Melora’s Tide - Feat Power |
| |
| Encounter ♦ Divine, Healing |
| Minor Action |
| Ranged 5 |
| Target: You or one ally; bloodied target only |
| Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied. If you are 11th level or higher, this power grants regeneration 4 instead. If you are 21st level or higher, this power grants regeneration 6 instead. |
| Special: You must take the Melora’s Tide feat to use this power. |
| Channel Divinity: Moradin’s Resolve - Feat Power |
| |
| Encounter ♦ Divine |
| Minor Action |
| Personal |
| Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large or larger creatures. |
| Special: You must take the Moradin’s Resolve feat to use this power. |
| Channel Divinity: Pelor’s Radiance - Feat Power |
| |
| Encounter ♦ Divine, Implement, Radiant |
| Standard Action |
| Close Burst 1 (3 at 11th level, 5 at 21st level) |
| Target: Each undead creature in burst |
| Attack: Wisdom vs. Will |
| Hit: 1d12 + Wisdom modifier radiant damage, and the target is stunned until the end of your next turn. |
| Increase damage to 2d12 at 5th level, 3d12 at 11th, 4d12 at 15th, 5d12 at 21st, and 6d12 at 25th. |
| Special: You must take the Pelor’s Radiance feat to use this power. |
| Channel Divinity: Raven Queen’s Blessing - Feat Power |
| |
| Encounter ♦ Divine, Healing |
| Free Action |
| Ranged 10 |
| Trigger: Your attack drops an enemy within range to 0 hit points or fewer |
| Effect: You or an ally within 5 squares of the enemy can spend a healing surge. |
| Special: You must take the Raven Queen’s Blessing feat to use this power. |
| Channel Divinity: Sehanine’s Reversal - Feat Power |
| |
| Encounter ♦ Divine |
| No Action |
| Ranged 5 |
| Trigger: You roll a natural 20 on a saving throw |
| Effect: Choose an enemy within range; that creature gains the condition you just saved against. |
| Special: You must take the Sehanine’s Reversal feat to use this power. |
| Combat Challenge - Fighter |
| |
| At-Will ♦ Martial, Weapon |
| No Action |
| Melee or Ranged weapon |
| Effect: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. |
| Hunter's Quarry - Ranger |
| |
| At-Will ♦ Martial, Weapon |
| Minor Action |
| Melee or Ranged weapon |
| Target: Nearest enemy to you that you can see |
| Effect: Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. |
| Level / Hunter’s Quarry Extra Damage |
| 1st–10th / +1d6 |
| 11th–20th / +2d6 |
| 21st–30th / +3d6 |
| Sneak Attack - Rogue |
| |
| At-Will ♦ Martial, Weapon |
| No Action |
| Melee weapon |
| Requirements: Light blade, crossbow, or sling weapon. |
| Target: One creature on which you have combat advantage |
| Effect: Once per round, when you have combat advantage against an enemy and hit that enemy with an attack that uses a crossbow, a light blade, or a sling, the attack deals extra damage. If you have dealt Sneak Attack damage since the start of your turn, you cannot deal it again until the start of your next turn. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases. |
| Level / Sneak Attack Damage |
| 1st–10th / +2d6 |
| 11th–20th / +3d6 |
| 21st–30th / +5d6 |
| Warlock's Curse - Warlock |
| |
| At-Will ♦ Arcane |
| Minor Action |
| Ranged Sight |
| Target: Closest visible enemy |
| Effect: A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round so if you have dealt Warlock’s Curse damage since the start of your turn, you cannot deal it again until the start of your next turn. A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another character’s Warlock’s Curse. As you advance in level, your extra damage increases. |
| Level / Warlock’s Curse Extra Damage |
| 1st–10th / +1d6 |
| 11th–20th / +2d6 |
| 21st–30th / +3d6 |
| Orb of Imposition - Wizard |
| |
| Encounter ♦ Arcane, Implement |
| Free Action |
| Ranged Sight |
| Requirements: You must be wielding an Orb Implement. |
| Effect: You can use your orb to gain one of the following two effects. |
| You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier. |
| Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. |
| Staff of Defense - Wizard |
| |
| Encounter ♦ Arcane, Implement |
| Immediate Interrupt |
| Personal |
| Requirements: You must be wielding a Staff Implement. |
| Effect: You gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. |
| Wand of Accuracy - Wizard |
| |
| Encounter ♦ Arcane, Implement |
| Free Action |
| Ranged Sight |
| Requirements: You must be wielding a Wand Implement. |
| Effect: You gain a bonus to a single attack roll equal to your Dexterity modifier. |
| Collect Life Spark - Life-Stealer |
| |
| At-Will ♦ Arcane |
| Minor Action |
| Personal |
| Effect: When a creature under your Warlock’s Curse drops to 0 hit points or fewer, you take a portion of its life energy by collecting a life spark. As a minor action, you can expend this life spark to gain a benefit based on the creature’s origin. At the end of the encounter, any life sparks you have not expended fade away. |
| Aberrant: You gain a +2 power bonus to all defenses until the end of your next turn. |
| Immortal: You gain resist 5 to all damage until the end of your next turn. |
| Elemental: You deal an extra 5 damage to the next target you hit with an attack on your current turn. |
| Fey: A successful attack you make on your current turn also causes your target to become dazed until the end of your next turn. |
| Natural: Regain hit points equal to one-half your level. |
| Shadow: You become invisible until the end of your next turn. |
| Manticore-and-Wyvern - Pack Master 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: 1 creature |
| Attack: Str vs. Will |
| Hit: Slide the target 2 squares. Choose one creature now adjacent to the target. The target makes a melee basic attack against that creature, and that creature makes a melee basic attack against the target. An ally within 5 squares of you can make a basic attack against the target. |
| Casting Ripples - Pack Master 12 |
| |
| Daily ♦ Martial |
| Minor Action |
| Close Burst 5 |
| Effect: Push willing allies in the burst a number of squares up to 3 + your Charisma modifier. |
| Straw Soldiers - Pack Master 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: 1 creature |
| Attack: Str vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Effect: You and your allies gain concealment against all attacks until the end of your next turn. |
| Sustain Minor: When you sustain this power, the concealment effect persists. |
| Warforged Resolve - Warforged |
| |
| Encounter ♦ Healing, Racial |
| Minor Action |
| Personal |
| Effect: You gain a number of temporary hit points equal to 3 + one-half your level. You may make an immediate saving throw against one effect that inflicts ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one half your level. |
| Improved Immutability - Feat Power |
| |
| Daily ♦ Racial, Feat |
| Immediate Reaction |
| Personal |
| Trigger: You gain a condition or ongoing damage effect that ends with a save. |
| Effect: Immediately end the effect as if you had succeeded on your saving throw against it. |
| Warforged Fortification - Feat Power |
| |
| Encounter ♦ Racial, Feat |
| Immediate Interrupt |
| Personal |
| Trigger: You take a critical hit. |
| Effect: Negate the critical hit. The triggering attack instead deals normal damage. The attack does not gain any of the benefits for scoring a critical hit, such as extra damage due to a magic item or the opportunity to recharge a power. |
| Ruinous Onslaught - Warforged Juggernaut 11 |
| |
| Encounter ♦ Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage and the target is dazed until the end of your next turn. You can also push your enemy 1 square, and you can shift 1 square closer to a target you push. |
| Special: You can use this power in place of a melee basic attack as part of a charge. |
| Inexorable Momentum - Warforged Juggernaut 12 |
| |
| Encounter |
| Minor Action |
| Personal |
| Effect: Until the end of your next turn, you ignore difficult terrain, you can move through enemy spaces, and you gain a +2 power bonus to AC against opportunity attacks. You must end your move in an unoccupied space. You gain these benefits when you charge or use any type of movement. |
| Crag of Steel - Warforged Juggernaut 20 |
| |
| Daily ♦ Stance, Weapon |
| Minor Action |
| Personal |
| Effect: You gain resist 5 to all damage, and whenever this reduces an attack’s damage to 0, you also negate conditions and ongoing damage imposed by that attack. Additionally, you can reduce the distance of any pull, push, or slide effect against you by 5. Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks. |
| Verve Strike - Warforged Lifeseeker 11 |
| |
| Encounter ♦ Healing, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature within your melee reach. |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage and the target is dazed until the end of your next turn. You also grant yourself or an ally within 10 squares of you that you can see a number of temporary hit points equal to 5 + the higher of your Wisdom modifier or Charisma modifier. |
| Empathic Resonance - Warforged Lifeseeker 12 |
| |
| Daily |
| Minor Action |
| Personal |
| Effect: Until the end of the encounter, you gain a +2 bonus to saving throws. Whenever you succeed on a saving throw, one ally of your choice within 10 squares of you can make a saving throw against an effect of his or her choice immediately (as long as a save can end the effect). This effect persists until the end of the encounter or for 5 minutes. |
| Unleashed Vigor - Warforged Lifeseeker 20 |
| |
| Daily ♦ Healing, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage and ongoing 10 damage (save ends). Aftereffect: Ongoing 5 damage (save ends). |
| Miss: Half damage and ongoing 5 damage (save ends). |
| Effect: Each time your target takes ongoing damage from this power, you or one ally of your choice within 5 squares of the target regains 5 hit points. |
| Illusory Ambush - Wizard 1 |
| |
| At-Will ♦ Arcane, Illusion, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Will |
| Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Grasping Shadows - Wizard 1 |
| |
| Encounter ♦ Arcane, Illusion, Implement, Psychic |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Will |
| Hit: 2d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn. |
| Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn. |
| Phantom Chasm - Wizard 1 |
| |
| Daily ♦ Arcane, Illusion, Implement, Psychic |
| Standard Action |
| Area Burst 1 within 20 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Will |
| Hit: 2d6 + Intelligence modifier psychic damage, and the target is prone and immobilized until the end of its next turn. |
| Miss: The target is immobilized until the end of your next turn. |
| Phantasmal Terrain - Wizard 2 |
| |
| Daily ♦ Arcane, Illusion, Implement, Zone |
| Standard Action |
| Area Burst 2 within 10 squares |
| Effect: Difficult terrain in the designated area costs 2 extra squares of movement instead of the normal 1 extra square. Additionally, hazards and traps within the area gain a bonus to attack rolls equal to your Intelligence modifier against your enemies. |
| Maze of Mirrors - Wizard 3 |
| |
| Encounter ♦ Arcane, Illusion, Implement |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence vs. Will |
| Hit: The target is immobilized and takes a penalty to attack rolls equal to your Intelligence modifier until the end of your next turn. |
| Phantasmal Assailant - Wizard 5 |
| |
| Daily ♦ Arcane, Illusion, Implement, Psychic |
| Standard Action |
| Ranged 20 |
| Target: One creature |
| Attack: Intelligence vs. Will |
| Hit: 2d10 + Intelligence modifier psychic damage. |
| Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both). |
| Spectral Hound - Wizard 6 |
| |
| Daily ♦ Arcane, Illusion, Implement |
| Standard Action |
| Ranged 10 |
| Effect: You create the illusion a spectral hound, which appears in a square you designate within range. The spectral hound does not occupy that square but does count as an ally for the purposes of flanking. Additionally, as long as the hound remains within 10 squares of you, you gain a +1 power bonus to AC and all defenses, along with a +5 power bonus to Perception checks, since the spectral hound warns you of approaching danger. |
| Sustain Minor: You can sustain this power until the end of the encounter. Each round you can move the hound up to 5 squares as a free action; the spectral hound ignores difficult terrain but the effect ends if the hound leaves your line of sight. |
| Enemies Abound - Wizard 7 |
| |
| Encounter ♦ Arcane, Illusion, Implement |
| Standard Action |
| Area Burst 1 within 20 squares |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Will |
| Hit: 2d8 + Intelligence modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn. |
| Illusory Wall - Wizard 10 |
| |
| Encounter ♦ Arcane, Illusion, Implement |
| Standard Action |
| Area Wall 8 within 20 squares |
| Effect: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature. |
| Sustain Minor: You can sustain this power until the end of the encounter. |
| Dragonborn Zeal - Dragonborn |
| |
| Daily ♦ Healing |
| Immediate Reaction |
| Personal |
| Trigger: Your hit points drop to 0 or fewer |
| Effect: You regain hit points equal to your healing surge value plus your Charisma modifier. Add your Charisma modifier as a power bonus to your attack rolls and damage rolls against the enemy that reduced you to 0 hit points or fewer until the end of your next turn. |
| Healing Infusion: Restorative Formula - Artificer |
| |
| Encounter ♦ Arcane, Healing |
| Minor Action |
| Close Burst 5 (10 at 11th level, 15 at 21st level) |
| Target: You or one ally in burst |
| Effect: The target can spend a healing surge and regain an additional 1d6 hit points. |
| Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level. |
| Special: You can use a healing infusion power twice per encounter, but only once per round. At 16th level, you can use a healing infusion power three times per encounter, but only once per round. |
| Healing Infusion: Curative Admixture - Artificer |
| |
| Encounter ♦ Arcane |
| Minor Action |
| Close Burst 5 (10 at 11th level, 15 at 21st level) |
| Targets: You and each ally in burst |
| Effect: Each target can spend a healing surge to gain temporary hit points equal to your Constitution modifier + 1. |
| Increase the amount of temporary hit points gained to Constitution modifier + 2 at 6th level, Constitution modifier + 3 at 11th level, Constitution modifier + 4 at 16th level, Constitution modifier + 5 at 21st level, and Constitution modifier + 6 at 27th level. |
| Special: You can use a healing infusion power twice per encounter, but only once per round. At 16th level, you can use a healing infusion power three times per encounter, but only once per round. |
| Repair Object - Artificer |
| |
| Encounter ♦ Arcane, Healing |
| Minor Action |
| Melee touch |
| Target: One object |
| Effect: The target regains a number of hit points equal to your healing surge value. You cannot repair an object that has been reduced to 0 hit points. |
| Thundering Armor - Artificer 1 |
| |
| At-Will ♦ Arcane, Implement, Thunder |
| Standard Action |
| Ranged 10 |
| Primary Target: One ally |
| Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack. |
| Secondary Target: One creature adjacent to the primary target |
| Attack: Intelligence vs. Fortitude |
| Hit: 1d6 + Intelligence modifier thunder damage, and you push the secondary target 1 square away from the primary target. |
| Increase damage to 2d6 + Intelligence modifier at 21st level. |
| Aggravating Force - Artificer 1 |
| |
| At-Will ♦ Arcane, Force, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 1[W] + Intelligence modifier force damage. Until the end of your next turn, the next attack against the target from one of your allies gains a +2 power bonus to the attack roll. |
| Increase damage to 2[W] + Intelligence modifier at 21st level. |
| Spike Wire - Artificer 1 |
| |
| Encounter ♦ Arcane, Force, Weapon |
| Standard Action |
| Area Burst 1 within weapon range |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 1[W] + Intelligence modifier force damage, and attacks against the target gain a +2 bonus to damage rolls until the end of your next turn. |
| Shielding Cube - Artificer 1 |
| |
| Encounter ♦ Arcane, Artifice, Force, Implement |
| Standard Action |
| Ranged 10 |
| Requirement: You must be wielding a ranged weapon. |
| Effect: Your artifice lands in a square adjacent to an enemy within range. Until the end of your next turn, you and any ally adjacent to or occupying the same square as the artifice gain a +1 power bonus to AC. Make an attack. |
| Target: One creature adjacent to the artifice |
| Attack: Intelligence vs. Reflex |
| Hit: 1d8 + Intelligence modifier force damage. |
| Lifetap - Artificer 1 |
| |
| Daily ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 2d10 + Intelligence modifier damage, and an ally within 10 squares of you gains 10 temporary hit points. |
| Miss: Half damage, and the ally gains 5 temporary hit points. |
| Caustic Rampart - Artificer 1 |
| |
| Daily ♦ Acid, Arcane, Conjuration, Implement |
| Standard Action |
| Area Wall 5 within 10 squares |
| Effect: You conjure a wall that consists of contiguous squares filled with acid. It can be up to 5 squares long and up to 2 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn in or adjacent to the wall takes 1d6 + Intelligence modifier acid damage. The wall is difficult terrain, and the wall’s squares are lightly obscured. |
| Sustain Minor: The wall persists. |
| Restorative Infusion - Artificer 2 |
| |
| Daily ♦ Arcane |
| Standard Action |
| Ranged 10 |
| Target: You or one ally |
| Effect: The target gains 20 temporary hit points. As a minor action, the target can transfer any number of temporary hit points to an ally within 5 squares. |
| Arcane Springboard - Artificer 2 |
| |
| Daily ♦ Arcane, Artifice |
| Standard Action |
| Ranged 10 |
| Effect: Your artifice lands in a square within range. You and any ally who enters the artifice’s square can jump a number of squares equal to your Constitution modifier. The jump does not count against a character’s speed. The effect lasts until the end of your next turn. |
| Sustain Minor: The effect persists. |
| Altered Luck - Artificer 3 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Area Burst 2 within 10 squares |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Will |
| Hit: The target takes a –2 penalty to attack rolls, skill checks, ability checks, and savings throws until the end of your next turn. |
| Effect: One ally in the burst gains a +2 bonus to an attack roll, a skill check, an ability check, or a saving throw before the end of your next turn. The ally can use the bonus after determining the result of a roll. |
| Fiery Infusion - Artificer 3 |
| |
| Encounter ♦ Arcane, Fire, Weapon |
| Standard Action |
| Area Burst 1 within weapon range |
| Requirement: You must be wielding a ranged weapon. |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 1[W] + Intelligence modifier fire damage. |
| Effect: Each ally in the burst deals 2 extra fire damage whenever he or she hits with a melee attack until the end of your next turn. |
| Predatory Shards - Artificer 5 |
| |
| Daily ♦ Arcane, Force, Weapon, Zone |
| Standard Action |
| Area Burst 1 within weapon range |
| Requirement: You must be wielding a ranged weapon. |
| Target: Each enemy in burst |
| Attack: Intelligence vs. AC |
| Hit: 2[W] + Intelligence modifier damage. |
| Miss: Half damage. |
| Effect: The burst creates a zone of magical shards that lasts until the end of the encounter. An enemy that starts its turn in the zone takes 5 force damage. |
| Dancing Weapon - Artificer 5 |
| |
| Daily ♦ Arcane, Artifice, Implement, Weapon |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Effect: A melee weapon you are holding becomes an artifice, but reducing this artifice to 0 hit points only ends this effect, rather than destroying the weapon. The weapon enters a square in the target’s space and makes an attack against the target. If the target moves, the weapon moves with it. If the target moves beyond the power’s range or is killed, the effect ends. Otherwise, the effect lasts until the end of your next turn. |
| Attack: Intelligence + weapon’s proficiency bonus vs. AC. Before you make the attack roll, choose whether to use the enhancement bonus, critical dice, and properties of your weapon or your implement for the damage roll. |
| Hit: 1[W] + Intelligence modifier damage. |
| Sustain Minor: When you sustain the power, repeat the attack. |
| Regeneration Infusion - Artificer 6 |
| |
| Daily ♦ Arcane, Healing |
| Standard Action |
| Ranged 10 |
| Target: You if you’re bloodied or one bloodied ally |
| Effect: The target gains regeneration 2 until the end of your next turn. |
| Sustain Minor: The effect persists. |
| Phantom Structure - Artificer 6 |
| |
| Daily ♦ Arcane, Conjuration |
| Standard Action |
| Ranged 5 |
| Effect: You conjure a bridge, a staircase, or a ladder (see below) that appears in a space within range. The effect lasts until the end of your next turn. |
| Bridge: The bridge is 2 squares wide and a number of squares long equal to twice your Constitution modifier. |
| Spiral Staircase: The staircase occupies a space 2 squares on a side and is a number of squares tall equal to twice your Constitution modifier. The stairs are 1 square wide. |
| Straight Staircase: The staircase’s base occupies 1 square, and the staircase rises 1 square vertically for each square it has in length. It is a number of squares long equal to twice your Constitution modifier. |
| Ladder: The ladder occupies 1 square and is a number of squares tall equal to twice your Constitution modifier. |
| Sustain Minor: The structure or object persists. |
| Gale-Force Infusion - Artificer 7 |
| |
| Encounter ♦ Arcane, Implement |
| Standard Action |
| Area Burst 2 within 10 squares |
| Target: Each enemy in burst centered on one ally |
| Attack: Intelligence vs. Reflex |
| Hit: 1d10 + Intelligence modifier damage, and you slide the target 2 squares. |
| Effect: The ally gains a +4 power bonus to AC against ranged attacks until the end of your next turn. |
| Runic Resistance - Artificer 7 |
| |
| Encounter ♦ Arcane, Implement Acid, Cold, Fire, Lightning |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 2d6 + Intelligence modifier damage of a type you choose: acid, cold, fire, or lightning. |
| Effect: Each ally in the burst chooses a damage type—acid, cold, fire, or lightning—and gains resistance equal to 5 + your Constitution modifier against that damage type until the end of your next turn. |
| Lightning Motes - Artificer 9 |
| |
| Daily ♦ Arcane, Implement, Lightning |
| Standard Action |
| Close Burst 3 |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 2d10 + Intelligence modifier lightning damage, and the target is dazed (save ends). Each time the target fails the saving throw, it takes 5 lightning damage. |
| Aftereffect: Ongoing 5 lightning damage (save ends). |
| Miss: Half damage, and ongoing 5 lightning damage (save ends). |
| Brittleskin Infusion - Artificer 9 |
| |
| Daily ♦ Arcane, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 2[W] + Intelligence modifier damage, and the target is slowed and gains vulnerable 5 to melee attacks (save ends both). |
| Miss: Half damage, and the target is slowed (save ends). |
| Healing Figurine - Artificer 10 |
| |
| Daily ♦ Arcane, Artifice, Healing |
| Standard Action |
| Ranged 10 |
| Effect: You spend a healing surge while creating the artifice, but you regain no hit points for doing so. Your artifice lands in a square within range. The artifice has hit points equal to twice your healing surge value. As a minor action, you or any ally adjacent to or occupying the same space as the artifice can remove a number of hit points from the artifice to regain the same number of hit points. The effect lasts until the artifice’s hit points are depleted or until the end of the encounter. |
| Slick Concoction - Artificer 10 |
| |
| Encounter ♦ Arcane |
| Move Action |
| Ranged 5 |
| Target: One ally |
| Effect: You slide the target 5 squares. |
| Barbed Automaton - Artificer 13 |
| |
| Encounter ♦ Arcane, Artifice, Implement |
| Standard Action |
| Ranged 10 |
| Effect: Your artifice lands in a square within range. The artifice occupies a square and counts as an ally for the purpose of flanking. The artifice makes an attack against an enemy that begins its turn adjacent to the artifice or enters a square adjacent to it. The effect lasts until the end of your next turn. |
| Attack: Intelligence vs. Reflex |
| Hit: 2d8 + Intelligence modifier damage. |
| Forceful Missile - Artificer 13 |
| |
| Encounter ♦ Arcane, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 2[W] + Intelligence modifier damage, and the target is pushed 3 squares and knocked prone. |
| Lightning Matrix - Artificer 15 |
| |
| Daily ♦ Arcane, Implement, Lightning |
| Standard Action |
| Close Burst 5 |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 2d10 + Intelligence modifier lightning damage. |
| Effect: Until the end of the encounter, any enemy that begins its turn adjacent to you takes 5 lightning damage and is dazed until the end of your next turn. |
| Hornet Shot - Artificer 15 |
| |
| Daily ♦ Arcane, Poison, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 2[W] + Intelligence modifier poison damage, and the target takes ongoing 10 poison damage and grants combat advantage to you and your allies (save ends both). |
| Effect: Until the end of the encounter, an enemy that begins its turn adjacent to the target takes 5 poison damage. |
| Good Luck Charm - Artificer 16 |
| |
| Daily ♦ Arcane, Artifice |
| Short Rest |
| Personal |
| Effect: You create an artifice that can be held. As a minor action, a creature holding the artifice can use it to gain a +5 bonus to its next saving throw or skill check. The effect lasts until it is used or until the end of your next extended rest. |
| Ironhide Infusion - Artificer 16 |
| |
| Encounter ♦ Arcane |
| Minor Action |
| Ranged 10 |
| Target: You or one ally |
| Effect: The target gains a +4 bonus to AC until the end of your next turn. |
| Skipping Shot - Artificer 17 |
| |
| Encounter ♦ Arcane, Force, Weapon |
| Standard Action |
| Ranged weapon |
| Primary Target: One creature |
| Primary Attack: Intelligence vs. AC |
| Hit: 2[W] + Intelligence modifier force damage, and the target is dazed until the end of your next turn. |
| Effect: Make a secondary attack. |
| Secondary Targets: One or two creatures other than the primary target (the primary target can be a secondary target if the primary attack missed) |
| Secondary Attack: Intelligence vs. AC |
| Hit: 1[W] + Intelligence modifier force damage, and the target is dazed until the end of your next turn. |
| Earth’s Embrace - Artificer 17 |
| |
| Encounter ♦ Arcane, Force, Implement |
| Standard Action |
| Ranged 10 |
| Primary Target: One ally |
| Effect: You slide the primary target 3 squares and then make an attack. |
| Secondary Target: Each enemy adjacent to the primary target |
| Attack: Intelligence vs. Fortitude |
| Hit: 2d10 + Intelligence modifier force damage. You slide the secondary target 1 square, and it is immobilized until the end of your next turn. |
| Strangling Rope - Artificer 19 |
| |
| Daily ♦ Arcane, Artifice, Implement |
| Standard Action |
| Area Burst 2 within 10 squares |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Reflex |
| Hit: 3d10 + Intelligence modifier damage, and the target is immobilized (save ends). |
| Miss: Half damage, and the target is immobilized until the end of your next turn. |
| Effect: Each square within the area counts as a separate artifice. Destroying the artifice in one square removes the artifice from only that square. Enemies treat the area as difficult terrain, and an enemy that enters or begins its turn in the area is slowed until the end of its next turn. The effect lasts until the end of your next turn. |
| Burrowing Projectile - Artificer 19 |
| |
| Daily ♦ Arcane, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 3[W] + Intelligence modifier damage, and the target grants combat advantage to you and your allies and takes ongoing 5 damage (save ends both). If the target is killed before ongoing damage from this power ends, the closest enemy within 5 squares of the target takes ongoing 5 damage (save ends). |
| Aftereffect: Ongoing 5 damage (save ends). |
| Miss: Half damage, and the target grants combat advantage to you and your allies (save ends). |
| Hero’s Elixir - Artificer 22 |
| |
| Daily ♦ Arcane, Artifice, Healing |
| Short Rest |
| Personal |
| Effect: You spend a healing surge to create a healing draft, instead of regaining hit points. A character can take a minor action to consume the artifice to regain hit points equal to twice your healing surge value. In addition, the character can make a saving throw against each effect that a save can end. The artifice lasts until consumed or until your next extended rest. |
| Four-Winds Bag - Artificer 22 |
| |
| Encounter ♦ Arcane |
| Standard Action |
| Close Burst 5 |
| Targets: You and each ally in burst |
| Effect: You slide each target 3 squares. |
| Armor of Acid - Artificer 23 |
| |
| Encounter ♦ Acid, Arcane, Implement |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each enemy in burst centered on one ally |
| Attack: Intelligence vs. Reflex |
| Hit: 3d8 + Intelligence modifier acid damage |
| Effect: The ally gains resist 15 acid. Until the end of your next turn, any creature that makes a melee attack against the ally takes 5 acid damage. |
| Prismatic Shot - Artificer 23 |
| |
| Encounter ♦ Arcane, Cold, Poison, Psychic, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Primary Attack: Intelligence vs. Fortitude |
| Hit: 1[W] + Intelligence modifier poison damage, and the target is blinded until the end of your next turn. |
| Effect: Make a secondary attack against the target. |
| Secondary Attack: Intelligence vs. Reflex |
| Hit: 1[W] + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. |
| Effect: Make a tertiary attack against the target. |
| Tertiary Attack: Intelligence vs. Will |
| Hit: 1[W] + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn. |
| Trio of Biting Blades - Artificer 25 |
| |
| Daily ♦ Arcane, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 3d10 + Intelligence modifier damage, and the target takes 10 damage if it moves or attacks on its turn (save ends). |
| Aftereffect: The target takes 5 damage if it moves or attacks on its turn (save ends). |
| Miss: Half damage, and the target takes 5 damage if it moves or attacks on its turn (save ends). |
| All-Consuming Missile - Artificer 25 |
| |
| Daily ♦ Arcane, Fire, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 3[W] + Intelligence modifier fire damage, and the target takes ongoing 10 fire damage and is blinded (save ends both). If the target fails its first saving throw against this power, the ongoing fire damage increases to 15 damage. If the target fails its second saving throw against this power, the ongoing fire damage increases to 20 damage. |
| Miss: Half damage, and ongoing 5 fire damage (save ends). |
| Grave-Dust Cloud - Artificer 27 |
| |
| Encounter ♦ Arcane, Healing, Implement, Necrotic |
| Standard Action |
| Area Burst 3 within 20 squares |
| Target: Each enemy in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 2d10 + Intelligence modifier necrotic damage. Each ally in the burst regains hit points equal to half the damage and gains a +1 power bonus to attack rolls and all defenses until the end of your next turn. |
| Living Caltrop Swarm - Artificer 27 |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each creature in burst |
| Attack: Intelligence + 2 vs. AC |
| Hit: 3d8 + Intelligence modifier damage. |
| Effect: Enemies in the area grant combat advantage. At the end of your next turn, each creature in the area takes 2d10 + Constitution modifier fire damage, and the effect ends. |
| Bitterfrost Bolt - Artificer 29 |
| |
| Daily ♦ Arcane, Cold, Weapon |
| Standard Action |
| Ranged weapon |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 3[W] + Intelligence modifier cold damage, and the target is immobilized and takes vulnerable 10 to all damage (save ends both). |
| Aftereffect: The target is slowed and takes vulnerable 5 to all damage (save ends both). |
| Miss: Half damage, and the target is slowed and takes vulnerable 5 to all damage (save ends both). |
| Sigils of Shadow Tendrils - Artificer 29 |
| |
| Daily ♦ Arcane, Implement |
| Standard Action |
| Area Burst 1 within 10 squares |
| Target: Each enemy in burst centered on one ally |
| Attack: Intelligence vs. Will |
| Hit: 4d6 + Intelligence modifier damage, and the target is blinded and slowed (save ends both). Whenever the target fails its saving throw against this power, you can slide it 1 square. |
| Miss: Half damage, and the target is blinded (save ends). |
| Effect: Until the end of the encounter, any creature that attacks the ally is blinded until the end of your next turn. |
| Impaling Strike - Draeven Marauder 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a spear (or short pike). |
| Special: Shift up to 3 squares before making the attack. |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and the target is immobilized until the end of your next turn. |
| Exultant Withdrawal - Draeven Marauder 12 |
| |
| Encounter ♦ Martial |
| Free Action |
| Personal |
| Trigger: One of your attacks drops an enemy to 0 hit points or fewer. |
| Effect: You can shift 3 squares. |
| Taunting Press - Draeven Marauder 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee 1 |
| Requirement: You must be wielding a spear (or short pike). |
| Target: One creature |
| Effect: Slide the target to any other square adjacent to you. |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage. |
| Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it. |
| Divine Tilt - Luckbringer 11 |
| |
| Encounter ♦ Divine |
| Standard Action |
| Close burst 5 |
| Target: All allies within burst |
| Effect: All allies within the burst gain a +5 power bonus to all defenses until the end of your next turn. |
| Secondary Targets: Each enemy in burst. |
| Attack: Wisdom vs. Will |
| Hit: All enemies in the burst take a -5 penalty to all defenses until the end of your next turn. |
| Luckbolt - Luckbringer 12 |
| |
| Daily ♦ Divine |
| Standard Action |
| Close burst 10 |
| Target: You or one ally within the burst |
| Effect: The target makes saving throws against all effects that a save can end. The target gains a +4 bonus to all these saving throws. |
| Inauspicious Vulnerability - Luckbringer 20 |
| |
| Encounter ♦ Divine, Cold, Fire, Implement, Lightning, Thunder |
| Standard Action |
| Area burst 2 within 10 squares |
| Target: Each enemy in burst |
| Attack: Wisdom vs. Reflex |
| Hit: 2d10 + Wisdom modifier damage. |
| Effect: Enemies in burst gains a vulnerability 10 + your Charisma modifier to cold, fire, lightning, and thunder (save ends) |
| Stance of Legend - Reborn Champion 26 |
| |
| Daily ♦ Stance |
| Minor Action |
| Personal |
| Effect: You gain a +2 bonus to attack rolls, skill checks, ability checks, and saving throws. You can end this stance at any time during your turn as a free action. When you end the stance, you may either end all conditions affecting you or spend a healing surge to regain hit points. |
| Glow of Ulban - Warlock (Star) 1 |
| |
| Encounter ♦ Arcane, Implement, Radiant |
| Standard Action |
| Ranged 5 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d8 + Charisma modifier radiant damage. |
| Star Pact: If this attack hits, the target takes a –2 penalty to its next saving throw. This penalty to saving throws lasts until the end of combat. |
| Prophecy of Zhudun - Warlock (Star) 1 |
| |
| Daily ♦ Arcane, Fear, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d8 + Charisma modifier psychic damage, and the target is dazed (save ends). The target treats all its enemies as if they are concealed until it saves from its dazed condition. |
| Miss: Half damage, and the target is not dazed. |
| Crown of Stars - Warlock (Star) 1 |
| |
| Daily ♦ Arcane, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Reflex |
| Hit: 2d12 + Charisma modifier radiant damage. If target is bloodied, it is blinded until the end of your next turn. |
| Sustain Minor: Make a Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier. |
| Fevered Certainty of Caiphon - Warlock (Star) 2 |
| |
| Daily ♦ Arcane, Implement |
| Minor Action |
| Personal |
| Effect: Until the end of your next turn, you gain a +5 power bonus to all skill checks, but you take a –2 penalty to your Will defense. |
| Hands of Ihbar - Warlock (Star) 3 |
| |
| Encounter ♦ Arcane, Cold, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d12 + Charisma modifier cold damage, and the target is slowed until the end of your next turn. |
| Star Pact: If the target has cold resistance, it is reduced by a number of points equal to your level (save ends). |
| Fury of Gibbeth - Warlock (Star) 5 |
| |
| Daily ♦ Arcane, Fear, Force, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence +2 vs. Reflex |
| Hit: 3d10 + Intelligence modifier damage, and the target must succeed on an Acrobatics check that has a DC equal to 10 + Charisma modifier + one-half level or fall prone. At the start of its turn, the target must succeed on another Acrobatics check (DC as above) or fall prone again (save ends). |
| Miss: Half damage, and the target must make an Acrobatics check or fall prone. Cannot be sustained. |
| Red Leeches of Nihal - Warlock (Star) 6 |
| |
| Daily ♦ Arcane, Implement |
| Immediate Interrupt |
| Ranged 10 |
| Trigger: One target in range spends an action point or a healing surge. |
| Effect: You gain a number of temporary hit points equal to your second wind value. |
| Rending Fear of Khirad - Warlock (Star) 6 |
| |
| Daily ♦ Arcane, Charm, Fear, Implement |
| Standard Action |
| Touch touch |
| Target: One helpless intelligent enemy |
| Effect: You demand that the target answer one question. If you share a language, your helpless target provides the answer to the best of its knowledge, without distortion. Each round, ask a new question if your target remains helpless, up to a number of questions equal to 1 + your Charisma modifier. |
| Far Realm Phantasm - Warlock (Star) 7 |
| |
| Encounter ♦ Arcane, Fear, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 1d6 + Charisma modifier psychic damage, and the target spends its next standard action making a basic attack against the empty air. |
| Star Pact: The target takes a –2 penalty to its Will defense until the end of your next turn. |
| Influence of Acamar - Warlock (Star) 7 |
| |
| Encounter ♦ Arcane, Implement, Necrotic |
| Standard Action |
| Ranged 10 |
| Target: One enemy closest to you |
| Attack: Charisma vs. Reflex |
| Hit: 3d8 + Charisma modifier necrotic damage, and you pull the target a number of squares equal to your Charisma modifier. |
| Star Pact: This spell’s range is 20 instead of 10. |
| Brood of Hadar - Warlock (Star) 9 |
| |
| Daily ♦ Arcane, Implement, Necrotic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution +2 vs. Fortitude |
| Hit: 3d10 + Constitution modifier necrotic damage. If this damage is enough to drop the target to 0 hit points, make a secondary attack. |
| Secondary Target: One enemy within 3 squares of the primary target. |
| Secondary Attack: Charisma vs. Fortitude |
| Hit: 2d10 + Charisma modifier necrotic damage. If the secondary target is cursed, it takes extra damage normally if hit. |
| Miss: Half damage, and no secondary attack even if the enemy drops to 0 hit points. |
| Troublesome Aid of Caiphon - Warlock (Star) 10 |
| |
| Encounter ♦ Arcane, Implement |
| Immediate Interrupt |
| Ranged 10 |
| Trigger: One ally in range grants you the use of a healing surge. |
| Effect: In addition to the normal number of hit points you regain, you regain a number of hit points equal to your healing surge value. However, until the end of the encounter, you die after failing your second, rather than third, death save. |
| Blaze of Ulban - Warlock (Star) 13 |
| |
| Encounter ♦ Arcane, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Hit: 2d8 + Charisma modifier radiant damage, and slide one enemy within 5 squares of the target 2 squares. |
| Star Pact: If this attack hits, the target takes a –2 penalty to its next saving throw. |
| Visage of Zhudun - Warlock (Star) 15 |
| |
| Daily ♦ Arcane, Fear, Implement, Psychic, Zone |
| Standard Action |
| Area Burst 1 within 10 squares |
| Effect: The burst creates the semblance of a monstrous face until the end of your next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 3d10 psychic damage. |
| Sustain Minor: When you sustain the power, you make a secondary attack. |
| Secondary Target: Each creature within the zone |
| Secondary Attack: Charisma vs. Will |
| Hit: 1d10 + Charisma modifier psychic damage, and the target is slowed until the end of your next turn. |
| Far Realm Glimpse - Warlock (Star) 15 |
| |
| Daily ♦ Arcane, Fear, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma +2 vs. Fortitude |
| Hit: 3d8 + Charisma modifier psychic damage and the target is dazed (save ends). A target who does not move its full speed away from you on its next turn takes 2d8 + Charisma modifier damage and is dazed (save ends). |
| Caiphon’s Disquieting Liberty - Warlock (Star) 16 |
| |
| Encounter ♦ Arcane, Implement |
| Minor Action |
| Personal |
| Effect: Choose one of the following conditions that you currently suffer: immobilized, restrained, or slowed. That condition immediately ends. However, you also take 5 damage. |
| Delban’s Eye - Warlock (Star) 17 |
| |
| Encounter ♦ Arcane, Cold, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Fortitude |
| Hit: 3d10 + Charisma modifier cold damage, and the target is marked until the end of your next turn. The target loses concealment and total concealment while marked. |
| Star Pact: All attacks against the target deal an extra 1d6 + Charisma modifier damage while it is marked by the power. |
| Dark Side of the Moon - Warlock (Star) 19 |
| |
| Daily ♦ Arcane, Fear, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma +2 vs. Will |
| Hit: 4d10 + Charisma modifier psychic damage, and the target is slowed and restricted to making basic attacks until the end of your next turn. |
| Miss: Half damage. |
| Ulban’s Shining Cloak - Warlock (Star) 22 |
| |
| Daily ♦ Arcane, Implement, Radiant |
| Immediate Interrupt |
| Personal |
| Trigger: You are hit by a ranged attack. |
| Effect: You gain a power bonus to the defense targeted by the attack equal to your Intelligence modifier. If the triggering attack misses you because of this bonus, the target of the attack changes from you to the attacker. The attacker rolls his attack again to determine if he hits himself. |
| Starless Void - Warlock (Star) 23 |
| |
| Encounter ♦ Arcane, Cold, Fear, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Constitution vs. Fortitude |
| Hit: 4d8 + Constitution modifier cold damage, and the target grants combat advantage to all your allies until the end of your next turn. |
| Star Pact: If this attack hits, the target takes a penalty to AC equal to your Intelligence modifier until the end of your next turn. |
| Gibbeth’s Embrace - Warlock (Star) 25 |
| |
| Daily ♦ Arcane, Fear, Force, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence vs. Reflex |
| Hit: 5d10 + Intelligence modifier force damage, and ongoing 10 force damage (save ends). |
| Miss: Half damage, and no ongoing damage. |
| Envoy of Nihal - Warlock (Star) 27 |
| |
| Encounter ♦ Acid, Arcane, Fear, Healing, Implement |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Reflex |
| Hit: 4d10 + Charisma modifier acid damage. If your target takes damage from this attack, you can spend a healing surge. |
| Star Pact: Add double your Charisma modifier to the hit points regained from the healing surge. |
| Caiphon’s Abominable Melody - Warlock (Star) 29 |
| |
| Daily ♦ Arcane, Fear, Implement, Psychic |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma +2 vs. Fortitude |
| Hit: 6d8 + Charisma modifier psychic damage, and the target is deafened (save ends), blinded (save ends), and slowed (save ends); a separate save is required to relieve each condition. Each round a target begins its round suffering from any one of the conditions you inflicted upon it, it takes another 1d6 + Charisma modifier psychic damage, and you can slide the target a number spaces up to your Charisma modifier. Until the end of the encounter, any time you take damage roll a d20. If you roll 10 or higher, reduce the damage to 0. |
| Special: Each round a target is still affected by this spell, the ally (or you) closest to the target hears an echo of abominable melody and takes 1d10 psychic damage. |
| Trust in the Guide Star - Student of Caiphon 11 |
| |
| Encounter ♦ Arcane, Implement, Radiant |
| Standard Action |
| Ranged 10 |
| Target: One creature |
| Attack: Charisma vs. Will |
| Special: You ignore penalties for cover (but not superior cover), concealment, and total concealment. You can attack an invisible target as if it wasn’t invisible. |
| Hit: 2d10 + Charisma modifier radiant damage. |
| Steps on the Purple Stair - Student of Caiphon 12 |
| |
| Encounter ♦ Arcane |
| Minor Action |
| Personal |
| Effect: You gain invisibility and flying until the start of your next turn. On your next turn you take ongoing 3 psychic damage (save ends). |
| Caiphon’s Hungry Mercy - Student of Caiphon 20 |
| |
| Daily ♦ Arcane |
| Minor Action |
| Close Burst 10 |
| Target: You and all allies in range. |
| Effect: You and each ally in range can spend a healing surge to recover a power. Each player’s character choosing to do so rolls 1d6. On a 1–5, that character recovers an encounter power. On a 6, that character recovers a daily power. |
| Star Flesh - Radiant One 26 |
| |
| Daily ♦ Arcane, Fire, Implement, Radiant |
| Standard Action |
| Personal |
| Effect: All spaces within 20 squares of you are lit with bright light. You gain an untyped bonus equal to your Intelligence modifier to all your defenses. If a ranged, area, or close attack hits you, roll a saving throw If you succeed, the radiance and fire of your form incinerates the attack, and you are unharmed. Your star flesh lasts until the end of the encounter. |
| Hesitation Slash - Fighter 3 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Weapon: If you’re wielding a light blade, heavy blade, or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier. |
| Hit: 2[W] + Strength modifier damage, and the target grants you combat advantage until the end of your next turn. |
| Nimble Bladestorm - Fighter 5 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close burst 1 |
| Target: All enemies in burst |
| Attack: Strength vs. AC |
| Weapon: If you’re wielding a light blade, heavy blade, or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier. |
| Hit: 2[W] + Strength modifier damage. |
| Blades from All Angles - Fighter 13 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and the target is knocked prone. |
| Weapon: If you’re wielding a light blade, heavy blade, or a spear, you gain a bonus to the damage roll equal to your Dexterity modifier. |
| Unerring Blow - Fighter 15 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Weapon: If you’re wielding a light blade, heavy blade, or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier. |
| Hit: 3[W] + Strength modifier damage |
| Miss: Half damage. |
| Maneuvering Assault - Fighter 23 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Weapon: If you’re wielding a light blade, heavy blade, or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier. |
| Hit: 3[W] + Strength modifier damage and slide the target a number of squares equal to your Dexterity modifier (minimum 1 square); the target is immobilized until the end of your next turn. |
| Pinpoint Cyclone - Fighter 25 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Close burst 1 |
| Target: All enemies in burst |
| Attack: Strength vs. Reflex |
| Weapon: If you’re wielding a light blade, heavy blade, or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier. |
| Hit: 3[W] + Strength modifier damage. |
| Effect: Target grants you combat advantage (save ends). |
| Arcane Insight - Wizard 2 |
| |
| Encounter ♦ Arcane |
| Free Action |
| Personal |
| Prerequisites: You must be trained in Arcana |
| Trigger: You make an Arcana check and dislike the result. |
| Effect: Roll an additional Arcana check, keeping the better of the two results. You decide to make this extra roll before the DM announces the results. |
| Feywild Spell Surge - Wizard 10 |
| |
| Daily ♦ Arcane |
| Free Action |
| Personal |
| Trigger: You miss at least one attack with a power that has the Arcane keyword. |
| Effect: Reroll one of the missed attack rolls. Use the second roll, even if it is lower. |
| Special: If you are an eladrin, you gain a +2 bonus to the rerolled attack. |
| Shunt Between Worlds - Wizard 15 |
| |
| Daily ♦ Arcane, Implement, Psychic, Teleportation |
| Standard Action |
| Close burst 2 |
| Target: All enemies within the area of the burst |
| Attack: Intelligence vs. Will |
| Hit: 4d6 + Intelligence modifier psychic damage and you teleport the target 5 squares in any direction. The final teleport destination must be on solid ground. |
| Miss: Half damage and no teleport. |
| Arcane Blade - Watcher of the Night 11 |
| |
| Encounter ♦ Arcane, Martial, Weapon; Cold, Fire, Lightning, or Thunder |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 3[W] + Dexterity modifier damage |
| Special: Each time you make an attack with this weapon, you can choose to have this weapon deal normal damage, or damage of one of the following types: cold, fire, lightning, or thunder. |
| No More Secrets - Watcher of the Night 12 |
| |
| Daily ♦ Martial |
| Minor Action |
| Close burst 10 |
| Target: One enemy in burst |
| Effect: Target gains vulnerability 10 to cold, fire, lightning, or thunder (your choice) until the end of your next turn. |
| Glaring Wound - Watcher of the Night 20 |
| |
| Daily ♦ Martial, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a crossbow, a light blade, or a sling. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 3[W] + Dexterity modifier damage, and the target is slowed and takes ongoing 10 damage (save ends both). |
| Miss: Half damage and no ongoing damage. |
| Effect: The target gains vulnerability 10 to attacks with the weapon keyword (save ends). |
| Starshine upon the People - Elf High Mage 26 |
| |
| Daily ♦ Arcane |
| Minor Action |
| Close burst 10 |
| Target: Each ally in burst |
| Effect: The targets can spend a healing surge and immediately make a saving throw against one condition affecting them that a save can end. In addition, eladrin, elves, and half-elves affected by the power gain a +1 power bonus to attack rolls until the end of the encounter. |
| Tymora Smiles - Harper of Legend 26 |
| |
| Daily ♦ Divine |
| Free Action |
| Personal |
| Effect: When you gain a condition that a save can end, you can end that condition, or when an enemy scores a critical hit against you, you can make that attack a miss instead. |
| Sword of Valor - Mythic Sovereign 26 |
| |
| Daily ♦ Martial |
| Free Action |
| Close burst 10 |
| Trigger: You score a critical hit or you reduce an enemy to 0 hit points. |
| Target: Each ally in burst |
| Effect: The target gains temporary hit points equal to your level + your Charisma modifier and adds your Charisma modifier to attack rolls with basic and at-will attacks until the end of the encounter or until you are reduced to 0 hit points. |
| Accursed Flames - Curseborn 11 |
| |
| Encounter ♦ Charm, Fire |
| Minor Action |
| Ranged 10 |
| Target: One creature |
| Attack: Intelligence + 4 vs Reflex, Wisdom + 4 vs. Reflex, or Charisma + 4 vs. Reflex. Increase to +6 at 21st level. |
| Hit: 2d8 + Charisma modifier fire damage, and until the end of your enxt turn the traget is dazed, grants all creatures combat advantage, and cannot benefit from concealment or invisibility. |
| Special: This power uses the same ability score as the one you selected for your darkfire power. |
| Shadow Stride - Curseborn 12 |
| |
| Encounter |
| Move Action |
| Personal |
| Effect: You can shift up to your speed. You gain concealment until the end of your next turn. |
| Alluring Lights - Curseborn 20 |
| |
| Encounter ♦ Charm, Conjuration |
| Standard Action |
| Ranged 10 |
| Targets: One, two, or three squares |
| Effect: You conjure a sphere of light into the target square. When a creature moves into or begins its turn in that square or an adjacent square, make the following attack as an opportunity attack. You can move an alluring light up to your speed as a move action. If one sphere is dispelled, all the spheres are dispelled. |
| Attack: Intelligence + 4 vs. Will, Wisdom + 4 vs. Will, or Charisma + 4 vs. Will. Increase to +6 bonus at 21st level. |
| Hit: The target is immobilized (save ends). Until the target saves, if you move the alluring light that dazed the target you can also slide the target an equal number of squares to keep the target adjacent to the alluring light. |
| Sustain Minor: You can sustain this power until the end of the encounter. |
| Special: This power uses the same ability score as the one you selected for your darkfire power. |
| Light of Heaven - Redeemed Drow 26 |
| |
| Daily ♦ Healing |
| Free Action |
| Personal |
| Trigger: You are bloodied by an attack. |
| Effect: Until the end of the encounter, you gain regeneration 15, shed bright light in a 10 square radius, and grant all allies wihtin the light resist 10 necrotic. |
| Dimensional Thunder - Swordmage 1 |
| |
| Daily ♦ Arcane, Teleportation, Thunder, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Intelligence vs. Fortitude |
| Effect: Teleport a number of squares equal to your Constitution modifier. |
| Hit: 2[W] + Intelligence modifier thunder damage. |
| Effect: Each enemy adjacent to you gains ongoing 5 thunder damage (save ends). |
| Elemental Aegis - Swordmage 2 |
| |
| Daily ♦ Arcane |
| Immediate Interrupt |
| Close burst 10 |
| Trigger: An enemy you have marked attacks an ally. |
| Target: One ally in burst. |
| Effect: Choose a damage type: acid, cold, fire, lightning, or thunder. Your ally gains resistance to that damage type equal to 5 + your Constitution modifier until the end of your next turn. |
| Incendiary Sword - Swordmage 3 |
| |
| Encounter ♦ Arcane, Fire, Implement |
| Standard Action |
| Area burst 1 within 5 squares |
| Requirement: You must throw your melee weapon at the origin square. |
| Target: Each creature in burst |
| Attack: Intelligence vs. Will |
| Hit: 2d6 + Intelligence modifier fire damage, and the target takes 5 fire damage if it makes an attack that does not include you on its next turn. |
| Effect: Your weapon reforms in your hand. |
| Shielding Fire - Swordmage 5 |
| |
| Daily ♦ Arcane, Fire, Implement |
| Standard Action |
| Close burst 10 |
| Target: One creature in burst |
| Attack: Intelligence vs. Fortitude |
| Hit: 2d10 + Constitution modifier fire damage |
| Effect: The creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature’s mark supercedes this one. |
| Aegis of Shielding: Until the end of the encounter, when you reduce the damage the target deals using aegis of shielding, the target takes fire damage equal to the amount of damage your aegis of shielding power prevents. |
| Variable Defense - Swordmage 6 |
| |
| Daily ♦ Arcane |
| Minor Action |
| Personal |
| Minor Action |
| Sleet Strike - Swordmage 7 |
| |
| Encounter ♦ Arcane, Cold, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 2[W] + Strength modifier cold damage. The target and each enemy adjacent to the target fall prone after shifting until the end of your next turn. |
| Icy Sweep - Swordmage 9 |
| |
| Daily ♦ Arcane, Cold, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Intelligence vs. AC |
| Hit: 2[W] + Constitution modifier cold damage, and you slide the target into any square adjacent to you. |
| Miss: Half damage, and you do not slide the target. |
| Lightning Strider - Swordmage 9 |
| |
| Daily ♦ Arcane, Lightning, Weapon |
| Standard Action |
| Melee weapon |
| Effect: Teleport 4 squares |
| Primary Target: One creature |
| Primary Attack: Intelligence vs. AC |
| Hit: 1[W] + Strength modifier lightning damage |
| Effect: You can teleport 3 squares, and then make a secondary attack. |
| Secondary Target: One creature other than the primary target. |
| Secondary Attack: Intelligence vs. AC |
| Hit: 1[W] lightning damage |
| Effect: You can teleport 2 squares, and then make a tertiary attack. |
| Tertiary Target: One creature other than the primary and secondary targets. |
| Tertiary Attack: Intelligence vs. AC |
| Hit: 1[W] lightning damage |
| Taxing Strike - Arena Champion 11 |
| |
| Encounter ♦ Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Effect: Make a basic attack with your weapon. On a hit, the target is also weakened until the end of your next turn. |
| Hidden Reserves - Arena Champion 12 |
| |
| Daily ♦ Healing |
| No Action |
| Personal |
| Trigger: You are reduced to 0 or fewer hit points |
| Effect: Spend a healing surge. |
| Bloodletting Strike - Arena Champion 20 |
| |
| Daily ♦ Reliable, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Effect: Make a basic attack with your weapon. On a hit, the attack deals an additional 2[W] damage, and the target takes ongoing 10 damage and a ?2 penalty to all defenses against you (save ends both). |
| Binding Bola - Feat Power |
| |
| Encounter ♦ Weapon |
| Standard Action |
| Ranged weapon |
| Requirement: You must be wielding a bola. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 2[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn. On a critical hit, the target is also knocked prone. At 11th level, increase to 3[W] damage. At 21st level, increase to 4[W] damage. |
| Bola Recovery - Feat Power |
| |
| Encounter |
| Minor Action |
| Personal |
| Effect: Regain the use of the binding bola power. |
| Felling Bola - Feat Power |
| |
| Daily ♦ Weapon |
| Standard Action |
| Ranged weapon |
| Requirement: You must be wielding a bola. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 2[W] + Dexterity modifier + Strength modifier damage, and the target is knocked prone and cannot stand (save ends). At 15th level, increase to 3[W] damage. At 25th level, increase to 5[W] damage. |
| Miss: Half damage, and the target is knocked prone and cannot stand until the end of your next turn. |
| Net Sweep - Feat Power |
| |
| Encounter ♦ Weapon |
| Standard Action |
| Close Burst 1 |
| Requirement: You must be wielding a net. |
| Targets: Each creature in burst |
| Attack: Strength vs. Fortitude |
| Hit: 1[W] + Strength modifier damage, and the target is slowed and takes a ?2 penalty to attack rolls until the end of your next turn. At 11th level, increase to 2[W] damage. At 21st level, increase to 3[W] damage. |
| Net Shield - Feat Power |
| |
| Encounter ♦ Weapon |
| Minor Action |
| Personal |
| Requirement: You must be wielding a net. |
| Effect: Until the start of your next turn, you gain a +2 power bonus to AC and Reflex defense. |
| Net Trap - Feat Power |
| |
| Daily ♦ Weapon |
| Standard Action |
| Melee 5 |
| Requirement: You must be wielding a net. |
| Special: This attack has a reach of 5 regardless of the weapon?s actual reach. |
| Target: One creature |
| Attack: Strength vs. Reflex |
| Hit: 1[W] + Strength modifier damage, and the target is grabbed (until escape). While the target is grabbed, it takes a ?5 penalty to attack rolls and rolls made to escape the grab. While grabbing the target, you cannot make attacks with your net. You can sustain the grab as long as the target is within 5 squares of you. At 15th level, increase to 2[W] damage. At 25th level, increase to 3[W] damage. |
| Aftereffect: The target is slowed until the end of your next turn. |
| Miss: Half damage, and the target is immobilized until the end of your next turn, but it is not grabbed. |
| Whip Snare - Feat Power |
| |
| Encounter ♦ Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a whip. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 2[W] + Dexterity modifier damage, and you can knock the target prone or pull the target 1 square. At 11th level, increase to 3[W] damage. At 21st level, increase to 4[W] damage. |
| Whip Crack - Feat Power |
| |
| Encounter ♦ Weapon |
| Minor Action |
| Personal |
| Requirement: You must be wielding a whip. |
| Effect: Until the start of your next turn, when an enemy within your reach takes an action that provokes opportunity attacks from adjacent enemies, it provokes an opportunity attack from you. |
| Entangling Whip - Feat Power |
| |
| Daily ♦ Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be wielding a whip. |
| Target: One creature |
| Attack: Dexterity vs. Reflex |
| Hit: 2[W] + Dexterity modifier damage, the target is grabbed (until escape) and knocked prone. The target takes a ?5 penalty to escape the grab, and while you have the target grabbed you can pull it 1 square as a minor action. While grabbing the target, you cannot make attacks with the whip. You can sustain the grab as long as the target is within 2 squares of you. At 15th level, increase to 3[W] damage. At 25th level, increase to 4[W] damage. |
| Miss: The target is grabbed (until escape) and knocked prone. While you have the target grabbed you can pull it 1 square as a minor action. While grabbing the target, you cannot make attacks with the whip. You can sustain the grab as long as the target is within 2 squares of you. |
| Swift Charge - Barbarian |
| |
| Encounter ♦ Primal |
| Free Action |
| Personal |
| Trigger: Your attack reduces an enemy to 0 hit points |
| Effect: You charge an enemy. |
| Rage Strike - Barbarian |
| |
| At-Will ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Requirement: You must be raging and have at least one unused rage power. |
| Target: One creature |
| Effect: Before the attack you expend one unused rage power. |
| Attack: Strength vs. AC |
| Hit: You deal damage based on the level of the rage power you expended: |
| 1st level 3[W] + Strength modifier |
| 5th level 4[W] + Strength modifier |
| 9th level 5[W] + Strength modifier |
| 15th level 6[W] + Strength modifier |
| 19th level 7[W] + Strength modifier |
| 25th level 8[W] + Strength modifier |
| 29th level 9[W] + Strength modifier |
| Miss: Half damage. |
| Avalanche Strike - Barbarian 1 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Rageblood Vigor: The attack does extra damage equal to your Constitution modifier. |
| Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you. |
| Bloodhunt Rage - Barbarian 1 |
| |
| Daily ♦ Primal, Rage, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Miss: Half damage. |
| Effect: You manifest the rage of the bloodhunt. Until the rage ends, you gain a bonus to melee damage rolls equal to your Constitution modifier if either you or your target is bloodied. |
| Great Cleave - Barbarian 1 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Close burst 1 |
| Target: Each enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage + 1 damage for each enemy adjacent to you. |
| Swift Panther Rage - Barbarian 1 |
| |
| Daily ♦ Primal, Rage, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Miss: Half damage. |
| Effect: You manifest the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action. |
| Great Leap - Barbarian 2 |
| |
| Encounter ♦ Primal |
| Move Action |
| Personal |
| Prerequisite: You must be trained in Athletics. |
| Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start and can move as far as the check allows. |
| Primal Vitality - Barbarian 2 |
| |
| Daily ♦ Primal |
| Minor Action |
| Personal |
| Prerequisite: You must be trained in Athletics. |
| Effect: You gain temporary hit points equal to one-half your level + your Constitution modifier. If you are raging, you instead gain temporary hit points equal to one-half your level + twice your Constitution modifier. |
| Blade Sweep - Barbarian 3 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and each bloodied enemy adjacent to you takes damage equal to your Constitution modifier. |
| Rageblood Vigor: Each enemy adjacent to you, bloodied or not, takes damage equal to your Constitution modifier. |
| Hammer Fall - Barbarian 3 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Fortitude |
| Hit: 2[W] + Strength modifier damage, and you knock the target prone. |
| Fire with Fire - Scourge of Io 20 |
| |
| Daily ♦ Divine, Implement; Acid, Cold, Fire, Lightning, Poison, or Thunder |
| Standard Action |
| Close blast 5 |
| Target: Each creature in blast |
| Attack: Wisdom vs. Reflex |
| Hit: 3d10 + Wisdom modifier acid, cold, fire, lightning, poison, or thunder damage. |
| Effects: You gain draconic wings that provide you with fly 5 (hover) until the end of the encounter. |
| Grounding Strike - Scale-Breaker 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Fortitude |
| Hit: 2[W] + Strength modifier damage. You can also deal +1[W], or the target cannot fly until the end of your next turn. If the target is flying when it loses the ability to fly, it falls. |
| Bear the Brunt - Scale-Breaker 12 |
| |
| Encounter |
| Immediate Interrupt |
| Personal |
| Trigger: An adjacent ally is hit by a close or area attack |
| Effect: You are hit by the attack instead, and your ally is unaffected by the attack. |
| Scale-Shattering Strike - Scale-Breaker 20 |
| |
| Daily ♦ Martial, Reliable, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Fortitude |
| Hit: 2[W] + Strength modifier damage. The target takes a -4 penalty to AC and gains vulnerable 5 all (save ends both). |
| Aftereffect: If the target is a dragon, it takes a -4 penalty to AC and gains vulnerable 5 all until the end of its next turn. |
| Divine Deflection - Knight of the Unyielding Bastion 11 |
| |
| Encounter ♦ Divine, Radiant |
| Immediate Interrupt |
| Melee weapon |
| Trigger: An enemy within reach makes a close attack that includes at least one ally |
| Target: The triggering enemy |
| Attack: Strength vs. Reflex |
| Hit: 2[W] + Strength modifier damage, and each ally in the target’s close attack gains a power bonus to all defenses against the attack equal to 2 + your Wisdom modifier. |
| Hellfire Blade - Tharos Impostor 11 |
| |
| Encounter ♦ Arcane, Fire, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity or Constitution vs. Reflex |
| Hit: 3[W] + Constitution modifier fire damage, and the target is slowed until the end of your next turn. This damage ignores all resistances. |
| Ashen Compact - Tharos Impostor 12 |
| |
| Daily ♦ Arcane, Teleportation |
| Move Action |
| Personal |
| Effect: Lose 1 healing surge. You teleport 10 squares and gain resist fire equal to your healing surge value until the end of the encounter. |
| Demon-Fueled Vengeance - Tharos Impostor 20 |
| |
| Daily ♦ Arcane, Fire, Weapon |
| Standard Action |
| Melee or Ranged weapon |
| Requirement: You must be wielding a light blade. |
| Target: One creature |
| Attack: Dexterity or Constitution vs. Reflex |
| Hit: 5[W] + Consitution modifier fire damage. |
| Miss: Half damage. |
| Effect: All the target’s resistances are reduced to 0 (save ends). |
| Toss and Close - Oman Giantkiller 11 |
| |
| Encounter ♦ Martial, Weapon |
| Standard Action |
| Ranged weapon |
| Requirement: You must be wielding a light thrown or heavy thrown weapon. |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage |
| Effect: After the attack is resolved, move your speed toward the target of your ranged attack; you can draw one melee weapon during this movement. If you are within melee range at the end of this movement, make a melee basic attack against the target. |
| Frost Wolf Rage - Barbarian 5 |
| |
| Daily ♦ Cold, Primal, Rage, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Effect: Before the attack, the target can make a melee basic attack against you as a free action. If it makes that attack, your attack deals 1[W] extra cold damage. |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Miss: Half damage. |
| Effect: You manifest the rage of the frost wolf. Until the rage ends, any enemy that hits you with a melee attack takes cold damage equal to 3 + your Constitution modifier. |
| Thunder Hawk Rage - Barbarian 5 |
| |
| Daily ♦ Primal, Rage, Thunder, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier thunder damage, and the target is dazed (save ends). |
| Miss: Half damage. |
| Effect: You manifest the rage of the thunder hawk. Until the rage ends, before you take any actions during each of your turns, you can knock an adjacent enemy prone as a free action. |
| Inexorable Shift - Barbarian 6 |
| |
| Daily ♦ Primal |
| Minor Action |
| Personal |
| Effect: You shift a number of squares equal to your Constitution modifier. You then gain temporary hit points equal to 1d10 + 1 for each enemy within two squares of you. |
| Instinctive Charge - Barbarian 6 |
| |
| Daily ♦ Primal |
| No Action |
| Personal |
| Trigger: You roll initiative at the beginning of an encounter |
| Effect: You gain a +5 power bonus to your initiative. You also gain a +2 power bonus to your first attack roll during the encounter. |
| Great Shout - Barbarian 7 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage, and each enemy within 5 squares of you takes a -2 penalty to attack rolls until the end of your next turn. |
| Tide of Blood - Barbarian 7 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. The attack deals 1 extra damage for each enemy adjacent to you. |
| Rageblood Vigor: The attack instead deals 1 extra damage for each enemy within a number of squares of you equal to your Constitution modifier. |
| Oak Hammer Rage - Barbarian 9 |
| |
| Daily ♦ Primal, Rage, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you knock the target prone. |
| Miss: Half damage. |
| Effect: You manifest the rage of the oak hammer. Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals extra damage equal to your Constitution modifier. |
| Stone Bear Rage - Barbarian 9 |
| |
| Daily ♦ Primal, Rage, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage. |
| Miss: Half damage. |
| Effect: You manifest the rage of the stone bear. Until the rage ends, you gain resistance to all damage equal to 3 + your Constitution modifier. |
| Mountain Roots - Barbarian 10 |
| |
| Daily ♦ Primal, Stance |
| Immediate Interrupt |
| Personal |
| Trigger: You are pulled, pushed, or slid |
| Effect: You negate the forced movement. Until the stance ends, you can negate forced movement against you. |
| Wellspring of Renewal - Barbarian 10 |
| |
| Encounter ♦ Primal |
| Minor Action |
| Personal |
| Effect: You gain temporary hit points equal to one-half your level + your Constitution modifier. In addition, if you are marked that condition ends. |
| Persistent Frenzy - Frenzied Berserker 11 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Close burst 1 |
| Target: Each creature in burst you can see |
| Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Special: If you use this power while raging, roll a d20. On a 10 or higher, you retain the use of this power. |
| Deathless Frenzy - Frenzied Berserker 12 |
| |
| Daily ♦ Primal |
| No Action |
| Personal |
| Trigger: You drop to 0 hit points or fewer. |
| Effect: You are dying, but you don’t fall unconscious until you fail a death saving throw. |
| Blade Whirlwind - Barbarian 13 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Close burst 1 |
| Target: Each Enemy in burst you can see |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier damage. |
| Rageblood Vigor: You push the target 1 square. |
| Crack the Skull - Barbarian 13 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee Weapon |
| Target: One Creature |
| Attack: Strength vs. Fortitude |
| Hit: 3[W] + Strength modifier damage, and the target is dazed until the end of your next turn. |
| Flameheart Rage - Barbarian 15 |
| |
| Daily ♦ Fire, Primal, Rage, Weapon |
| Standard Action |
| Close busrt 1 |
| Target: Each enemy in burst |
| Attack: Strength vs. AC |
| Hit: 2[W] + Strength modifier fire damage, and ongoing 5 fire damage (save ends). |
| Miss: Half damage. |
| Effect: You manifest the rage of the red dragon. Until the rage ends, any creature that hits you with a melee attack takes fire damage equal to 5 + your Constitution modifier. |
| Thunderfury Rage - Barbarian 15 |
| |
| Daily ♦ Healing, Primal, Rage, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you knock the target prone. |
| Miss: Half damage. |
| Effect: You manifest the rage of the thunderfury boar. Until the rage ends, whenever an enemy adjacent to you attacks you, you can make a melee basic attack against that enemy as an immediate reaction. |
| Great Stomp - Barbarian 16 |
| |
| Daily ♦ Primal |
| Minor Action |
| Close burst 5 |
| Effect: Each square in the burst becomes difficult terrain until the end of your next turn. |
| Spur the Cycle - Barbarian 16 |
| |
| Daily ♦ Primal |
| Free Action |
| Personal |
| Trigger: You reduce an enemy to 0 hit points during your turn |
| Effect: You take a standard action. |
| Shoulder Slam - Barbarian 17 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. Fortitude |
| Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square and make a secondary attack. |
| Secondary Target: One creature other than the primary target |
| Secondary Attack: Strength vs. AC |
| Hit: 1[W] + Strength modifier damage. |
| Special: When charging, you can use this power in place of a melee basic attack. If you charge, you gain a bonus to the primary attack roll equal to your Constitution modifier. |
| Vigorous Strike - Barbarian 17 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you gain temporary hit points equal to one-half your level. |
| Rageblood Vigor: You instead gain temporary hit points equal to one-half your level + your Constitution modifier. |
| Storm Drake Rage - Barbarian 19 |
| |
| Daily ♦ Lightning, Primal, Rage, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier lightning damage, and ongoing 10 lightning damage (save ends). |
| Miss: Half damage. |
| Effect: You manifest the rage of the storm drake. Until the rage ends, any enemy that hits you with a melee attack takes 5 lightning damage and is knocked prone. |
| Winter Phoenix Rage - Barbarian 19 |
| |
| Daily ♦Cold, Healing, Primal, Rage, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier cold damage, and ongoing 10 cold damage (save ends). |
| Miss: Half damage. |
| Effect: You manifest the rage of the winter phoenix. Until the rage ends, you gain regeneration 5 + your Constitution modifier. In addition, the first time you drop to 0 hit points or fewer, you can spend a healing surge as an immediate interrupt. |
| Final Confrontation - Frenzied Berserker 20 |
| |
| Daily ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Target: One Creature |
| Effect: Before the attack, if the target is marked, that condition ends on it. It can then make a melee basic attack against you as a free action. |
| Attack: Strength vs. AC |
| Hit: 7[W] + Strength modifier damage. |
| Miss: Half damage. |
| Effect: After the attack, you can allow the target to make a melee basic attack against you as a free action. If the target makes that attack, you can make a melee basic attack against it as a free action. You can repeat this effect until the target chooses not to make the attack. |
| Primal Instinct - Barbarian 22 |
| |
| Daily ♦ Primal |
| Minor Action |
| Personal |
| Effect: You gain blindsight 10 until the end of the encounter. |
| Untouched - Barbarian 22 |
| |
| Daily ♦ Primal |
| Minor Action |
| Personal |
| Effect: You make a saving throw against each effect on you that a save can end. You gain a bonus to the saving throws equal to your Constitution modifier. |
| Crater Fall - Barbarian 23 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee Weapon |
| Target: One Creature |
| Attack: Strength vs. AC |
| Hit: 3[W] + Strength modifier damage, and you push the target 3 squares and knock it prone. This forced movement ignores hindering terrain, such as a pit, between the target’s starting square and its destination. If you push the target through squares occupied by other enemies, those enemies are knocked prone. |
| Special: When charging, you can use this power in place of a melee basic attack. If you charge, you instead push the target a number of squares equal to your Strength modifier. |
| Fatal Strike - Barbarian 23 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee Weapon |
| Target: One Creature |
| Attack: Strength vs. AC |
| Hit: 4[W] + Strength modifier damage, and the target cannot regain hit points until the start of your next turn. |
| Rageblood Vigor: The attack deals extra damage equal to your Constitution modifier. |
| Blood Hunger Rage - Barbarian 25 |
| |
| Daily ♦ Primal, Rage, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 7[W] + Strength modifier damage, and the target is dazed (save ends). |
| Miss: Half damage. |
| Effect: You manifest the blood hunger rage. Until the rage ends, you gain a bonus to attack rolls equal to the number of bloodied creatures within 3 squares of you. |
| Stone Tempest Rage - Barbarian 25 |
| |
| Daily ♦ Primal, Rage, Thunder, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC |
| Hit: 7[W] + Strength modifier thunder damage, and you knock the target prone. |
| Miss: Half damage. |
| Effect: You manifest the rage of the stone tempest. Until the rage ends, you can score a critical hit on a roll of 18–20. |
| Blood Frenzy - Barbarian 27 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Target: One creature |
| Attack: Strength vs. AC. You gain a +2 bonus to the attack roll if the target is bloodied. |
| Hit: 5[W] + Strength modifier damage, and you gain a +2 bonus to attack rolls until the end of your next turn. |
| Rageblood Vigor: The bonus to attack rolls is equal to your Constitution modifier. |
| Hurricane of Blades - Barbarian 27 |
| |
| Encounter ♦ Primal, Weapon |
| Standard Action |
| Melee weapon |
| Target: One or more creatures |
| Attack: Strength vs. AC, six attacks |
| Hit: 1[W] + Strength modifier damage per attack. |
| Rage of the Primal Beast - Barbarian 29 |
| | <