Lance of Faith - Half-Elf
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.
EncounterDivine, 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
You utter a minor defensive prayer as you attack with your weapon.
EncounterDivine, 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
You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity’s anger. By naming one of your allies when the symbol appears, you add divine power to that ally’s attacks against the branded foe.
EncounterDivine, 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
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
EncounterDivine, 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
You hit one enemy, then cleave into another.
EncounterMartial, 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
You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy’s defenses.
EncounterMartial, 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
You trade power for precision.
EncounterMartial, 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
After each mighty swing, you bring your shield to bear and use it to push your enemy back.
EncounterMartial, 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
You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor.
EncounterDivine, 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
Your brutal weapon attack leaves your foe weakened.
EncounterDivine, 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
You strike an enemy with your weapon, which ignites with holy light.
EncounterDivine, 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
As you bring your weapon to bear, the odds against you add strength to your attack.
EncounterDivine, 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
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.
EncounterMartial, 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
Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.
EncounterMartial, 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
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
EncounterMartial, 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
If the first attack doesn’t kill it, the second one might.
EncounterMartial, 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
A final lunge brings you into an advantageous position.
EncounterMartial, 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
A needle-sharp point slips past armor and into tender flesh.
EncounterMartial, 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
With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you.
EncounterMartial, 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
A distracting flourish causes the enemy to forget the blade at his throat.
EncounterMartial, 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
You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes.
EncounterArcane, 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
You fire a bolt of dark, crackling eldritch energy at your foe.
EncounterArcane, 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
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
EncounterArcane, 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
You point your finger, and your foe is scoured in hellish flames stoked by your own anger and pain. If you are injured, the flames burst into life one more time before they fade away.
EncounterArcane, 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
With a shout, you command an ally to attack.
EncounterMartial, 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
You slam your shield into your enemy, bash him with your weapon’s haft, or drive your shoulder into his gut. Your attack doesn’t do much damage—but your anger inspires your ally to match your ferocity.
EncounterMartial, 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
You trick your adversary into making a tactical error that gives your comrade a chance to strike.
EncounterMartial, 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
Step by step, you and your friends surround the enemy.
EncounterMartial, 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
With a wink, you create an illusory sound that emanates from somewhere close by.
EncounterArcane, 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
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
EncounterArcane
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
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
EncounterArcane, 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
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
EncounterArcane
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
You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area.
EncounterArcane, 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
You launch a silvery bolt of force at the darkness.
EncounterArcane, 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
A blisteringly cold ray of white frost streaks to your target.
EncounterArcane, 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
A vertical column of golden flames burns all within.
EncounterArcane, 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
You create a whip-crack of sonic power that lashes up from the ground.
EncounterArcane, 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
You create an illusion of swirling spectral assailants that swarm over your enemy.
EncounterArcane, 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
Pointing your implement, you make your friend’s armor pulse with energy, protecting that ally and knocking a single foe away with the intense reverberation.
EncounterArcane, 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
When your infused weapon strikes an enemy, the weapon unleashes a force that amplifies subsequent damage.
EncounterArcane, 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
A field of sound punishes your enemy, and the sound becomes louder if your enemy tries to escape.
EncounterArcane, 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
Each blow ignites your blade in a deadly green fire.
EncounterArcane, 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
You lasso your foe with a leash of lightning and pull it into range of your blade.
EncounterArcane, 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
A sweep of your sword blasts those around you with force.
EncounterArcane, 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
You dig into your resolve and endurance to find an extra burst of vitality.
EncounterBasic, 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
Spin! Parry! Thrust! Or was it Parry, Spin, Thrust...?
At-WillBasic
Standard Action
Personal
Effect: +2 Bonuses to all defenses until the start of your next turn.
Trip - Basic Action
Down on the ground Monkey Breath!
At-WillBasic, 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
You won’t be laughing when I take your weapon away...
At-WillBasic, 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
Excuse me! ‘Scuse me! Moving through! Excuse me!
At-WillBasic
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
Wait for it... WAIT for it...
At-WillBasic
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
Did you think I wouldn’t notice your guard is down?
At-WillBasic
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
Got off of me! Brute!
At-WillBasic
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
Me? Nope, I think I’m lying low for a bit...
At-WillBasic
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
“FINISH HIM!”
At-WillBasic
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
What would you do without me?
At-WillBasic
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
You reach deep within and find a wellspring of reserves allowing you to tap hidden power.
EncounterBasic
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
Let’s just call it a ‘tactical retreat,’ shall we?
At-WillBasic
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
Never expect... the Acrobatic Stunt!
At-WillBasic, 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
Don’t look down... don’t look down... don’t look down...
At-WillBasic, 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
Now where did I put that bobby pin?
At-WillBasic, 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
Tumble and slap the floor!
At-WillBasic, 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
What’s that they’re casting?
At-WillBasic, 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
Hmmmm... what’re they casting?
At-WillBasic, 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
Am I supposed to turn green...?
At-WillBasic, 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
Is that glowing?
At-WillBasic, 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
Spider pig. Spider pig. Does whatever a spider pig does...
At-WillBasic, 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
Just go ahead and Jump!
At-WillBasic, 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
So close, yet so far...
At-WillBasic, 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
Just keep swimming, swimming, swimming...
At-WillBasic, 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
Yummy! Mushrooms grown in guano!
At-WillBasic, 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
Big Brother Slop AGAIN!?
At-WillBasic, 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
Is it OK to eat mushrooms that grow on the North side of the tree?
At-WillBasic, 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
Down boy! Down!
At-WillBasic, 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
Whoa Bessie!
At-WillBasic, 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
Did I see what you think I thought I saw?
At-WillBasic, 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
I r being Sneakezy!
At-WillBasic, 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
Hey Mac. What’s the commotion?
At-WillBasic, 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
Today is NOT a good day to die.
At-WillBasic, 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
Open Sesame...
At-WillBasic, 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
Hey buddy! You dropped something!
At-WillBasic, 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
Nothing up my sleeves...
At-WillBasic, 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
Try that again, I dare you.
EncounterBasic, 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
Is that the Hindenburg? (Pointing behind the enemy.)
EncounterBasic, 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
I’m not here! (Waving arms in front of themselves and snapping their fingers.)
EncounterBasic, 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
You quickly remove the thorn from your allies side.
At-WillBasic, 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
Rawr! (Beats chest.)
At-WillBasic, 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
It’s not the fall that bothers me... it’s the landing.
At-WillBasic
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
I’m late! I’m late! For a very important date!
At-WillBasic
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
Feets, don’t fail me now!
At-WillBasic
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
You dig into your resolve and endurance to find an extra burst of vitality.
EncounterBasic, 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
Seeing no quick end to this combat, you dig deep into your resolve and regain some abilities, forgoing the need to heal.
EncounterBasic, 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
You push an enemy away, hoping to force your enemy a little closer to danger.
At-WillBasic
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
You throw yourself into the fight, dashing forward and launching an attack.
At-WillBasic, 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
You seize a creature bodily and keep it from moving.
At-WillBasic
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)
It’s lucky you died when you did...
At-WillArcane, 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
Move over there? I think not, laddie.
At-WillBasic
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)
Your passing really moves me...
At-WillArcane, 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)
Ah! Thanks for dying, I feel so much better!
At-WillArcane, 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)
You don’t see me. (waves hands and snaps fingers)
At-WillArcane
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
In the face of peril, you hold true to your faith and receive a special boon.
EncounterDivine
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
Welcome to combat, gentle creatures. Time to die...
At-WillWeapon
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)
You, my friend, have become the target of the moment. Hold still, please...
At-WillWeapon
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
You, my friend, have become the target of the moment. Hold still, please...
At-WillWeapon
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
You sear undead foes, push them back, and root them in place.
EncounterDivine, 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
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
EncounterDivine, 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
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.
At-WillDivine, 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
You utter a minor defensive prayer as you attack with your weapon.
At-WillDivine, 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
You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity’s anger. By naming one of your allies when the symbol appears, you add divine power to that ally’s attacks against the branded foe.
At-WillDivine, 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
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-WillDivine, 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
Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil.
EncounterDivine, 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
Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.
EncounterDivine, 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
Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.
EncounterDivine, 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
Your arm is made strong by the power of your deity. When you strike, a terrible thunderclap smites your adversary and dazes him.
EncounterDivine, 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
You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make.
DailyDivine, 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
A burst of divine energy harms your foes and heals your allies. The radiant energy lingers around your holy symbol and improves your healing powers for the rest of the battle.
DailyDivine, 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
A burst of divine radiance sears your foe.
DailyDivine, 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
You conjure a ghostly guardian, indistinct except for a glowing shield emblazoned with your deity’s symbol. A burst of radiance erupts from it to sear foes that move next to it.
DailyConjuration, 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
You beseech your deity to bless you and your allies.
DailyDivine
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
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light.
DailyDivine, 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
You beseech your deity to grant you or one of your allies the strength to overcome a hindrance.
EncounterDivine
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
You cast a protective ward upon a creature that makes enemies’ attacks less effective.
EncounterDivine
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
A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks.
DailyDivine
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
You invoke your deity’s name, and holy light envelops your weapon. When you strike your foe, a blazing beacon in the form of a holy rune floats above its head to guide your allies’ ranged attacks as well.
EncounterDivine, 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
You utter a single word to your foe, a word that demands obedience. You can choose to drive the foe back, order it closer, or cause the foe to throw itself to the ground.
EncounterCharm, 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
A burning column of light engulfs your foe. Its brilliance burns and hinders your foe’s defense for a short time.
EncounterDivine, 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
You invoke ancient words of wrath as you attack with your weapon. The thundering power of your melee strike causes your foe to stumble backward and fall.
EncounterDivine, 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
With a wave of your hand, jagged lines of radiant light spread across the ground around you like a crackling web, moving at your whim. Enemies that stand upon this ground suffer the wrath of your deity.
DailyDivine, 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
You smash your weapon into your foe, leaving behind a glowing rune that prevents your foe from making attacks.
DailyCharm, 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
You conjure a glowing weapon adorned with the symbol of your deity. The weapon attacks one of your foes and guides your allies’ attacks against the same target.
DailyConjuration, 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
Your weapon glows with divine radiance, enhancing your attacks.
DailyDivine, 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
You invoke a prayer that instantly fortifies one of your allies.
EncounterDivine, 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
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with bright silver light.
DailyDivine, 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
You call upon your deity to invigorate you and your battle-weary allies.
DailyDivine, 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
A conjured beacon of divine light shines like a lantern, piercing shadows and deception.
At-WillConjuration, 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
The supernatural awe and dread that radiates from you as you swing your weapon leaves your foe momentarily frozen in terror.
EncounterDivine, 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
Calling down the power of your god, you bathe your foe in agonizing radiance, driving strength out of its impending attacks.
EncounterCharm, 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
You invoke the power of your deity. From your holy symbol a searing ray of light flashes forth, striking and blinding your enemy for a short time.
EncounterDivine, 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
You utter a solemn prayer as you bring your weapon down upon your foe, invoking the power of your deity to physically bolster you and nearby allies.
EncounterDivine, 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
You conjure two ghostly soldiers, indistinct except for glowing weapons. They lash out with divine radiance against enemies that pass.
DailyConjuration, 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
A barrier of whirling blades appears, slashing at those who come too close or try to pass through.
DailyConjuration, 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
You swing your weapon in a wide arc around you, creating a halo of divine energy that drives foes back while fortifying you and your allies.
DailyDivine, 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
A column of flame roars downward to engulf your foes.
DailyDivine, 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
With a touch, you send one of your allies to a sequestered location in the Astral Sea, where he can recuperate for a brief time before rejoining the battle.
DailyDivine, 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
You conjure four ghostly knights that carry huge shields emblazoned with the symbol of your deity.
DailyConjuration, 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
With a wave of your hand, healing motes of silver light engulf you and all nearby allies.
DailyDivine, 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
You invoke a prayer that instantly defends one of your allies.
EncounterDivine
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
You channel your god’s divine wrath into your weapon, unleashing an arc of lightning with a successful strike that then leaps to another foe within range.
EncounterDivine, 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
You recite a short verse as you strike your enemy with your weapon. If you hit, the power of the quoted verse brings healing to you or an ally close by.
EncounterDivine, 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
Whispering a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its glorious light, but your allies are fortified by it.
EncounterDivine, 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
You direct your attention at an enemy, whisper an ancient battle prayer, and send jolts of wracking pain through his body.
EncounterDivine, 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
Crackling with heavenly lightning, your weapon hits your foe and engulfs him in glowing arcs. Lightning jumps to other foes that approach the target.
DailyDivine, 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
Divine fire engulfs your foes and leaves them burning. Like beacons of holy flame, your burning foes heal your nearby allies while the flames persist.
DailyDivine, 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
You create a circle of faintly glowing divine symbols around you that hinders the movement of enemies caught within it and protects you and your allies from ranged attacks.
DailyDivine, 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
You conjure a shimmering silver shield, which you can then move around the battlefield to provide protection where it is needed most.
EncounterConjuration, 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
You utter a prayer as you point toward a nearby ally, surrounding him in a mantle of faint silvery light that repels attacks for as long as he does not attack.
DailyDivine
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
As you mutter a fervent prayer, the power of your god encases you and healing motes of silver light surround you and all nearby allies.
DailyDivine, 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
You speak a prayer, and the ground around you becomes hallowed, granting you and your allies divine protection.
DailyDivine, 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
You utter a brief prayer, and a brilliant nimbus of golden light surrounds your weapon, blinding your enemy on impact.
EncounterDivine, 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
You begin reciting a verse from some ancient holy text. The truths you speak are enough to wound and hamper your enemies.
EncounterCharm, 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
You shout a sacred invocation, and your weapon smolders with silver wisps of divine power. In addition to delivering a stern blow to your enemy, the divine energy clings to your target and foils its attacks for a short time.
EncounterDivine, 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
You shout a word that forcefully thrusts your enemies back while allowing your allies to position themselves more advantageously.
EncounterDivine, 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
A roiling cloud of fire scours your foes, lingering on the battlefield until you allow it to burn itself out.
DailyDivine, 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
A burst of furious light washes over your foes and fortifies you with the wrath of your god.
DailyDivine, 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
The divine power of your mighty attack fortifies your allies.
DailyDivine, 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
You conjure a ghostly warrior clad in the ceremonial armor of your faith. With sword in hand, it attacks your enemies.
DailyConjuration, 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
You conjure a luminous winged angel with indistinct features. It hovers 1 foot above the ground and grants others the power of flight.
DailyConjuration, 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
You beseech your deity for aid. A heavenly trumpet sounds, and you or a nearby ally is instantly whisked away to a fortress on the Astral Sea, restored to full health, and returned safely to the battlefield in short order.
DailyDivine, 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
You conjure a white cloud that coalesces into a chariot pulled by a winged horse, both made of solid cloudstuff.
DailyConjuration, 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
You wave a hand, releasing golden motes of light that strike nearby allies, ridding them of all lingering afflictions.
DailyDivine
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
You conjure an insubstantial spirit that hovers in the air nearby and heals your wounded comrades.
DailyConjuration, 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
You invoke a holy phrase. Merciless blades of silvery light suddenly appear around your enemy and begin hacking at it.
EncounterDivine, Implement, Radiant
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 6d6 + Wisdom modifier radiant damage.
Divine Censure - Cleric 23
With a hushed prayer, you imbue your weapon with the divine might of your god, such that one hit with the weapon leaves your enemy reeling.
EncounterDivine, 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
You strike your enemy hard with your weapon and invoke an ancient divine curse that makes him more vulnerable to a subsequent attack.
EncounterDivine, 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
You whisper an ancient prayer, igniting your holy symbol with divine light that quickly spreads to engulf your enemies and allies. The light sears your foes and momentarily bathes your allies in a protective, healing glow.
EncounterDivine, 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
Your attack illuminates your foe with a radiant glow, guiding attacks against it.
DailyDivine, 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
A single word of divine power damages and stuns nearby foes.
DailyDivine, 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
Faintly glowing symbols encircle your foe, trapping it.
DailyDivine, 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
You create a circle of faintly glowing symbols that halts your enemies and protects you and your allies from attack.
DailyDivine, 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
With a simple prayer, you gain a sudden clarity of purpose and empower your weapon with the indomitable might of your deity.
EncounterDivine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength + 4 vs. AC
Hit: 4[W] + Strength modifier damage.
Sacrificial Healing - Cleric 27
As you spill the blood of your enemy, you whisper a prayer to your deity, who rewards your battle prowess with a timely blessing upon you and all nearby allies.
EncounterDivine, 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
You utter a divine phrase that lashes your enemy, dealing a terrible wound.
EncounterDivine, 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
When you invoke an ancient prayer, a brilliant burst of light explodes in front of you, healing your allies and searing your enemies.
EncounterDivine, 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
You unleash a terrible storm upon your enemies, raining ice, fire, lightning, and thunder down upon them.
DailyCold, 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
Your weapon explodes with brilliant light as you swing it at your foe.
DailyDivine, 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
As your angelic visage emerges, a wave of astral energy emanates from you and washes over your enemies with deadly effect.
EncounterDivine, 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
Your features blur into an angel’s holy veil, and you are filled with a divine presence.
DailyDivine, 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
You channel divine energy into a single, powerful attack that transforms you into an angelic being. Wings of radiant light spread from your back as your features transform into those of an angel.
DailyDivine, 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
You predict dire results for your enemy.
EncounterDivine
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
After smashing your weapon into a foe with amazing force, you cast your baleful glare upon the enemies that still stand before you.
DailyMartial, 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
Your weapon blurs as you attack your foe a dozen times in the blink of an eye. You have an answer for every parry and every counterattack. Under your incredible assault, your enemy can do little more than defend itself.
DailyMartial, 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
Your weapon breaks through shields and armor like they’re made of parchment.
EncounterMartial, 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
You spin your weapon about, carving into adjacent foes and causing them to scream in agony. Without warning, you slip through their blockade and make another spinning sweep.
EncounterMartial, 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
Your shield becomes your staunchest ally.
EncounterMartial, 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
You peer into the future and predict good fortune for you and your allies.
DailyDivine
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
You hammer your foe with prophetic words of power. If your foe avoids the barrage, you can untangle the lines of fate and perform a different action.
DailyDivine, 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
Radiant light explodes from you like a solar flare, evaporating shadows and dealing illuminating damage to everything around you.
EncounterDivine, 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
A healing sun shines forth from you, repairing the wounds of your allies while keeping creatures of darkness at bay.
DailyDivine, 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
You fire a brilliant ray of searing light into a foe, igniting that foe and briefly turning it into a small sun.
DailyDivine, 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
You attack every enemy next to you, shouting a revitalizing battle cry that inspires your allies.
EncounterDivine, 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
When you score a critical hit against an enemy, your deity favors you with healing or by renewing one of your prayers.
DailyDivine, 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
You call upon a powerful prayer that turns your enemies into pyres ablaze with radiant energy.
DailyDivine, 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
You hit one enemy, then cleave into another.
At-WillMartial, 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
You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy’s defenses.
At-WillMartial, 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
You trade power for precision.
At-WillMartial, 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
After each mighty swing, you bring your shield to bear and use it to push your enemy back.
At-WillMartial, 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
You launch a dizzying barrage of thrusts at your enemy, compelling him to give you all his attention. Under the cover of your ferocious attack, one of your allies can safely retreat from that same foe.
EncounterMartial, 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
You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.
EncounterMartial, 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
You spin beneath your enemy’s guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.
EncounterMartial, 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
You stab viciously at your foe’s knee or foot to slow him down. No matter how tough he is, he’s going to favor that leg for a time.
EncounterMartial, 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
You shatter armor and bone with a ringing blow.
DailyMartial, Reliable, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Comeback Strike - Fighter 1
A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.
DailyHealing, 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
You strike your enemy hard and hound him with skilled parries and stern reprisals.
DailyMartial, 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
You shake off the worst of your wounds.
DailyHealing, Martial, Stance
Minor Action
Personal
Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied.
Get Over Here - Fighter 2
You pull one of your allies into a more advantageous position.
EncounterMartial
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
You raise your weapon or shield to block an opening in your defenses.
EncounterMartial
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
You let your adrenaline surge carry you through the battle.
DailyHealing, Martial
Minor Action
Personal
Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.
Armor-Piercing Thrust - Fighter 3
You drive your weapon through a weak point in your foe’s defenses.
EncounterMartial, 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
You wind up and deliver a devastating blow with your weapon.
EncounterMartial, 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
Weaving your weapon in a graceful figure-eight, you lash out with a sudden attack.
EncounterMartial, 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
You trade damage for accuracy when you really want to land an attack on your opponent.
EncounterMartial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength + 4 vs. AC
Hit: 1[W] + Strength modifier damage.
Rain of Blows - Fighter 3
You become a blur of motion, raining a series of blows upon your opponent.
EncounterMartial, 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
You put all your strength into a single mighty swing that strikes many enemies at once.
EncounterMartial, 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
You break through your enemy’s armor and deal a painful bleeding wound.
DailyMartial, 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
You crack your foe upside the head.
DailyMartial, 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
You constantly swing your weapon about, slashing and cutting into nearby enemies.
DailyMartial, 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
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
EncounterAcid, 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
With a step, you vanish from one place and appear in another.
EncounterTeleportation
Move Action
Personal
Effect: Teleport up to 5 squares (see “Teleportation,” page 286).
Elven Accuracy - Elf
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action
Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Second Chance - Halfling
Luck and small size combine to work in your favor as you dodge your enemy’s attack.
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
You call upon your furious nature to improve your odds of harming your foe.
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
No villain or monster can get the drop on you!
DailyMartial
No Action
Personal
Effect: You gain a +10 bonus to your initiative check. Use this power after rolling your initiative.
Defensive Training - Fighter 6
With a soldier’s discipline, you fend off attacks that would overcome a lesser person.
DailyMartial, Stance
Minor Action
Personal
Effect: Gain a +2 power bonus to your Fortitude, Reflex, or Will defense.
Unbreakable - Fighter 6
You steel yourself against a brutal attack.
EncounterMartial
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
You call your opponents toward you and deliver a blow they will never forget.
EncounterMartial, 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
You rain several heavy overhand blows down on your foe. They force him to raise his guard high to meet your attack, exposing a vulnerable spot for your next attack—the underarm, side, or belly.
EncounterMartial, 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
You use your weapon or shield to parry one blow after another, denying your foes the satisfaction of getting in a solid hit against you.
EncounterMartial, 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
You trade precision for power.
EncounterMartial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength –2 vs. AC
Hit: 3[W] + Strength modifier damage.
Sudden Surge - Fighter 7
You throw your weight into a strike, using the momentum of the swing to surge forward.
EncounterMartial, 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
With supreme skill and great resolve, you beat your enemies back.
DailyMartial, 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
You sting and hinder nearby foes with a savage flurry of strikes aimed at their legs.
DailyMartial, 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
You strike true, and your enemy’s howl of pain is like music to your ears, making you forget about your own wounds.
DailyHealing, 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
You unleash a fierce battle cry as you leap boldly into the fray.
EncounterMartial
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
Thanks to a combination of skill and luck, you narrowly avoid an attack but leave yourself perilously exposed.
DailyMartial
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
Your thoughts turn to defense as you begin using your weapon or shield to protect nearby allies.
DailyMartial, 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
Your weapon makes a satisfying clunk as it connects with your enemy’s skull.
EncounterMartial, 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
You deliver a ferocious blow and catch your enemy’s armor, shield, or claws with your weapon as you draw back for another attack. Your recovery wrenches your enemy out of place.
EncounterMartial, 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
You lay about with heavy, sweeping blows, hewing your enemies left and right.
EncounterMartial, 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
You trip your enemies, knocking them back. As they recover, you shift to a more advantageous position.
EncounterMartial, 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
You duck and weave between your enemies while slashing at them ferociously.
EncounterMartial, 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
Like the deadly talon of a great raptor, your steel pierces your foe and pins him in place.
EncounterMartial, 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
You strike twice in rapid succession.
DailyMartial, 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
You weave through the battlefield, striking like a hungry serpent and sweeping the feet out from under your enemies.
DailyMartial, 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
You twirl your weapon about and test the defenses of nearby foes while expertly parrying their blows.
DailyHealing, 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
Using your weapon or shield, you block an attack made against a close ally.
EncounterMartial
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
Like a tankard of bad ale, you don’t go down easy.
DailyHealing, 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
You dog your enemy’s footsteps, refusing to yield.
EncounterMartial
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
You trade damage for accuracy to land a much-needed hit on your opponent.
EncounterMartial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength + 6 vs. AC
Hit: 2[W] + Strength modifier damage.
Exorcism of Steel - Fighter 17
You chop at your foe’s hand, causing a grievous injury and forcing him to drop his weapon.
EncounterMartial, 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
You frustrate your enemy, landing a calculated blow and then moving away before he can retaliate.
EncounterMartial, 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
You land a ringing blow, then push your enemy back without giving other nearby enemies the opportunity to strike you.
EncounterMartial, 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
You become a whirling cyclone of death, spinning your weapon about as you strike one foe after another, pushing them back and knocking them down.
EncounterMartial, 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
You land a mighty blow that causes your foe to stagger backward. With a wicked grin, you hoist your weapon and flash it menacingly at other enemies nearby.
EncounterMartial, 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
You thrash your foes with a devastating array of strikes, and then unleash your fury a second time against anyone left standing.
DailyMartial, 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
You swing your weapon in a terrific arc, hitting with such force that your foe stumbles backward.
DailyMartial, 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
After landing a tremendous blow, you dog your enemy and make him think twice about turning his back on you.
DailyMartial, 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
The sight of one of your friends dying propels you into sudden action.
DailyMartial
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
You refuse to go down, turning a death blow into one last chance for victory.
DailyHealing, 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
After landing a decisive blow, you skillfully use your weapon to entangle and restrain your opponent.
EncounterMartial, 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
You lunge forward and draw blood from one enemy, then spin around and strike another foe with deadly ferocity.
EncounterMartial, 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
You swing your weapon in deadly arcs, mercilessly hacking and slashing at your foe’s armor until finally you break through.
EncounterMartial, 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
With a sharp thrust of your weapon, you leave your enemy nearly paralyzed with pain.
EncounterMartial, 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
You bring your weapon down upon your enemy’s skull with a loud crack that leaves him dazed and reeling.
EncounterMartial, 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
You call your opponents toward you and strike out with lashing blows.
EncounterMartial, 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
Every enemy within your reach falls victim to the ruthless precision of your attacks and suffers bleeding wounds.
DailyMartial, 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
You will not be denied your enemy’s blood, and other foes that witness your savage attack know the ill fate that awaits them.
EncounterMartial, 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
With the slightest flick of your weapon and minimal movement, you control the battle and turn your enemies’ thoughts from conquest to survival.
DailyMartial, 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
Let nothing stand between a warrior and the object of his wrath.
DailyMartial, Reliable, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage.
Storm of Destruction - Fighter 29
You knock aside your enemies’ weapons, creating holes in their defenses that enable you to strike deadly blows against two of them at once.
DailyMartial, 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
You beat back your enemy, allowing you and your allies to seize new ground.
EncounterMartial, 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
You throw yourself at your enemy and knock him back.
EncounterMartial
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
A mighty blow sends your opponent flying through the air and gives you a few seconds to regain your composure.
DailyHealing, 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
An unerring strike foretells your enemy’s demise.
EncounterMartial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 2[W] + Strength modifier damage.
Ultimate Parry - Kensei 12
With a whirl of your weapon, you expertly deflect an enemy’s attack.
DailyMartial
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
You leap from one foe to the next, striking with ever-increasing accuracy while negotiating your way through your enemies’ thicket of swords.
DailyMartial, 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
After landing a solid blow, you belt your enemy in the face with your fist.
EncounterMartial, 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
You react viciously to an enemy that just hurt you.
DailyMartial, 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
You skewer yet another unworthy foe and let loose a terrifying roar of triumph when he falls.
DailyFear, 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
You slip your blade past your enemy’s armor and slice him just so, leaving a bleeding gash.
EncounterMartial, 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
With perfect timing, you flick one enemy’s blood into the eyes of another.
EncounterMartial
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
With a tremendous roar, you swing your blade over your head and make lunging strikes at all nearby enemies. At the end of the flurry, you regain some of your power.
DailyMartial, 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
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
EncounterDivine
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
You petition your deity for the divine strength to lay low your enemies.
EncounterDivine
Minor Action
Personal
Effect: Apply your Strength modifier as extra damage on your next attack this turn.
Divine Challenge - Paladin
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-WillDivine, 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
Your divine touch instantly heals wounds.
At-WillDivine, 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
You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor.
At-WillDivine, 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
Your brutal weapon attack leaves your foe weakened.
At-WillDivine, 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
You strike an enemy with your weapon, which ignites with holy light.
At-WillDivine, 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
As you bring your weapon to bear, the odds against you add strength to your attack.
At-WillDivine, 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
When you strike a foe with your weapon, the force of the blow causes him to shudder and second-guess his tactics.
EncounterDivine, 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
Silvery spikes cover your weapon, punching through your foe’s armor.
EncounterDivine, 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
Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of supernatural evil such as demons and devils.
EncounterDivine, 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
A translucent golden shield forms in front of a nearby ally as you attack with your weapon.
EncounterDivine, 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
You invoke a prayer that wracks your foe with terrible pain and causes further pain whenever he makes an attack.
DailyDivine, 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
Your melee attack punishes your enemy and heals an ally.
DailyDivine, 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
You engulf your enemy in searing ribbons of radiance.
DailyDivine, 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
You speak with such compelling conviction that others find it difficult to refute your beliefs and claims.
DailyDivine
Minor Action
Personal
Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.
Martyr’s Blessing - Paladin 2
You step into an attack made against an adjacent ally to save your comrade.
DailyDivine
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
You trace a circle around you with your hand, and it quickly expands into a wide circle of faintly glowing runes that glows brightly and protects you and your close allies.
DailyDivine, 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
You swing your weapon in a wide arc that strikes not one but two creatures within your reach.
EncounterDivine, 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
When you hit an enemy with your weapon, you and your allies suddenly feel invigorated by the divine power of your faith.
EncounterDivine, 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
Your righteous blow fills you and your nearby allies with preternatural resolve.
EncounterDivine, 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
With a mighty swing of your weapon, you knock your enemy back.
EncounterDivine, 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
You wave your hand through the air, and a wide circle of faintly glowing symbols appears around you, damaging enemies and protecting allies within its confines.
DailyDivine, 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
Divine light engulfs your weapon as you sacrifice your ability to heal in order to strike down your enemy.
DailyDivine, 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
You cause a nearby foe to convulse with pain and render it more susceptible to radiant energy.
DailyDivine, 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
As your weapon connects with your enemies, so too does the magic of your god connect you to your allies.
DailyDivine
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
You and your trusted allies form a telepathic bond.
DailyDivine
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
A halo of divine light emanates from you, enabling you and nearby allies to strike down your enemies with greater determination.
DailyDivine
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
You pull an enemy toward you, dealing grievous wounds as he tries to rebuke you.
EncounterDivine, 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
You call upon the power of your deity to switch places with an ally and strike a foe within reach of your new position.
EncounterDivine, 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
You present yourself with such conviction that your enemies cannot help but be awestruck by the power of your faith.
EncounterDivine, 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
Your weapon flashes as it strikes, and moments later, a peal of thunder slams into your foe.
EncounterDivine, 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
A scintillating crown of radiant energy appears above your head, then expands suddenly to cripple nearby enemies.
DailyDivine, 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
Unable to fight alongside your allies, you turn to your faith for protection and press forward undaunted.
DailyDivine, 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
You target an enemy with a searing, pulsating light that also damages enemies adjacent to him and thrusts them back.
DailyDivine, 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
A translucent outline briefly appears above the creature you designate. The divine spirit gestures, relieving some of the creature’s suffering, then fades instantly away.
EncounterDivine
Minor Action
Ranged 5
Target: You or one ally
Effect: The target makes a saving throw with a +2 bonus.
Noble Shield - Paladin 10
You quickly throw up your hand, and a vortex of swirling energy surrounds you and your friends, shielding them from harm at your expense.
DailyDivine
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
You whisper a solemn hymn, and divine light washes gently over you and nearby allies, potentially negating harmful and debilitating afflictions.
DailyDivine
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
Strands of energy erupt from your weapon as it strikes true, wrapping around your foe and rooting it to the ground.
EncounterDivine, 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
You propel yourself through the air toward a nearby foe as brilliant rays of light stream from your weapon.
EncounterDivine, 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
As you strike a foe with your weapon, you murmur a prayer of renewal, causing a momentary nimbus of light to engulf and heal a nearby ally.
EncounterDivine, 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
You sweep your weapon in a full circle, attacking all adjacent enemies in a dazzling display of martial prowess.
EncounterDivine, 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
Battered and bloodied, you call upon the divine power of your deity to deal a retributive blow to your enemy and heal your wounds.
DailyDivine, 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
You lash out at an enemy with the power of your faith and break down its defenses.
DailyDivine, 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
You extend your holy symbol toward a foe, dealing damage and singling him out as the continuing subject of your divine retribution.
DailyDivine, 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
You teleport to the side of a friend in peril and take the effects of an attack meant for him.
DailyDivine, 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
You touch a dying creature and share some of your divine inner light, bestowing upon the recipient the power to resist the call of death.
DailyDivine, 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
With a mighty blow, you leave your foe horribly weakened.
EncounterDivine, 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
A symphony of otherworldly music resonates throughout your body, fortifying it to withstand the tests to come.
EncounterDivine, 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
You hold your holy symbol high above your head, and a brilliant flash of divine light explodes from it. The radiance sears your foes and inspires your closest allies.
EncounterDivine, 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
Striking mercilessly, you hound your foe with waves of divine dread.
EncounterDivine, 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
You swing your weapon and brilliant light explodes around you, blinding your enemies.
DailyDivine, 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
You strike your foe with such conviction that nearby allies can’t help but feel inspired.
DailyDivine, 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
A raging inferno of holy fire engulfs your enemies and continues to burn those who are drawn to it like moths.
DailyDivine, 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
White wings of astral brilliance envelop an ally in a sparkling cocoon, then disappear. The wings reappear a short distance away and unfold, bringing the ally closer to you.
DailyDivine, 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
Ripples of divine energy wash over you and nearby allies, potentially negating harmful and debilitating afflictions.
DailyDivine
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
You invoke the greatest of all prayers and touch a wounded or recently slain creature, bestowing upon it the gift of life at the expense of your own health.
DailyDivine, 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
You utter words of faith, instantly healing yourself and nearby allies.
DailyDivine, 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
You pull an enemy toward you, searing him with radiant energy as he tries to resist.
EncounterDivine, 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
As you assail your foe, you utter a prayer that grants you the power to absorb the damage from your foe’s attacks, even when such attacks aren’t directed at you.
EncounterDivine, 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
You swing your weapon in a mighty arc, unleashing a peal of thunder that knocks adjacent enemies prone.
EncounterDivine, 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
With a wave of your hand, you teleport an endangered ally to a safer location, teleport yourself to his previous location, and strike a foe within reach.
EncounterDivine, 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
You land a mighty blow, and the symbol of your deity appears above your enemy’s head as a glowing red rune that only you can see, flashing brightly to warn you whenever he’s about to attack.
DailyDivine, 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
Divine light explodes out from your holy symbol, blasting and igniting enemies nearby.
DailyDivine, 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
Your weapon glows with a pale inner light, and your enemy is struck blind by the force of your blow.
EncounterDivine, 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
You touch your holy symbol to an enemy, branding it with the painfully radiant symbol of your deity and causing it to take damage from its own attacks.
EncounterDivine, 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
You invoke an ancient prayer that unleashes your deity’s ire upon a nearby enemy that has just attacked you.
EncounterDivine, 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
You strike your enemy with such resolve that he is blind to all foes except you.
EncounterDivine, 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
You swing your weapon in a mighty arc, stunning targets that you hit.
EncounterDivine, 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
You pronounce a divine sentence upon your enemy and force him to take the damage of his own attacks.
DailyDivine, 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
You deal a hard blow to your enemy, and divine arcs of light spring from the tip of your weapon and blind those who stand against you.
DailyDivine, 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
Your weapon glows with astral light, and as it strikes your enemy, that glow spreads to encompass all enemies adjacent to you, temporarily coating them with a glowing target your allies can see.
EncounterDivine, 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
You strike your enemy, but you pray to increase the amount of damage you deal.
EncounterDivine
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
Your faith directs you into a whirling attack that strikes out at every foe within reach, instilling them with fear and weakening their defenses.
DailyDivine, 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
Even as your allies take stock of the enemies pouring in around them, you move into position and set your plans into motion.
DailyMartial
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
“This foe is my prey!”
DailyMartial, 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
Your enemy steps unwittingly into your trap, and you catch him by surprise with a sudden, paralyzing thrust.
EncounterMartial, 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
You find it within yourself to capitalize on your comrade’s latest act of daring.
DailyMartial
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.
Make a secondary attack.
Slasher’s Mark - Pathfinder 20
You fortify yourself, raise your weapons, and carve scarring wounds into the flesh of your enemies.
DailyHealing, 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
You sweep your blades in mighty arcs around you, cutting foes that get too close and thrusting them back.
EncounterMartial, 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
You call upon your devotion to law to make your attack strike true.
EncounterDivine, 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
You contain two foes instead of just one with your divine challenge.
DailyDivine
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
You invoke order through your weapon, causing it to glow as you deliver a punishing blow against an enemy.
DailyDivine, 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
You strike a foe you have challenged, bringing hope and encouragement to nearby allies.
EncounterDivine, 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
A short prayer imbues your weapon with healing power, so that whenever it strikes an enemy it heals an ally.
DailyDivine, 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
You imbue your weapon with radiant power, and as you strike at a foe the power of the attack heals an ally.
DailyDivine, 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
A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged.
EncounterDivine, 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
You call upon your innate sense of justice and honor, whisper a short prayer, and redirect an attack so that you take the hit for those you would protect.
DailyDivine
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
Your enemies surround you, and the purity within you cries out for justice. You focus a powerful prayer through your holy symbol, sending forth a radiant burst of punishing force that no enemy can ignore.
DailyDivine, 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
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.
At-WillMartial, 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
Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.
At-WillMartial, 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
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-WillMartial, 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
If the first attack doesn’t kill it, the second one might.
At-WillMartial, 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
Enemies surround you—much to their chagrin, as you slash them to pieces with the ferocity of a wounded dire wolverine.
EncounterMartial, 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
You confound enemies by weaving through the battlefield unscathed as you make your attacks.
EncounterMartial, 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
Using the momentum from your enemy’s blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure.
EncounterMartial, 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
You sink two arrows or both of your blades into the flesh of your enemy, causing it to howl in pain.
EncounterMartial, 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
A well-placed shot to the leg leaves your enemy hobbled and bleeding.
DailyMartial, 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
You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike.
DailyMartial, 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
You fire two arrows at once, which separate in mid-flight to strike two different targets.
DailyMartial, 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
You hold your weapons blade-down and slash your foe across the face with one of them. As he spins away and drops his guard, you roll to one side, spring to your feet, and plunge your other blade into his back.
DailyMartial, 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
You are wise in all things. The sooner your friends realize this, the safer and better off they’ ll be.
EncounterMartial
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
You deftly block your enemy’s strike and turn his momentum against him, causing him to stumble to the side.
EncounterMartial, 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
Even as your foe connects, you leap backward, out of the way of further harm.
EncounterMartial
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
You attack twice while maneuvering yourself into the most advantageous position possible.
EncounterMartial, 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
You thwart an enemy’s attack with a timely thrust of your blade or a quick shot from your bow.
EncounterMartial, 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
You strike quickly, like a shadow wasp flying out of the darkness, hitting where your foe is most vulnerable.
EncounterMartial, 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
You attack twice, causing your foes to stagger backward.
EncounterMartial, 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
One well-placed arrow leaves your enemy hunched over and howling in pain.
DailyMartial, 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
You leap into the fray and unleash a torrent of steel upon your unsuspecting foes, staggering them with the ferocity of your attacks.
DailyMartial, 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
Your arrow burrows into flesh and shatters, sending splinters of wood deep into the wound.
DailyMartial, 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
You set upon a foe with weapons bared, then weave to the side and deal a wound to another adversary.
DailyMartial, 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
You are the eyes and ears of the group, always alert for the telltale signs of an ambush.
DailyMartial
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
Your allies benefit from the things that you have learned.
DailyMartial
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
You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot.
EncounterMartial
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
Your steel blades flash menacingly as you taunt your foes with parries and cut deep wounds into their flesh.
EncounterMartial, 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
Like the hawk, you strike with calculated precision.
EncounterMartial, 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
You unleash two arrows in rapid succession.
EncounterMartial, 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
You slash and stab at surrounding foes with unbound fury, knocking them off balance with thrusts and leg sweeps.
EncounterMartial, 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
Without breaking stride, you make two attacks against a single foe or two different targets.
DailyMartial, 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
Though menaced by fangs and claws, you calmly unload an arrow into the creature’s gaping maw—mere inches from your outstretched arm.
DailyMartial, 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
You fire repeatedly with a short draw, showering arrows at each enemy in front of you.
DailyMartial, 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
You spin around with blades outstretched, using momentum and skill to slice through enemy defenses.
DailyMartial, 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
Like a gazelle, you startle allies and enemies alike with your sudden swiftness.
EncounterMartial
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
You keep your distance from an approaching adversary, backpedaling easily away from him.
DailyMartial
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
You expertly navigate through difficult terrain.
DailyMartial, Stance
Minor Action
Personal
Effect: Your movement is not hindered by difficult terrain.
Armor Splinter - Ranger 13
You attack the weak spots in your opponent’s armor, not only dealing damage but also leaving your prey vulnerable to later attacks.
EncounterMartial, 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
One shot topples your foe.
EncounterMartial, 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
Between strikes, you use both of your weapons to deflect incoming blows.
EncounterMartial, 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
With a well-aimed attack, you pin your foe to the ground or to a nearby wall.
EncounterMartial, 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
Time seems to slow down as your weapons fall upon your hapless foes like rain from an ominous sky.
DailyMartial, 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
Your arrows puncture flesh, and from these wounds blood flows in crimson streams.
DailyMartial, 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
Your targets won’t know what hit them.
DailyMartial, 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
You fight past your enemies’ shields and armor and deal nasty cuts that leave them reeling and unable to react.
DailyMartial, 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
When your enemy launches his attack, you leap out of the way, leaving your foe to hit nothing but air.
DailyMartial
Immediate Interrupt
Personal
Trigger: An enemy hits you with a melee attack
Effect: Shift 1 square away from the enemy.
Longstrider - Ranger 16
You have an uncanny knack for being in the right place at the right time.
DailyMartial, Stance
Minor Action
Personal
Effect: Your speed increases by 2.
Momentary Respite - Ranger 16
Amid the chaos of combat, you’re able to calm yourself for an instant and recover from a harmful effect.
DailyMartial
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
You point your bow at the villain who just wounded your friend and loose a vengeful arrow.
EncounterMartial, 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
You whirl around with blades outstretched, slashing your foes across the legs and causing them to fall to the ground in mewling heaps.
EncounterMartial, 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
You launch a volley of three arrows, which streak across the battlefield with whispered threats of oblivion.
EncounterMartial, 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
You swing your blades in lethal arcs, dousing the battlefield in your enemy’s blood.
EncounterMartial, 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
You move swiftly around your enemies, weaving back and forth and delivering a vicious slash with each soft step.
DailyMartial, 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
You loose an arrow that pierces your foe, hurls him back, and knocks him off his feet.
DailyMartial, 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
The first shot is always the toughest.
DailyMartial, 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
Crimson droplets splatter as you slash into all nearby foes.
DailyMartial, 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
You vanish into your surroundings with such speed and skill that your enemies can’t even begin to guess where you might be.
DailyIllusion, 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
You throw yourself to the ground, tumble a safe distance, and spring to your feet no worse for wear.
DailyMartial
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
You take careful aim with every shot.
DailyMartial, Stance
Minor Action
Personal
Effect: You gain a bonus to damage rolls equal to your Wisdom modifier.
Safe Stride - Ranger 22
You deftly maneuver around your foes as the battle rages on.
EncounterMartial
Move Action
Personal
Effect: Shift a number of squares equal to your Wisdom modifier.
Blade Ward - Ranger 23
Your enemy strikes, and as you defend yourself with one blade, you drive the other deep into his gullet.
EncounterMartial, 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
You stab and slash enemies that come close to you.
EncounterMartial, 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
You test the strength of your bowstring as you pull an arrow back as far as it will go and unleash it upon your unsuspecting foe.
EncounterMartial, 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
You pepper your foe with arrows.
EncounterMartial, 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
With bow or blades, you rain a series of deadly blows on your opponent.
DailyMartial, 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
You counter your opponent’s attack with a ferocious strike of your own.
DailyMartial, 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
You loose a volley of arrows with such force that they skewer several nearby enemies.
DailyMartial, 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
You plunge your blades into your opponent and rip them out with the ferocity of a tiger, leaving your prey gasping for life.
EncounterMartial, 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
You launch a barrage of arrows that strike all enemies before you.
EncounterMartial, Weapon
Standard Action
Ranged weapon
Target: Each enemy in range
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Lightning Shot - Ranger 27
As an enemy reels from a terrible wound, you quickly loose an arrow to finish him off.
EncounterMartial, 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
You strike your enemies in all directions. Then, like a tornado, you weave through the battlefield and unleash a second onslaught of whirling steel.
EncounterMartial, 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
You follow every strike with a backhanded swipe that breaks through your enemy’s defenses.
DailyMartial, 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
If you can hit with the first arrow, the others will follow.
DailyMartial, 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
Crossing your blades, you form a defense as solid as a mighty shield, ready to riposte if your enemy isn’t lucky.
DailyMartial, 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
You combine fire with one of your allies to take down a troublesome foe.
EncounterMartial, 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
One enemy falls, and those that remain are about to learn what heroism is all about.
EncounterMartial
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
You have multiple quarries in your sights, so you unleash a deadly volley of shots at each of them.
DailyMartial, 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
Your shot is undeterred by obstructions and magical veils.
EncounterMartial, 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
Aw, what the hell. You only live once.
EncounterMartial, 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
You rush into the midst of your enemies and, like a freezing wind, flay them alive.
DailyMartial, 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
A final lunge brings you into an advantageous position.
At-WillMartial, 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
A needle-sharp point slips past armor and into tender flesh.
At-WillMartial, 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
With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you.
At-WillMartial, 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
A distracting flourish causes the enemy to forget the blade at his throat.
At-WillMartial, 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
An expert strike catches your foe by surprise and leaves him reeling from the pain.
EncounterMartial, 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
It’s hard to get to the little guy when he takes cover behind an ally who can crush plate armor in his teeth.
EncounterMartial, 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
A false stumble and a shove place the enemy exactly where you want him.
EncounterMartial, 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
If you twist the blade in the wound just so, you can make your enemy howl in pain.
EncounterMartial, 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
A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes.
DailyMartial, 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
You deal a staggering blow to your enemy, setting it up for future attacks.
DailyMartial, 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
Through a series of feints and lures, you maneuver your foe right where you want him.
DailyMartial, 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
You are stealthy and fleet of foot at the same time.
At-WillMartial
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
You leap a great distance without a running start.
At-WillMartial
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
The line between truth and deception is thin, and you cross it with ease.
EncounterMartial
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
You can pilfer a coin pouch in the blink of an eye.
EncounterMartial
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
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
EncounterMartial
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
You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space.
EncounterMartial, 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
You land a calculated blow that causes your enemy to drop his guard, leaving him vulnerable to subsequent attacks.
EncounterMartial, 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
Balance and momentum are your allies as you lunge forward, strike deftly, and knock your opponent to the ground.
EncounterMartial, 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
You land an expert blow and follow up with a clever series of feints that bewilder your enemies.
EncounterMartial, 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
You follow up a fierce attack with a series of quick, painful strikes woven between your enemy’s attacks.
DailyMartial, 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
Each drop of blood is another nail in your enemy’s coffin.
DailyMartial, 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
You topple your enemy with a crippling blow and force him to stumble around the battlefield.
DailyMartial, 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
You blend into your surroundings.
At-WillMartial
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
Eh-Ska-peh. That’s funny, it’s spelled just like ‘Escape.’
EncounterMartial
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
When it comes to lying, cajoling, or persuading others, your allies follow your lead.
EncounterMartial
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
You climb surfaces with astounding ease.
At-WillMartial
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
You cloud your mind with vague thoughts that shield you against a sudden mental attack.
EncounterMartial
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
You shower your enemies in sharp metal.
EncounterMartial, 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
You deal a staggering blow, opening a hole in your enemy’s defenses.
EncounterMartial, 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
A gifted rogue can turn failure into fortune.
EncounterMartial, 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
You scoop up a handful of sand or dirt or pebbles, strike your foe, and throw the grit in his face to blind him.
EncounterMartial, 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
You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.
DailyMartial, 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
You adroitly outmaneuver your enemy, pushing and baiting him with every stride and strike.
DailyMartial, 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
A well-placed blow takes your foe out of the fight.
DailyMartial, 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
You are as slippery as an eel.
DailyMartial
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
You take cover beneath a much larger creature, making it harder for the creature to hit you.
DailyMartial
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
You snatch an item from an enemy during combat.
EncounterMartial
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
You silently step from shadow to shadow, slipping past your foes unseen and unheard.
At-WillMartial
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
You bait your foe into attacking you, and then turn his blow straight back at him.
EncounterMartial, 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
A well-timed attack leaves your enemy flailing helplessly for a few critical seconds.
EncounterMartial, 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
Your weapon becomes a blur as you make swift, sweeping attacks against two foes, then hastily slip away.
EncounterMartial, 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
Ducking and weaving, you land a decisive blow that staggers your foe and sets it up for a tripping attack.
EncounterMartial, 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
You dash across the battlefield, leaving bewildered and bleeding enemies in your wake.
DailyMartial
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
The more your enemy struggles, the less you want to let him go.
DailyMartial, 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
A ruthless strike yields great rewards, for after death comes the looting.
DailyMartial, 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
You tug on a lock a certain way, and just like that, it snaps open.
DailyMartial
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
You stand unseen in the midst of the battle, striking from your place of hiding.
EncounterMartial
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
You leap out of harm’s way just in time to avoid an attack.
EncounterMartial
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
You focus on the precision of your attacks, at the expense of hiding the chinks in your own armor.
DailyMartial
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
First you set them up, and then you knock them down.
EncounterMartial, 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
With snarling ferocity, you attack. Your weapon bites deep into your enemy’s flesh, filling his heart with doubt.
EncounterMartial, 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
Keep your friends close, and your enemies at knifepoint.
EncounterMartial, 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
A series of clever feints throws your foe off his game and makes him an easy target.
DailyMartial, 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
Mastering your foe’s reactions allows you to toss him about like a rag doll.
DailyMartial, 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
After striking boldly, you frustrate your foe by shifting away just as he’s about to attack you.
DailyMartial, 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
You leap a phenomenal distance.
EncounterMartial
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
With nearly inhuman speed and percision, you slip away from a foe’s attack.
EncounterMartial
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
As long as you take your time, you can move about the battlefield unseen.
DailyMartial
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
You make a decisive attack. Failing that, you cause your startled enemy to strike at another nearby foe.
EncounterMartial, 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
One of your allies deals a timely blow to your enemy, and like a scorpion, you strike.
EncounterMartial, 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
Glittering blades pin your foes in place before any of them have a chance to blink, let alone run away.
EncounterMartial, 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
You strike with deadly ferocity to sap your foe’s strength.
DailyMartial, 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
You vanish, then strike out of nowhere!
DailyMartial, 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
You hobble your opponent with a ruthless slash across the legs, leaving him barely able to walk.
DailyMartial, 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
You duck and dodge your enemies’ attacks, striking as opportunity allows while expertly deflecting attacks made against you.
EncounterMartial, 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
You stab and slash your foe mercilessly, spilling copious amounts of blood.
EncounterMartial, 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
Your enemy doesn’t know what hit it.
EncounterMartial, 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
A sliced throat or a bolt through the heart—it’s all good.
DailyMartial, 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
With terrifying ease, you slash at your enemy’s exposed tendons and leave him immobilized and whimpering in pain.
DailyMartial, 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
An attack meant for you hits another creature instead.
DailyMartial
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
You spring into action, expertly strike, and then sidestep to position yourself for either certain glory or imminent doom.
EncounterMartial, 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
With supreme effort, you escape.
EncounterMartial
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
The weapon races toward you, but with a slight move and a flourish of your own blade, you redirect the attack toward a different target.
DailyMartial, 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
Your first attack deals a critical wound, so you follow the attack with another strike.
EncounterMartial, 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
With a moment of concentration, you focus your will into the point of your blade.
DailyMartial, 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
Your dagger springs forward, plunging deep into your foe.
DailyMartial, 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
You strike from the shadows, delivering a wound that distracts your foe and makes him drop his guard.
EncounterMartial, 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
With practiced ease, you step into the shadows and disappear from view.
EncounterMartial
Minor Action
Personal
Effect: You become invisible until the start of your next turn.
Painful Puncture - Master Infiltrator 20
Your weapon bites deep, puncturing your enemy and leaving a lingering wound.
DailyMartial, 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
You strike with a killer’s eye, seeking to take down your enemy as quickly and efficiently as possible.
EncounterMartial, 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
The first time an enemy attacks you, that opponent discovers just how bad an idea that is.
DailyMartial
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
Your enemy is wounded. This shot will finish it off.
DailyMartial, 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
You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes.
At-WillArcane, 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
You fire a bolt of dark, crackling eldritch energy at your foe.
At-WillArcane, 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
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-WillArcane, 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
You point your finger, and your foe is scoured in hellish flames stoked by your own anger and pain. If you are injured, the flames burst into life one more time before they fade away.
At-WillArcane, 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
You crook your hand into the shape of a claw, and a great talon of sulfurous darkness forms around your enemy. It rakes fiercely at him and drags him a short distance before dissipating again.
EncounterArcane, 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
You whisper one word of an unthinkable cosmic secret to your foe. His mind reels in terror.
EncounterArcane, 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
A ribbon of twisting darkness streams from your hand to your target’s heart, feeding on his vital force as you grow stronger.
EncounterArcane, 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
From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy’s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts.<
EncounterArcane, 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
You surround yourself in a sheath of black ice from a dark and doleful realm. It protects you from attack and radiates fierce cold.
DailyArcane, 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
You inflict a waking nightmare upon your enemy so that he can no longer tell what is real and what exists only in his mind. Under its influence he staggers about, trying to avoid falling from imaginary heights or stepping on unreal serpe
DailyArcane, 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
You create a fist-sized orb of painful blue-white radiance that whirls around your enemy, searing him. Fierce rays shoot from it like jabbing daggers of light, fencing him in where he stands.
DailyArcane, 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
Rivulets of clinging liquid fire appear and cascade over your target. Anything that is flammable ignites at once and burns long after the streams of magic fire fade away.
DailyArcane, 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
You channel the grace and glibness of your fey patrons for a time. Your voice gains great power and eloquence.
EncounterArcane
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
You shift your body out of phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time.
EncounterArcane, 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
You call upon your patron entities to protect you with their fell power. Your flesh is infused with mystic strength, lessening the effect of enemy blows.
DailyArcane
Minor Action
Personal
Effect: You gain temporary hit points equal to 5 + your Constitution modifier.
Shadow Veil - Warlock (Star) 2
You garb yourself in a pall of murky darkness. While it lasts, you are difficult to see or hear.
EncounterArcane, 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
You fire purple rays of eldritch power at your foes.
EncounterArcane, 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
You call up a bolt of golden flame and hurl it at your foe. Anyone standing close to him is burned as well.
EncounterArcane, 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
You create a freezing black shadow around your foe, a small taste of the icy darkness in the depths of the night sky. He is unable to see well enough to defend himself while the shadows cling to him.
EncounterArcane, 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
You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away.
EncounterArcane, 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
Acrid orange fumes hiss up from beneath the ground, and then suddenly ignite in a thundering detonation. Any creature in the area is burned by the searing flames.
DailyArcane, 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
You cause an illusory, twisted crown to appear around the target’s head. Under its psychic assault, your enemy loses the ability to distinguish friend from foe.
DailyArcane, 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
You call up a pack of ferocious, phantasmal beasts from the darkest and most savage depths of the Feywild. Only their slavering fangs appear in this world, snapping and rending in a mad frenzy at the foe you have cursed.
DailyArcane, 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
You create a zone of complete, impermeable darkness filled with flying, fluttering, fanged shadows. The shadows rend at the very life force of creatures caught within.
DailyArcane, 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
Refusing the result that fate has decreed for you, you invoke stars of uncertainty and try to rewrite what has been written.
DailyArcane
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
You step through the veils of the Feywild to the place where an ally stands and return to the world in that spot. Your ally is instantly whisked back to the place you started from.
EncounterArcane, 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
Invoking the power of your dark patrons, you transform your skin into living steel, blackened and hard yet still supple enough to move. Your quickness suffers a bit, but you are much tougher and more resilient.
DailyArcane, 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
You bestow on yourself the ability to cling to almost any surface and climb as easily as an insect.
EncounterArcane
Move Action
Personal
Effect: On this move action, you move with a climb speed equal to your speed.
Howl of Doom - Warlock (Infernal) 7
You unleash a devastating shout that cracks stone and pulps flesh. Supernatural terror goes with your mighty blast, and your foes are driven back in fright.
EncounterArcane, 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
The shimmer of pale, ghostly silver envelops your foe and lifts him up into the air. Its sinister radiance seeps into his body, a strange and deadly poison.
EncounterArcane, 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
You assail your foe’s mind with unreal images until he can see nothing else.
EncounterArcane, 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
You sketch a glowing rune in the air with your fingertip, invoking misfortune upon your enemy. Lines of eldritch power slash across his body as you draw your sign, and fate itself turns against him for a short time.
EncounterArcane, 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
You create a fence of sharp frost-needles around your foe. They slowly freeze him, and if he moves or touches them, they grow longer and sharper.
DailyArcane, 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
You call up a spear of red iron from the infernal regions and hurl it at your foe. Transfixing clothing, armor, flesh, or skin, it nails him to the spot where he stands.
DailyArcane, 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
A pale blue flame springs up from your brow as you invoke Khirad, a star of dire portent. Your enemy’s mind burns with Khirad’s flame, and you teleport him where you wish.
DailyArcane, 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
You bind your target’s fortunes to five ill-omened stars. Under their dire influence, all sorts of mischance and bad luck befall your enemy.
DailyArcane, 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
You conjure forth an implike presence from the netherworld and give it a message to deliver to a far-off creature.
DailyArcane, 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
You fly apart into a swarm of batlike shadows.
DailyArcane, 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
You call up a swirling shield of darkness from some far domain, interposing it between yourself and dire peril.
DailyArcane
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
You leap through the mystic veil into the Feywild. An instant later, you return a short distance away and alight without traveling through the intervening air.
DailyArcane, 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
You whisper words of fey power, words that drive mortals to madness.
EncounterArcane, 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
You create a spinning vortex of brilliant but frigid energy around your foe. Racing streamers of luminous coldfire lash all creatures nearby.
EncounterArcane, 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
You call up a churning cyclone from the nether planes. It surrounds your enemy, battering him with deafening claps of thunder and hurling him a short distance.
EncounterArcane, 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
You sear your enemy’s soul with a bolt of emerald energy, which weakens him greatly for a short time.
EncounterArcane, 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
You lull your enemy into a waking dream. He sees himself in a realm of eldritch beauty, and perceives the real world as a ghostly shadow of itself.
DailyArcane, 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
Fiery scorpions crawl out of cracks in the ground and swarm your enemy, stinging madly and spreading out to engulf other nearby creatures.
DailyArcane, 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
From the frozen emerald seas under the star Thuban, you call forth dozens of glimmering green tentacles. Reaching down from overhead, they seize your enemies, draining the heat from their bodies and holding them immobile.
DailyArcane, 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
With a flick of your wrist, you create a phantasmal eellike creature from your palm and hurl it at your foe. It latches itself to him and begins to drink his blood . . . and you grow stronger.
DailyArcane, 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
You briefly become a flying shadow, swift and insubstantial.
EncounterArcane
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
You create upon your forehead a mystical third eye and link that eye’s perception to the senses of some other creature nearby.
DailyArcane
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
You will yourself across the boundary between worlds, teleporting a short distance. When you appear from the Feywild, you are surrounded by a glamor of invisibility.
EncounterArcane, 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
You call upon a snaking strand of distilled fate that lances toward your foe. If he can’t evade it, terrible misfortune ensues.
EncounterArcane, 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
You lower your hand, and rootlike tendrils shoot from your palm into the ground. An instant later they erupt from the earth beneath your enemy’s feet and bore into his flesh, replenishing you with his vital force.
EncounterArcane, 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
You forge a link between your enemy’s soul and your own, and then you surrender it to your fiendish patrons. It hurts you, but he suffers more.
EncounterArcane, 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
Your magic causes your enemy to perceive you as a comrade he must defend, even if he is now at odds with his former allies.
DailyArcane, 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
You bring forth fire in the shape of small, infernal imps from Malbolge, sixth of the Nine Hells. They hover close around you and hurl themselves upon any enemy that dares to approach, searing with their fiery touch and driving foes away
DailyArcane, 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
You fire a ray of crackling black energy at your enemy. At its touch, he is instantly hurled headlong into the soul-draining depths of Acamar, a dark and distant star.
DailyArcane, 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
Fortune favors you; stars portending uncertainty lean in your favor and frown upon your foes.
EncounterArcane
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
You teleport yourself away from imminent danger, but you leave an illusion of yourself behind, distracting and confusing your foes.
DailyArcane, 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
You sprout a large pair of leathery wings from your back.
DailyArcane, 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
You forge a short-lived dimensional gate that slices through your opponent. If you wish, you can leap through the gate and take his place while banishing him to the spot you were just in.
EncounterArcane, 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
You create scores of large, infernal darts and send them streaking at your enemies. Each dart that finds flesh pushes the creature it injures out of the place where it stands, moving it to another spot of your choosing.
EncounterArcane, 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
Raising your hands, you call up from the ground thick vines studded with long, poisonous thorns that wrap around your foe. He is held fast and pierced by the deadly thorns.
EncounterArcane, 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
You begin to steal the very semblance of your target. Those around you and your foe can’t distinguish between the two of you any longer.
DailyArcane, 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
You create a battering storm of rune-scribed black iron plates around your foe. As they whirl and strike, they quickly assemble into a coffinlike prison of iron and shadow.
DailyArcane, 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
You create thirteen tiny crimson stars that dart and whirl around your enemy, blasting him with countless pinpricks of fire and lashing him with waves of supernatural terror.
DailyArcane, 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
You hurl your foe screaming into the skies, and he disappears to some remote and terrible corner of the cosmos. When he returns, madness overwhelms him.
EncounterArcane, 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
You invoke the power of a mighty fey spirit. A shimmering emerald coil of eldritch power disrupts your foe and steals from him the luck of his next few moments. It’s yours if you want it.
EncounterArcane, 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
You level your clenched fist toward your foe and unleash a terrific blast of black flames.
EncounterArcane, 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
You trap your enemy’s mind with bewildering fey power. He sees what you want him to see, he hears what you want him to hear. Like a sinister puppeteer, you can make him do anything you wish.
DailyArcane, 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
A single slanting shaft of frigid starlight strikes your enemy from above and clings to him. Under its unbearable touch, flesh becomes white ice and steel shatters like glass, but you must pay a price to keep Delban’s deadly light focuse
DailyArcane, 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
You open a short-lived planar rift to the depths of the Nine Hells. It appears as a fiery crevice beneath your enemy’s feet, into which he falls screaming, and disappears. A few moments later, a flaming arch appears in the air over the s
DailyArcane, 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
You lodge a painful psychic shard in your enemy’s brain that resonates whenever you take damage.
EncounterArcane, 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
You envelop your enemy in an inky cloak of shadow that writhes and coils around him, twisting her attacks against you.
DailyArcane
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
You point a finger at your foe, and a gaping pit opens beneath him. The pit is merely a figment of his imagination, but he plunges into the darkness nonetheless until, at last, he hits the bottom.
DailyArcane, 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
You bend your enemy’s will to your whim. In a blinding flash of golden light, the creature teleports to a location you designate and, in its madness, attacks one of its allies.
EncounterArcane, 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
An enemy falls to your curse, and another creature appears in its place, surrounded by motes of twilight.
DailyArcane, 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
The disquieting whispers of fey spirits surround you, filling the minds of nearby enemies with deranged thoughts and provoking them to turn on their allies.
DailyArcane, 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
As black fire immolates your adversary, you release one of your life sparks. Your foe cries out in pain as he feels the life ebb from his body.
EncounterArcane, 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
You expend one of your life sparks to fashion an effigy of the creature whose spark you’ ve just released.
DailyArcane
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
You engulf your enemies in crackling purple energy. As they crumple, blazing motes of soul-light rise up from their bodies and fly into your grasp.
DailyArcane, 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
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
EncounterMartial, 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
With a shout, you command an ally to attack.
At-WillMartial, 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
You slam your shield into your enemy, bash him with your weapon’s haft, or drive your shoulder into his gut. Your attack doesn’t do much damage—but your anger inspires your ally to match your ferocity.
At-WillMartial, 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
You trick your adversary into making a tactical error that gives your comrade a chance to strike.
At-WillMartial, 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
Step by step, you and your friends surround the enemy.
At-WillMartial, 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
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks.
EncounterMartial, 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
You land a ringing blow against your foe, inspiring a nearby ally to strike a blow of his own.
EncounterMartial, 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
Like a leaf caught in the autumn wind, your foe is driven by the flow of battle. Your fierce attacks force him to give ground.
EncounterMartial, 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
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.
EncounterMartial, 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
Honorable warriors never fall!
DailyMartial, 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
Under your direction, arrows hit their marks and blades drive home.
DailyMartial, 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
No matter where your foe turns, one of your allies is waiting for him.
DailyMartial, 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
You lead the way with a powerful attack, using your success to create an opportunity for one of your allies. Each of your comrades in turn seizes on your example and begins to display true teamwork.
DailyMartial, 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
Your presence is both a comfort and an inspiration.
EncounterHealing, Martial
Standard Action
Melee touch
Target: You or one adjacent ally
Effect: The target can spend a healing surge.
Crescendo of Violence - Warlord 2
A timely critical hit affords you the opportunity to rally a wounded ally.
EncounterMartial
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
With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position.
EncounterMartial
Move Action
Ranged 10
Target: One ally
Effect: The target takes a move action as a free action.
Shake It Off - Warlord 2
You convince yourself or an ally to shake off a debilitating effect.
EncounterMartial
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
With a snap series of commands, you keep your allies in formation and well defended as you assault your adversary.
EncounterMartial, 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
As you strike, you shout a fierce war cry that heartens a nearby ally. He immediately attempts to shake off whatever condition troubles him most.
EncounterMartial, 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
You leap into the fray with a wild, whirling attack—but your movements are carefully calculated to distract nearby enemies and give your allies a chance to move into position.
EncounterMartial, 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
One convincing cut is all you need to reveal the enemy’s weakness and spur your allies into finishing him off.
EncounterMartial, 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
You will not be denied victory! A determined strike lifts the spirits of your beleaguered allies and restores their fighting spirit.
DailyHealing, 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
A well-placed strike catches your foe off guard and allows you or a nearby ally to shake off some effect.
DailyMartial, 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
You use weapon thrusts, lunges, and parries to hedge in your adversary, preventing him from moving away from you.
DailyMartial, 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
You direct your ally’s charge, allowing him to strike a deadlier blow and push his foe backward.
EncounterMartial
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
As soon as an ally is wounded, you spring forward with help and healing.
EncounterHealing, 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
You spur an ally to move faster.
DailyMartial
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
You fortify your allies with a few words of encouragement.
DailyHealing, 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
With a bloodcurdling roar, you swing your weapon in a wide, sweeping arc that breaks through your enemy’s defenses. The blow reinvigorates you or one of your allies in need.
EncounterHealing, 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
You probe your opponent’s defenses and eventually land a blow that creates a momentary chink in his armor.
EncounterMartial, 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
Despite the chaos of battle, you see a golden opportunity for an ally to make a surprising attack.
EncounterMartial, 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
You contain your foe, enabling one of your allies to move around behind him.
EncounterMartial, 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
Like a rampaging iron dragon, you hurl yourself at your adversary, landing a terrific blow that inspires your allies to charge as well.
DailyMartial, 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
The rhythm of your enemies hitting the ground is music to your ears.
DailyMartial, 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
You land a punishing blow that ignites the fire within your allies and keeps them alive on the battlefield.
DailyMartial, 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
You marshal your comrades and provide instructions to help them prevail.
DailyHealing, 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
Your nearby presence is enough to ease the suffering of your allies.
DailyMartial
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
Your mastery of battle tactics and stern commands allow you to move an ally out of harm’s way.
DailyMartial
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
You sweep the legs out from under your adversary and knock him to the ground with a mighty overhead swing. Your allies, inspired by the sight, follow suit.
EncounterMartial, 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
Your attack inspires a nearby ally, keeping her in the fight.
EncounterMartial, 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
No matter how he maneuvers, something comes between the villain and his quarry—and that something is you!
EncounterMartial, 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
The sirocco drives the desert sands in a thousand directions. So too does your furious attack scatter your enemies and drive them where you want them to go.
EncounterMartial, 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
You bleed your foe with a wicked strike, exposing a fatal flaw in its armor.
DailyMartial, 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
Seeing the beast quail before your onslaught gives your allies the courage to fight on.
DailyHealing, 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
You provoke your adversary with a bold stroke. Each time he lunges at you, he recklessly sets up your forces for victory.
DailyMartial, 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
You fight off an adverse affliction or enable an ally to do the same.
DailyMartial
Standard Action
Ranged 10
Target: You or one ally
Effect: The target succeeds on a saving throw.
Warlord’s Banner - Warlord 16
You rally your closest troops before sending them into battle.
EncounterHealing, 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
You forego attacks and focus on redirecting your allies.
DailyMartial
Standard Action
Close Burst 5
Target: Each ally in burst
Effect: Each target can take a move action.
Battle On - Warlord 17
You rally your forces with a battle cry and a calculated blow against the enemy.
EncounterMartial, 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
You level your weapon at your enemy, then pull it back and lunge forward. As your attack strikes true, your allies rain death down upon him.
EncounterMartial, 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
The ferocity of your blow quiets the storm of battle for a moment.
EncounterMartial, 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
Like a wild, terrible storm, you hurl yourself at your foe. Your allies are swept along on the force of your wrath.
EncounterMartial, 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
You dash about while assailing your foe with a multitude of wellaimed blows, throwing it off balance.
DailyMartial, 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
Victory is within your grasp, so with a mighty roar, you push your allies to seize every opportunity and fight like never before.
DailyMartial, 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
You cleverly maneuver your adversary into a perfect flanking position. As you land the deciding blow, your surrounding allies strike hard from all sides.
DailyMartial, 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
You level your weapon at your enemies and utter a grim threat that leaves them fearing for their lives. With great words, you turn yourself or an ally into a battle-hardened juggernaut.
DailyMartial
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
The sight of one of your allies taking a hit fills you with resolve and compassion, and you turn that dark moment into a heroic surge toward victory.
DailyHealing, 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
Like a puppet master, you position your enemies exactly where you want them.
DailyMartial
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
You unleash a terrifying battle cry as you attack. The veins of your foes run cold whenever your allies strike.
EncounterFear, 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
You strike your foe and send him careening into a waiting ally, who sends the foe stumbling back toward you.
EncounterMartial, 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
Between swings and parries, you direct beleaguered allies to safety while calling in fresh reinforcements.
EncounterMartial, 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
Your slashing blow spurs an ally into action.
EncounterMartial, 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
You bring your weapon down hard, and your enemy is engulfed by a cloud of crimson mist. A fierce battle cry throws your allies into a blood-stoked frenzy.
DailyMartial, 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
“Have at thee, villain! Feel the sting of a thousand angry hornets.”
DailyMartial, 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
You unleash a brutal deluge of attacks upon your hated foe, calling out to your allies to stand their ground and shake off their weariness.
DailyMartial, 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
With a roaring battle cry, you strike nearby foes and thrust them back, changing the complexion of the battlefield.
EncounterMartial, 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
The fury of your assault is as shocking as the gaping wound you open in your enemy.
EncounterMartial, 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
You deliver a massive blow to your enemy and usher your allies ever closer toward victory. Your words and deeds raise their spirits and inspire them to new acts of heroism.
EncounterMartial, 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
You break your adversary’s resolve with a ferocious strike.
EncounterMartial, 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
You leap to your ally’s side and spare him from the jaws of death.
DailyHealing, 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
You fire a green ray from your wand. Whatever the emerald beam hits disappears in a puff of gray dust.
DailyArcane, 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
Wriggling, ebon tentacles of necrotic energy erupt from the ground, grasping toward every creature within reach.
DailyArcane, 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
White motes of light fly from your fingertips and swirl about, lifting you and your allies off the ground and granting each of you the power of flight.
DailyArcane
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
You trace the outline of a door, and a shimmering portal appears, leading to a space accessible only by you and your allies.
DailyArcane, 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
Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to normal time.
DailyArcane
Minor Action
Personal
Effect: You gain two extra standard actions, which you can’t use to attack other creatures.
Acid Storm - Wizard 23
You create a thick black cloud filled with pelting drops of acid.
EncounterAcid, 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
You throw everything you have at the enemy and become a beacon of strength and perseverance for your allies.
DailyMartial, 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
You hurl yourself into your adversary, knocking him back into his allies and causing them all to stumble away from you.
EncounterMartial, 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
You share a moment of brilliant clarity with a close comrade.
DailyMartial
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
You whirl around like a cyclone of steel terror, slashing at foes. With each landed blow, you knock your enemy prone or send it stumbling backward.
DailyMartial, 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
You score a glancing blow, which you turn into an opportunity to thrust your enemy out of position and into the path of a nearby ally.
EncounterMartial, 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
You dodge an enemy’s attack, then look at him as though he were already dead.
EncounterMartial
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
Your experience on the battlefield allows you to deal terrible wounds to your enemy and also brings out the best in your allies.
DailyMartial, 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
You slash your enemy across the midsection and push it back. You then turn with a snarl and beat back all other nearby foes.
EncounterMartial, 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
You make your enemy second-guess its decision to face you and your comrades in battle.
EncounterMartial
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
You dominate the field of battle to the extent that enemies find your mere presence overwhelming.
DailyMartial, 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
You slash a foe, swoop to one side, and swing your blade against the same foe or another enemy within your reach.
EncounterMartial, 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
Warlord, help thyself!
DailyMartial
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
The presence of stalwart allies adds to the fury of your strike, which slices through the armored shell of your enemy and cuts deep into bone.
DailyMartial, 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
With a wink, you create an illusory sound that emanates from somewhere close by.
At-WillArcane, 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
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-WillArcane
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
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-WillArcane, 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
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
At-WillArcane
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
You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area.
At-WillArcane, 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
You launch a silvery bolt of force at the darkness.
At-WillArcane, 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
A blisteringly cold ray of white frost streaks to your target.
At-WillArcane, 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
A vertical column of golden flames burns all within.
At-WillArcane, 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
You create a whip-crack of sonic power that lashes up from the ground.
At-WillArcane, 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
A fierce burst of flame erupts from your hands and scorches nearby foes.
EncounterArcane, 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
You create a bolt of frigid purple energy around your hand and send it hurtling toward your foe.
EncounterArcane, 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
You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons.
EncounterArcane, 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
With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes.
EncounterArcane, 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
You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy’s flesh, carrying away its strength.
EncounterArcane, 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
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
DailyAcid, 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
You conjure a rolling ball of fire and control where it goes.
DailyArcane, 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
A pellet shoots from your hand and explodes into a cloud of icy mist at the point of impact.
DailyArcane, 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
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
DailyArcane, 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
Your form blurs as you hastily withdraw from the battlefield.
DailyArcane
Move Action
Personal
Effect: Shift up to twice your speed.
Feather Fall - Wizard 2
You or a creature you choose falls gently, like a feather.
DailyArcane
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
You or another creature you choose can suddenly leap great distances.
EncounterArcane
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
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
EncounterArcane, 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
A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless.
EncounterArcane, 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
With a subtle gesture, you wreathe nearby enemies in flames.
EncounterArcane, 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
You fire two bolts of brilliant blue-white energy. A thin path of frost appears on the ground below each one before fading away.
EncounterArcane, 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
You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.
EncounterArcane, 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
You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them.
DailyArcane, 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
A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.
DailyArcane, 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
You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within.
DailyArcane, 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
You call into being a giant web made of thick magical strands that hang in midair, trapping those within it.
DailyArcane, 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
You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby.
DailyArcane, Teleportation
Move Action
Personal
Effect: Teleport 10 squares. You can’t take other creatures with you.
Disguise Self - Wizard 6
With a snap of your fingers, you suddenly look like someone else.
DailyArcane, 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
You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.
DailyArcane, 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
A creature you choose vanishes from sight.
DailyArcane, 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
You hold out your hands, and suddenly you feel air beneath your feet.
DailyArcane
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
You create a billowing wall of gray fog that obscures vision.
DailyArcane, 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
A fiery red bead streaks from your finger to the spot you indicate, where it bursts into a great ball of magical flame.
EncounterArcane, 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
From your outstretched hand erupt brilliant strokes of blue-white lightning.
EncounterArcane, 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
You seize your foe with unseen magical force and bash him against the ceiling and walls before dropping him to the ground and hurling him back.
EncounterArcane, 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
You raise your hand, and an icy blizzard rains down mercilessly upon an area you designate.
EncounterArcane, 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
A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice.
DailyArcane, 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
A crackling bolt of lightning springs from your hand and leaps at a foe, taking serpentine form as it strikes.
DailyArcane, 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
You invoke a sword of crackling golden force that slashes and stabs furiously at the creature you indicate.
DailyArcane, 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
A blazing wall of flame erupts from the ground at your command.
DailyArcane, 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
You open a dimensional rift connecting two nearby locations.
DailyArcane, 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
You cloak yourself with a shimmering aura, making your outline almost impossible to discern.
DailyArcane, 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
Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies.
DailyArcane, 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
You make yourself or another creature in range resistant to a particular kind of damage.
DailyArcane
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
You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact.
EncounterArcane, 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
You immobilize your foes by commanding them to remain still.
EncounterArcane, 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
You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light.
EncounterArcane, 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
A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies.
EncounterArcane, 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
Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together.
DailyArcane, 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
You create a tremendous blast of supernatural cold, freezing your enemies.
DailyArcane, 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
You trap your enemy in a transparent, immobile globe of impenetrable force.
DailyArcane, 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
Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.
DailyArcane, 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
A wall of glittering, jagged ice appears at your command.
DailyArcane, 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
The recipient of this spell appears to be standing slightly to the left or right of his actual position, making it harder for enemies to hit him.
EncounterArcane, 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
You leap into the air and don’t look back.
DailyArcane
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
With a wave of your hand, you or another creature nearby fades away, becoming invisible.
DailyArcane, 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
You sprinkle a tiny pinch of diamond dust over the subject, and his skin turns gray and hard as granite.
DailyArcane
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
You cause several foes to spontaneously burst into flame.
EncounterArcane, 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
You clench your fist, and crushing force seizes your enemies like the fist of an invisible titan.
EncounterArcane, 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
Silvery missiles spring from your fingertips and streak across the battlefield, striking your enemies with staggering force.
EncounterArcane, 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
You target an enemy with a freezing ray that briefly traps him in an icy sarcophagus.
EncounterArcane, 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
A wave of acid dissolves all creatures that stand before you.
DailyAcid, 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
Yellow-green vapors emerge from the ground with a hiss, forming a thick, toxic cloud.
DailyArcane, 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
From your fingertips springs a tremendous stroke of blinding purple-white lightning that leaps from one enemy to another.
EncounterArcane, 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
You tap your staff on the ground, and a peal of thunder rocks and stuns a distant enemy.
EncounterArcane, 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
You call up a spinning vortex of elemental energy that inexorably draws everything around it toward seeming destruction.
DailyArcane, 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
You trap an enemy in an extradimensional vault resembling a maze. He vanishes from sight, caught in your maze until he can find an escape.
DailyArcane, 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
You cover your enemies in a giant web made from strands of black, life-draining energy.
DailyArcane, 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
A dazzling spray of multicolored light springs from your hands, enveloping your enemies.
DailyArcane, 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
A blast of crackling black fire erupts from your hand, charring the flesh and burning the souls of your foes.
EncounterArcane, 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
You magically compel an enemy to attack its nearest ally.
EncounterArcane, 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
Around your foe you erect an invisible cage made of unbreakable bars of force, effectively imprisoning it.
EncounterArcane, 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
A storm of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice.
DailyArcane, 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
Your eyes darken, becoming black orbs as you command your enemies to stop in their tracks.
DailyArcane, 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
Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire and scorching the ground.
DailyArcane, 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
The power and certainty of your words knock your enemies off their feet.
EncounterArcane, 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
In a bad spot, you draw on arcane energy to help you stay on your feet.
DailyArcane, 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
You save the best for last—a devastating display of pure elemental power that your enemies aren’t likely to see again.
DailyArcane, 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
A mote of crimson plasma springs from your hand, streaks across the battlefield, and detonates amid your enemies, covering them in a blood-red shroud.
EncounterArcane, 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
You trade your recuperative ability for more arcane power.
DailyArcane
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
You greet your enemies with a psychic wave that scrambles their minds and leaves them stunned.
DailyArcane, 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
You trap your enemies in a cage made of lightning and filled with roaring thunder.
EncounterArcane, 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
With a wave of your hand, you create an area of torrential rain that creatures have difficulty passing through.
DailyArcane, 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
Arcane winds and a hailstorm of force energy surrounds you, battering your enemies and teleporting them from one place to another.
DailyArcane, 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
Your blade flashes with the twilight power of the Feywild as you strike your foe.
EncounterArcane, 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
You alter reality slightly, so that an attack your foe assumed it had made didn’t actually happen.
DailyArcane, 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
You swing your glowing longsword around you, striking nearby enemies with the flat of the blade and banishing them into the Feywild.
DailyArcane, 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
You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory.
DailyArcane
Standard Action
Personal
Effect: You regain one arcane power you have already used.
Epic Trick - Deadly Trickster 26
When the need is great, you pull an amazing trick out of thin air.
DailyHealing
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
You ignite the divine spark that glows within you, unleashing a wave of regenerating energy for a short time.
DailyHealing
Minor Action
Personal
Effect: You gain regeneration equal to your highest ability score until the end of the encounter.
Basic Melee Attack - Basic Attack
You resort to the simple attack you learned when you first picked up a melee weapon.
At-WillBasic, 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
You resort to the simple attack you learned when you first picked up a ranged weapon.
At-WillBasic, 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
Bahamut protects you or a friend from devastating harm.
EncounterDivine
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
Avandra smiles upon you and helps you rescue a friend in need.
EncounterDivine
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
This is going to hurt, friend...
At-WillWeapon
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
Corellon’s grace allows you to move when others take action.
EncounterDivine
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
Erathis brings harmony of purpose to like-minded allies.
EncounterDivine
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
Ioun grants strength of will to those she favors.
EncounterDivine
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
Kord favors a strong hit in combat with healing.
EncounterDivine, 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
Melora sends a tide of healing energy to aid you or a bloodied friend.
EncounterDivine, 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
Moradin’s blessing puts the small on more equal footing with the large.
EncounterDivine
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
When undead creatures abound, Pelor’s radiance shines to aid the faithful.
EncounterDivine, 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
The Raven Queen grants a boon to those who send the dead on their way.
EncounterDivine, 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
Sehanine’s blessing turns the powers of your enemies against them.
EncounterDivine
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
Ignore me at your peril, swine!
At-WillMartial, 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
Yes, I have decided this shall be the day you die.
At-WillMartial, 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
Oh, I shall show you the folly of turning your back on me!
At-WillMartial, 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
Hmmm... You look like a good target.
At-WillArcane
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
Let’s turn up the pain, shall we?
EncounterArcane, 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
Oh no, I don’t think so...
EncounterArcane, 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
Pardon me, I need to make sure this hits you...
EncounterArcane, 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
Oh what a nice little morsel your soul turned out to be...
At-WillArcane
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
You lure two enemies into each other’s blows, giving an ally a chance to take a shot.
EncounterMartial, 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
You extricate your allies from their predicaments, giving them the opportunity to reengage—or to flee.
DailyMartial
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
You strike a true blow and drive your allies to keep their true locations from the enemy.
DailyMartial, 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
It’s difficult to take you down, even when you’re faltering.
EncounterHealing, 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
Seemingly through determination alone, your living construct body regularly proves inviolate.
DailyRacial, 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
You’re so tough, sometimes critical hits just don’t phase you.
EncounterRacial, 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
You end a reckless charge with a brutal blow that throws your enemy backward and rattles its nerves.
EncounterWeapon
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
To attack your chosen adversary, you hurtle across the battlefield while ignoring all attacks.
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
You lock yourself into position, closing weak points in your armor and flailing your weapon in deadly arcs.
DailyStance, 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
Swearing by your existence, you smite your enemy, dazing him and rallying an ally’s spirit.
EncounterHealing, 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
When you successfully withstand an attack’s lasting effects, your allies find it easy to follow your example.
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
You sunder the ties of your foe’s life force, invigorating you and your allies.
DailyHealing, 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
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-WillArcane, 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
At your command, the shadows reach out, grab hold of your foes, and wreath the area in darkness.
EncounterArcane, 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
You create the image of a bottomless chasm that opens beneath your foes, convincing them that they are plummeting to their deaths.
DailyArcane, 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
You make already treacherous terrain even more difficult for your enemies to traverse.
DailyArcane, 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
You envelop your enemies in an illusory labyrinth made of mirrors, which conceals the world around them.
EncounterArcane, 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
You craft an elaborate image of a deadly assassin whose blade cuts deeply into your foes.
DailyArcane, 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
You summon the ghostly image of a powerful mastiff that follows you protectively.
DailyArcane, 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
You weave a veil of illusion over the eyes your enemies, causing them to view their allies as threats.
EncounterArcane, 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
A seemingly solid wall materializes before your foes, dividing the battlefield with your convincing illusion.
EncounterArcane, 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
Your wounds sometimes make you relentless.
DailyHealing
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
You breathe arcane energy into a special mixture of restorative compounds. You then blow that mixture into the air, focusing it on someone in need.
EncounterArcane, 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
Casting your restorative compound into the air, you create a cloud that you infuse with arcane energy to bolster you and your comrades.
EncounterArcane
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
You weave arcane energy into an object, restoring it to its intended structure.
EncounterArcane, 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
Pointing your implement, you make your friend’s armor pulse with energy, protecting that ally and knocking a single foe away with the intense reverberation.
At-WillArcane, 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
When your infused weapon strikes an enemy, the weapon unleashes a force that amplifies subsequent damage.
At-WillArcane, 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
As your projectile flies forward, with it goes a barbed wire of arcane energy that entangles foes. Afterward, further attacks drive the barbs into those foes.
EncounterArcane, 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
You launch a miniscule cube covered in runes into the fray. The cube exudes an aura that bashes nearby foes and shields your allies.
EncounterArcane, 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
With your implement, you launch one infused dart at an ally and one at an adversary. The foe’s dart transfers life force to your friend in a golden flash.
DailyArcane, 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
You infuse energy into spilled liquid reagents, throwing up a defensive wall of acidic fumes.
DailyAcid, 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
You direct restorative compounds at a comrade, who can then breathe those agents toward another member of your party.
DailyArcane
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
Infusing a small square of prepared cloth with arcane energy, you create a bouncy surface that launches any who step on it in a desired direction.
DailyArcane, 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
By channeling a specific pattern of energy into an ally’s equipment, you alter the flow of fortune.
EncounterArcane, 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
Sigils on your projectile glow as you infuse them. The missile generates a blazing matrix on impact, roasting your foes and igniting your allies’ weapons with arcane fire.
EncounterArcane, 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
On impact, your rune-inscribed projectile creates a cloud of magical shards hostile to your enemies.
DailyArcane, 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
Your weapon flies from your hand and harries one of your enemies.
DailyArcane, 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
You tie an ally’s equipment to a steady flow of arcane energy, which restores your friend’s vigor.
DailyArcane, 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
By arranging small objects in your hand, you create an ephemeral structure made of magical force.
DailyArcane, 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
You charge an ally’s armor with potential that erupts like a vicious blast of wind that churns the air for a moment.
EncounterArcane, 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
Using your implement, you hurl sigil-scribed ceramic sphere that blasts your foes and covers your allies in protective veils.
EncounterArcane, 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
Channeling arcane energy into receptive ferrous dust, you create lightning that you then spread on your foes.
DailyArcane, 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
Your rune-scribed projectile calcifies flesh and causes your foe to falter.
DailyArcane, 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
You imbue a small model of a robust figure with your own life force, causing it to emit a golden aura.
DailyArcane, 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
You direct magic-infused liquid under an ally’s boots, causing her to slip suddenly forward.
EncounterArcane
Move Action
Ranged 5
Target: One ally
Effect: You slide the target 5 squares.
Barbed Automaton - Artificer 13
You hurl a small knot of inscribed barbed wire, which grows and springs to life, attacking your foes.
EncounterArcane, 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
You infuse a rune-inscribed projectile with magic, making it deliver an impact that belies its size.
EncounterArcane, 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
Pouring arcane power into your armor, you create a crackling pattern that lashes at your foes with tendrils of electricity.
DailyArcane, 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
Your weapon buzzes with toxic energy as you infuse it with magic. When it strikes your target, the weapon emits a cloud of hornet-like motes that sting your foe and nearby enemies.
DailyArcane, 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
You infuse a small object with luck-altering energy.
DailyArcane, 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
You crush a bit of hard material in your hand, infusing it with protective magic. Then you use your implement to direct the dust onto an ally’s armor.
EncounterArcane
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
Infusing a projectile with volatile energy, you send the weapon ricocheting among opponents.
EncounterArcane, 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
You transpose a glowing rune of force onto an ally’s armor and send him skating across the ground, crashing into nearby foes.
EncounterArcane, 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
Weaving magic into a prepared rope, you transform it into a whirling, grasping artifice.
DailyArcane, 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
When your magic-infused shot strikes a foe, the projectile spins like a top, burrowing into the creature and leaving it vulnerable to attacks.
DailyArcane, 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
Using your own life force, you transmute a small vial of water into a potent healing draft.
DailyArcane, 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
You mix reagents to create a windstorm within a small cloth bag, and then you unleash the winds to move you and your allies.
EncounterArcane
Standard Action
Close Burst 5
Targets: You and each ally in burst
Effect: You slide each target 3 squares.
Armor of Acid - Artificer 23
You direct prepared liquid onto an ally’s armor, which takes on a green cast and emits noxious fumes.
EncounterAcid, 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
You activate runes on your weapon, causing it to emit multicolored light as it zooms toward your foe.
EncounterArcane, 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
The three rune-inscribed blades you fling at your opponent surround the creature and bite deep when it attacks or moves.
DailyArcane, 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
Your sigil-inscribed projectile ignites and engulfs your foe in hungry flames.
DailyArcane, 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
You direct a bag of ash at your foes, which explodes in a pale cloud that saps their life and transfers it to your allies.
EncounterArcane, 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
You direct a handful of spiked orbs across an area. After stinging your foes, the caltrops explode.
EncounterArcane, 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
The sigils etched onto your weapon steam with bitter cold. On impact, the missile releases its wintery potential, transmuting your enemy into an ice-covered form.
DailyArcane, 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
Tracing a magic pattern in the air with your implement, you cause baleful, violet runes to appear on an ally’s armor. Tentacles of darkness erupt from the pattern and attack nearby enemies.
DailyArcane, 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
You spring into action, expertly strike, and impale your foe on your short pike.
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
Your enemy falls, and you strategically reposition yourself on the battlefield.
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
You adroitly outmaneuver your enemy, pushing and baiting him with every stride and strike.
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
You channel the divine radiance of Lady Luck to protect you and your allies against enemy attacks, while bringing ill luck to your foes.
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
A silvery-blue radiance streaks away from the Luckbringer to surround a companion, imbuing the recipient with bountiful good fortune.
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
You unleash a terrible malaise upon your enemies, weaking their resistance to cold, fire, lightning, and thunder.
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
The forces of destiny provide you with an uncanny awareness of your surroundings, which affects how you hold yourself and how you react to your environment and the actions of others.
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
You call upon Ulban, whose blue-white light pierces the mind and interrupts the instinct for self-preservation in those caught in its otherworldly glow.
EncounterArcane, 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
You whisper snatches of prophecy glimpsed in the blank face of dead Zhudun. A vision flashes into your foe’s mind that is so horrifying that it loses track of its surroundings.
DailyArcane, 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
Flaring points of star-bright light encircle your head. With each gesture, a painful point of blue-white light leaps away in a halo of choking smoke toward one foe.
DailyArcane, 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
You send your thoughts to Caiphon, the Dream Whisperer, whose direction lies beyond the farthest void, which is normally unknowable. Flush with the eldritch vision, a mad certainty floods your body and mind.
DailyArcane, 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
Inky black, frigid tendrils emerge as if from your foe’s own body. The tendrils curl and wind around their parent so tightly that blood flow and movement are hampered.
EncounterArcane, 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
You revive the memory of ancient Gibbeth the Endless, slain before the primordials’ forge fires burned. Though formless, even the imperfect recollection of Gibbeth strikes out with all-too-real limbs of hate before you hastily forget it.
DailyArcane, 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
Wriggling scarlet worms writhe suddenly across your foe’s body before dissolving just as quickly into odious vapor. When their rank odor stings your nostrils, stolen energy shudders through you.
DailyArcane, 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
A pale blue flame springs up from your brow as you incant the apocalypses over which Khirad has burned, thus hoping to frighten your foe into an admission.
DailyArcane, 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
You give brief life to the image of the creature you periodically see in visions hungrily whispering your name. Though your breath comes quicker, your target is caught unprepared for the mind-wrenching vision.
EncounterArcane, 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
Crackling black energy shrouds your body as you briefly take on the least aspect of Acamar, a dark and distant star. Your closest foe is struck by a stray bolt and is pulled toward you.
EncounterArcane, 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
You call upon Hadar the Ebon Hunger. Your foe screams, clutches its head, and falls. Flying, fluttering, fanged shadows pour from your foe’s open eyes, mouth, and ears, and descend upon one of your foe’s allies.
DailyArcane, 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
When an ally grants you the grace of renewed health, you leverage your knowledge of Caiphon’s healing lore to gain even greater advantage than was offered—but at what price?
EncounterArcane, 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
You channel the blue-white fire of Ulban, whose burning glory captivates mortal minds even as it consumes them.
EncounterArcane, 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
You manifest an aspect of the blank face of dead Zhudan, creating a zone of horror that hammers at the sanity of those caught within it.
DailyArcane, 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
You call up a vision of a space inhabited by vast entities whose vile, miles-long limbs churn an amoebic sea to bloody froth. Your foe screams and scrambles to get away.
DailyArcane, 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
You call out to Caiphon, the Dream Whisperer, an entity who is both unimaginably far and worryingly close. Caiphon gives you your liberty, but sips a bit of your life in return.
EncounterArcane, 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
A slanting shaft of frigid starlight shines down and illuminates your foe, revealing it in a spasm of chill agony. Your foe realizes you’ve turned the dire attention of a fell entity upon it.
EncounterArcane, 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
The moon, waning gibbous, swims into view overhead, but something is wrong. Its craters host eyes larger than seas, and the fracture lines writhe and crawl, revealing themselves as continent-sized tentacles.
DailyArcane, 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
The blue-white fire of Ulban sears your flesh with a flash of otherworldly light, but grants you an extra measure of protection against the attacks of distant foes.
DailyArcane, 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
A shadow from the wintry void between stars falls upon your foe, shrouding it with a layer of celestial frost that hinders its ability to defend itself.
EncounterArcane, 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
Pressed and desperate, a stray recollection of Gibbeth the Endless occurs to you. You hastily force the memory upon your foe, who is embraced in a clasp of palpable hate.
DailyArcane, 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
You call beyond the boundaries of matter, space, and perhaps even sanity. Nihal answers by sending a humanoid-shaped hole in reality filled with writhing red worms, which fall upon your foe.
EncounterAcid, 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
The atonal song of Caiphon, the Dream Whisperer, pierces the fabric between worlds. Your foe covers its ears, closes its eyes, and begins to shriek. Even so, notes of the horrible tune are still faintly audible above the screaming.
DailyArcane, 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
You squeeze tight your eyes and call upon the Purple Star to grasp your mind and guide your strike true.
EncounterArcane, 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
At Caiphon’s bidding, you take a half step into a temporary echo plane where wind shrieks like the screams of tortured lunatics and where indescribable colors squirm across your skin. Something shudders on the horizon, but you step fully
EncounterArcane
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
Your guide star offers all who heed your sudden rant to “Trust in Caiphon!” a boon of renewed power. Your lord requires only a sip of life from each ally who partakes. So little in return for so much!
DailyArcane
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
With a flare of starfire, you ignite with eye-searing flame. Your foes find it difficult to target you, and your starfire burns away many attacks that would have otherwise found you.
DailyArcane, 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
You flixck your weapon one way, then the next, slashing your opponent and making it unclear from which direction your next attack will come.
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
Your weapon becomes a whirlwind around you, striking so fast that your enemies have little chance to dodge.
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
Your weapon appears to come from all angles at once, making escape impossible.
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
You position your attack such that your enemy has no chance to avoid it.
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
Your weapon flashes quickly, letting you move your opponent exactly where you want it as it tries to dodge your attacks.
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
Your weapon strikes nearby enemies with uncanny precision, inciting chaos while attacking with order.
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
You call upon the knowledge of your ancient ancestors, summoning the collective arcane wisdom of millennia of eladrin history.
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
You reach into the Feywild, drawing forth a torrent of the plane’s inherent arcane energy to fuel your spells.
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
You blast your foes with the same energy you use to pass between worlds, shunting them into the Feywild and back again.
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
You snatch arcane power from the Feywild, wreathing your dagger in energy.
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
You find the weak point in an enemy’s defenses and exploit it.
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
Your blade cuts deep, leaving a gaping wound that others can see and pound on as well.
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
You summon a shower of glittering stardust that drifts down over your allies, reinvigorating them and heartening them for the battle.
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
The Lady Who Smiles favors you, intervening to shield you from a dire peril.
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
Your courageous example heartens your allies, steeling their resolve for victory.
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
Purple flames limn your target, burning the target’s mind and body.
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
Shadows cloak your body as you step partly into the Shadowfell so that you can move with astonishing speed.
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
Three spheres of violet light appear next to your target, drawing their attention and luring them to their doom.
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
The pain of your injuries unleashes the ire of your patron. You will see this battle to its end.
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
As you pass unseen through dimensional space, you leave in your wake a thunderous roar that bombards enemies upon your arrival.
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
You raise an aegis in your ally’s defense, infusing the shield with elemental energy to help defend against certain attacks.
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
Your weapon ignites with flames as you launch it toward your enemies. Upon striking the ground, it explodes and consumes the area in flames.
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
A gout of flame springs from your sword, searing your enemy and threatening to consume it in deadlier flames.
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.
Effect: Choose a damage type: acid, cold, fire, lightning, or thunder. You have resistance to that damage type equal to your Constitution modifier. As a , you can change the type of resistance to any other listed damage type. This resistance lasts until the end of the encounter.
Variable Defense - Swordmage 6
You summon the strength of the elements to shield you from damage.
Daily ♦ Arcane
Minor Action
Personal
Minor Action
Sleet Strike - Swordmage 7
Your chill blade sens a rain of frozen rain cascading over your enemy, inhibiting its ability to move without slipping.
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
As your weapon sweeps toward your enemy’s feet, it creates an icy patch along the ground that sends you enemy slipping toward another nearby patch of ground.
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
Your body becomes like a bolt of lightning as you shoot from enemy to enemy, launching attack after attack.
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
You know where to strike a foe to rob it of its strength.
EncounterWeapon
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
Faced with defeat, you draw upon your implacable endurance for one last chance at victory.
DailyHealing
No Action
Personal
Trigger: You are reduced to 0 or fewer hit points
Effect: Spend a healing surge.
Bloodletting Strike - Arena Champion 20
Your savaging unleashes a fountain of blood, putting your adversary on the defensive.
DailyReliable, 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
The weights entwine the cords around your target, wrapping it so tightly so that it cannot maintain its momentum.
EncounterWeapon
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
With the bola back in hand, you ready it for another precise throw.
Encounter
Minor Action
Personal
Effect: Regain the use of the binding bola power.
Felling Bola - Feat Power
Such is the force of your throw that you tangle up the enemy and knock it from its feet.
DailyWeapon
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
You sweep your net around, smashing your foes and battering down their weapons.
EncounterWeapon
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
You spin the net in front of you to foil your enemies? attacks.
EncounterWeapon
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
You fling the net so that it falls over your enemy. The more the foe struggles, the tighter the net?s grasp becomes.
DailyWeapon
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
With a deft flick of the wrist, you coil your whip around your foe?s limb, giving you some control of where that enemy goes?down or toward you.
EncounterWeapon
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
You snap your whip, warning your enemy not to move carelessly.
EncounterWeapon
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
Your whip is like an extension of you, coiling around your enemy so you can drag that foe wherever you like.
DailyWeapon
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
As your foe falls, you rush toward your next victim.
Encounter ♦ Primal
Free Action
Personal
Trigger: Your attack reduces an enemy to 0 hit points
Effect: You charge an enemy.
Rage Strike - Barbarian
You channel your primal rage into a devastating attack.
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
You drop your guard and put all your strength into a devastating overhead swing.
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
Your rage surges up from the depths of your pain to bring pain to the wounded.
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
The numbers arrayed against you mean nothing. You swing your weapon in a great arc, stopped by nothing so trivial as flesh and bone.
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
You slash your foe with fury as the spirit of the swift panther grants you its speed and agility.
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
With a surge of strength and will, you leap a great distance without a running start.
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
With a surge of strength and will, you leap a great distance without a running start.
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
Though the fury of your attack is directed at a single foe, no nearby enemy is spared your wrath.
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
You swing your weapon in a great underhand arc, and the impact lifts your target off its feet and sends it crashing to the ground.
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
As though stealing power from the dragon itself, you breathe a blast of destructive energy and take to the air, sprouting great draconic wings.
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
Your strikes ensure that your foe can’t escape into the skies.
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
You leap upon your ally, protecting him from the searing acid that washes over your back.
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
With a mighty shout, you deliver a blow that sends cracks running through the dragon’s scales, as though they were little more than glass.
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
Your sword disrupts the dragon’s breath, sending it everywhere but at your friends.
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
Your blade blazes with an infernal fire, turning all it touches to black ash.
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
You utter a demand to infernal agents, and they respond with a boon, draining some of your life essence in payment.
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
Your blade smoulders with a dull red glow, dripping ash as you strike at your target.
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
You throw your weapon at the target, rapidly close the ground between you and it, and get in a quick melee attack.
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
Like the great spirit wolf whose breath is the cold north wind, you are wreathed in frost, chilling those who try to harm you.
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
Your thunderous attack dazes your foe as you channel the great spirit hawk whose wings rumble across the sky. Your screaming charge blasts your enemies with thunder.
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
You pound across the battlefield, leaving no opening as you move and drawing strength from the numbers arrayed against you.
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
Instinctively aware of danger, you are poised to fight as soon as the battle begins.
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
You slam your weapon into a foe then give voice to the rage of your ancestors, cowing those who dare to stand against you.
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
Your rage sweeps over every nearby enemy, drawing blood to fuel the tide of your assault on one of them.
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
The ancient spirit of the oak knocks your foe to the ground. As you rage, you knock foe after foe down to the earth, then strike them with the earth’s fury.
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
The spirit of the stone bear that hunts at the mountains’ roots courses through you, and its fury blunts the pain of your wounds.
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
You sink your spirit into the earth to stand your ground.
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
You draw on a font of primal energy to renew your strength and your focus.
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
Caught up in the madness of your rage, you swing your weapon again and again.
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
For a time, rage can stave off even death
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
Driven by strength and will, your weapon sweeps in a mighty arc that cuts every foe around you and drives them back from your fury.
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
You slam your weapon against the skull of your foe, leaving it disoriented.
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
The spirit of the red dragon imbues your attack with fiery wrath, scorching your foe. As you rage, the fire of the dragon’s heart lashes out at those that strike you.
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
Charging at your foe and knocking it to the ground, you call on the spirit of the thunderfury boar to grant you health and strength in your rage.
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
As you slam your foot into the ground, primal energy pours through you, buckling the ground beneath you with its power.
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
Just as in the natural world, death leads to new life: killing your foe spurs you to further action.
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
You lower your shoulder into your foes, driving them across the ground.
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
You strike your foe with a mighty assault that bolsters you against attacks.
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
Lightning cascades around you and flows into your enemy. As you rage, lightning lashes out at any foe that strikes you, knocking it to the ground.
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
Your blow erupts in grasping frost as the spirit of the winter phoenix enters you. As you rage, vitality surges through you to ward you from death.
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
Your rage spills over to your foe, locking the two of you in a lethal duel.
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
You close your eyes and strike guided more by your instincts than by your senses.
Daily ♦ Primal
Minor Action
Personal
Effect: You gain blindsight 10 until the end of the encounter.
Untouched - Barbarian 22
Primal energy from the earth and the air courses through you, cleansing you from the dire effects of battle.
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
You dip your weapon in a great underhand arc and then drive it up into your opponent, sending it flying back through the air.
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
Your powerful attack, like the coming of winter, puts an end to growth and healing.
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
Your fierce attack leaves your target reeling. As you rage, the Primal Beast surges in your blood, drawing on the carnage around you to empower your attacks.
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
Like the mighty storms that shake the earth, your attack crashes into your foe and brings it to the ground. As you rage, your fury turns your attacks into devastating wounds.
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
The blood of your foes fills you with a thirst for more violence.
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
You become a tempest of steel, ripping through your foes in a horrific display of carnage.
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.
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Rage of the Primal Beast - Barbarian 29
The Primal Beast awakens within you, and your attack leaves your foe bleeding. As you rage, you feed on the presence of your foes; overwhelming numbers only make you stronger.