Character Sheet Thread
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| Vicious Mockery At-Will Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier damage. |
| Misdirected Mark At-Will Arcane, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn. Level 21: 2d8 + Charisma modifier damage. |
| Majestic Word Encounter (Special) Arcane, Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6 + Charisma modifier additional hit points. Level 11: 2d6 + Charisma modifier additional hit points. Level 16: 3d6 + Charisma modifier additional hit points. Level 21: 4d6 + Charisma modifier additional hit points. Level 26: 5d6 + Charisma modifier additional hit points. 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, but only once per round. |
| Majestic Word Encounter (Special) Arcane, Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6 + Charisma modifier additional hit points. Level 11: 2d6 + Charisma modifier additional hit points. Level 16: 3d6 + Charisma modifier additional hit points. Level 21: 4d6 + Charisma modifier additional hit points. Level 26: 5d6 + Charisma modifier additional hit points. 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, but only once per round. |
| Fade Away Encounter Illusion Immediate Reaction Personal Trigger: You take damage. Effect: You are invisible until you attack or until the end of your next turn. |
| Ghost Sound At-Will Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. |
| Words of Friendship Encounter Arcane, Charm Minor Action Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn. |
| Blunder Encounter Arcane, Charm, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll. Virtue of Cunning: The power bonus to the attack roll equals 1 + your Intelligence modifier. |
| Dissonant Strain Encounter Arcane, Implement, Psychic Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw. |
| Utility - Dramatic Shift Encounter Arcane Minor Action Close burst 5 Target: You and each ally in burst Effect: Until the end of your next turn, each target can shift as a minor action. |
| Eyebite Encounter Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn. Increase damage to 2d6 + Charisma modifier at 21st level. |
| Theft of Life Encounter Arcane, Healing, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier damage. Effect: An ally adjacent to the target can spend a healing surge and also gains temporary hit points equal to your Intelligence modifier. |
| Stirring Shout Daily Arcane, Healing, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage. Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier. |
| Utility - Song of Courage Daily Arcane, Zone Minor Action Close burst 5 Effect: The burst creates a zone of inspirational shouts that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists. |
| Song of Discord Daily Arcane, Charm, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: The target is dominated until the end of your next turn. Effect: The target makes a basic attack against an enemy of your choice as a free action. |
| Cape of the Mountebank +1 Level: 5 Price: 1000 gp Item Slot: Neck Enhancement: +1 Fortitude, Reflex, and Will Power (Daily • Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn. |
| Wand of Psychic Ravaging +2 Level: 8 Price: 3400 gp Implement (Wand) Enhancement: +2 attack rolls and damage rolls Critical: +2d8 psychic damage Property: Gain a +1 item bonus to damage rolls when you use this wand to attack with a power that has the implement and psychic keywords. Power (Encounter • Arcane, Charm, Implement, Psychic): Standard Action. As the warlock’s eyebite power. Eyebite 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-Will Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn. Increase damage to 2d6 + Charisma modifier at 21st level. |
| Skald's Leather Armor +1 Level: 3 Price: 680 gp Armor: Leather, chain Enhancement: +1 AC Property: You gain a +2 item bonus to Bluff checks and Diplomacy checks. Power (Daily): Immediate Interrupt. Trigger: An enemy targets you with a melee attack. Effect: The triggering enemy instead targets a creature of your choice adjacent to you. |
| With cover or concealment at initiative check, make Stealth check to become hidden |
| +5 racial bonus to saving throws against illusions |
| When an enemy misses an ally within 5 + Int mod squares, slide that ally 1 square as a free action (1/rd). |
| At end of short rest, you and each ally spending a healing surge adds your Cha mod to hp regained |
| Target of Mejestic word gains temp hp equal to Cha modifier |
| Inspiring Word Daily(Special)<>Martial, Healing Special:You can use this power once per day Minor Action Close burst 5 (10 at 11th, 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. 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. |
| Tide of Iron At-will <> Martial, Weapon Standard Action Melee weapon Requirements: Must be using a shield. Target: One creature Attack: Str vs AC Hit: 1[W]+Strength mod damage, and you push the target 1 square if its your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. Increase the damage to 2[W]+Strength mod at 21st level. |
| Covering Attack Encounter <> Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Str vs AC Hit: 2[W]+Strength modifier damage, and an ally adjacent to the target can shift 2 squares. |
| Shielded Sides Encounter <> Martial Minor action Personal Requirements: You must be using a shield. Effect: Until the end of your next turn, you gain a +2 power bonus to AC and Reflex and do not grant combat advantage to creatures flanking you. |
| Rain of Steel Daily <> Martial, Stance, Weapon Minor Action Personal Effect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks. |
| Dwarven Layered Plate Armor +2 Lvl 7 +2 2600 gp Armor: Chain, Scale, Plate. Enhancement: +2 AC Property: Gain a +1 item bonus to Endurance equal to the armor's enhancement bonus. Power (Daily <> Healing): Free Action. Regain hit points as if you had spent a healing surge. |
| Thicket of Blades Daily, Martial, Reliable, Weapon Standard Action Close burst 1 Target: Each enemy in burst you can see Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends). |
| Catstep Boots Item slot: Feet 680 gp Property: When you fall or jump down, you take only half normal falling damage and always land on your feet. Power (Daily): Free Action. Gain a +5 power bonus to your next Acrobatics or Athletics check. |
| Gloves of Piercing Item Slot: Hands 680 gp Power (Daily): Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower. |
| Steadfast Amulet +2 +2 bonus to fortitude, reflex, and will defenses. Power(Daily, Immediate Interrupt): Use this power when you are dazed or stunned by an attack. Make a saving throw against the condition. On a failure, you don’t expend the use of this power and no daily use of a magic item power occurs. |
| Dynamic belt Lvl 9 4200 gp Item Slot: Waist Property: Gain a +2 item bonus to Acrobatics and Athletics checks. Power (Daily): Free Action. Reroll and Acrobatics or Athletics check you just rolled. Use the new result. |
| Distance Hand Axe +2 Level 6 Enhancement: +2 to hit and damage. Property: Increase the weapon’s normal range by 5 squares and the long range by 10 squares. |
| Mighty surge Daily, Healing, Martial Minor Action Personal Effect: You can spend a healing surge and you gain a +2 bonus to all defenses and a +1 power bonus to attack rolls until the end of your next turn. Until the end of the encounter, you gain a +2 bonus to your defenses and a +1 power bonus to your attack rolls each time you spend a healing surge. |
| Threatening Rush At-will, Martial, weapon Standard Action Melee weapon Attack: Strength vs. AC Hit: 1[W] and you mark each enemy adjacent to you until the end of your next turn. Level 21: 2[W]+strength modifier damage Special: when charging, you can use this power in place of a basic attack. |
| Crushing Surge At-will <> Martial, Weapon Standard Action Target: One creature Attack: Str vs AC Hit:1[W]+Strength modifier damage and you gain temporary hit points equal to your Constitution modifier. Increase damage to 2[W]+Strength modifier at 21st level. |
| Villain's menace Daily <> Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Str 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. |
| Sweeping Blow Encounter <> Martial, Weapon Standard Action Close burst 1 Target: Each enemy in burst you can see. Attack: Str 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. |
| Third Wind [b]Daily<> Healing Minor Action(special) Personal Effect: You spend a healing surge Special: As a standard action, an adjacent ally can make a dc 10 heal check to allow you to use this power without spending an action yourself. |
| Come and Get It Encounter <> Martial, Weapon Standard Action Close burst 3 Target: Each enemy in burst you can see. Attack: Strength vs. Will. Hit: You pull the target 2 squares but only if it can end in a square adjacent to you. If it is adjacent to you, the target takes 1[W[ damage . |
| All Bets are Off Encounter, martial, Weapon Standard Action Melee weapon Target: one creature Attack: Strength vs. AC Hit: 2[W]+Strength modifier damage. Make a secondary attack against the same target. Secondary attack: Strength +2 vs. AC. Hit: 1d6+strength modifier damage, and the target is dazed until the end of your next turn. |
| Foe Maker Axe+3 Level 13 17,000 gp Enhancement: +3 to attack and damage rolls Critical: +3d6 damage or +3d10 against a target marked by you. Power (daily): Standard Action. Each enemy within 5 squares that you can see is marked until the end of your next turn. |
| Iron Armbands of Power lvl 6 1800 gp Item slot: arms Property: You gain a +2 item bonus to your melee attack damage. |
| Ring of Hellfire Ring of Hellfire (Lvl 14 – Rare) This glittering shaped like a flame protects you from fire and radiant damage and burns your enemies. Property: Resist 10 fire and radiant. Power (Encounter * Fire, Radiant): Minor Action. Until your NEoT, enemies that start their turns adjacent to you take 5 fire and radiant. |
| -2 to penalty to rolls of enemies you marked unless they are attacking you. Whenever a target shifts or makes an attack that doesn't include you, you can make a melee basic attack against the target as an interrupt. |
| You gain a bonus to opportunity attacks equal to your wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining it can use them to resume moving. |
| +1 to hit while wielding a one-handed weapon |
| You get a +3 bonus to attack rolls you make during any action you gained by spending an action point. |
| You gain a +1 feat bonus to saving throws. |
| Multiclassed as a warlord. You get the Inspiring word power as a daily power, and get training in one of the skills on the Warlord's skill list. |
| You gain +1 damage per tier with an axe. |
| You gain a bonus to hit with an axe. |
| You get +5 HP per tier |
| You can wear plate armor |
| +1 AC when wearing Armor |
| When using an action point to take an extra action, all standard action attacks deal extra damage equal to half your level |
| +1 will, ref, fort per tier |
| Gain a +2 bonus to your saves when you have no action points left |
| Howling Strike At-will * Primal, Weapon Standard Action, Melee Weapon Requirement: You must be wielding a two-handed weapon Target: One creature Attack: Strength vs AC Hit: 1[W]+2d6+Strength mod damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge. |
| Recuperating Strike At-Will * Primal, Weapon Standard Action, Weapon Special: You must be wielding a two-handed weapon Target: One creature Attack: Strength vs AC Hit: 1[W]+1d6+Strength mod damage, and you gain temporary hit points equal to your Con mod. If you are raging, the number of temporary hit points you gain is equal to 5+Con mod |
| Swift Charge Encounter * Primal Free Action, Personal Trigger: Your attack reduces an enemy to 0 hit points Effect: You charge an enemy |
| Avalanche Strike Encounter * Primal, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: 3[W]+Strength mod+Con mod Effect: Until the start of your next turn, any attacker gains +4 bonus to attack rolls against you |
| Combat Sprint Encounter * Primal Move action, Personal Effect: You move your speed + 4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement. |
| Hammer Fall Encounter * Primal, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs Fortitude Hit: 2[W]+Strength mod and you knock the target prone. |
| Rage Strike Daily * Primal, Weapon Standard Action, Melee Weapon Requirement: You must be raging and have at least one unused barbarian rage power. Target: One creature Attack: Strength vs AC. To make this attack you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st - 3[W]+Strength mod 5th - 4[W]+Strength mod 9th - 5[W]+Strength mod Miss: Half damage Special: You can use this power twice per day |
| Swift Panther Rage Daily * Primal, Rage, Weapon Standard Action, Melee weapon Target: One creature Attack: Strength vs AC Hit: 3[W]+Strength mod damage. Miss: Half damage Effect: You enter 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. |
| Thunder Hawk Rage Daily * Primal, Rage, Thunder, Weapon Standard Action, Melee Weapon Primary Target: One creature Primary Attack: Strength vs AC Hit: 2[W]+ Strength mod thunder damage, and the primary target is dazed (save ends). Miss: Half damage. Effect. You enter the rage of the thunder hawk. Until the rage ends, you can make the following secondary attack once during each of your turns. Free Action, Melee 1 Secondary Target: One creature Secondary Attack: Strength vs Fortitude Hit: You knock the secondary target prone |
| Combat Surge Daily * Primal Free action, Personal Trigger: You miss with an attack Requirement: You must be raging Effect: You reroll the attack |
| Bestial Armor Daily Free Action Use this power when you hit a target after a charge. Make a melee basic attack with a +2 power bonus against the same target. |
| While not wearing heavy armor, I get a +1 bonus to AC and Reflex |
| Whenever my attack reduces an enemy to 0 hp, I gain temporary hp equal to my Con modifier. |
| Once per round, when I score a critical hit with a barbarian attack power, I can immediately make a melee basic attack as a free action. I do not have to attack the same target that I scored a critical hit against. |
| +5 racial bonus on saving throws against poison |
| You can use your second wind as a minor action |
| You gain proficiency with the throwing hammer and warhammer |
| You move your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally. |
| When an effect forces you to move - through a push, pull, or a slide - you can move 1 square less then 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. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone. |
| Infernal Wrath Tiefling Racial Power Encounter Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of you hits you Target: The triggering enemy in burst Effect: The target takes 1d6 + Intelligence modifier fire damage. Level 11: 2d6 + Intelligence fire damage. |
| Magic Missile Wizard Attack 1 At-Will Arcane, Force, Implement Standard Action Ranged 20 Target: One creature Effect: 2 + Intelligence modifier force damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack. |
| Scorching Burst Wizard Attack 1 At-Will Arcane, Fire, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier fire damage. |
| Force Orb Wizard Attack 1 Encounter Arcane, Force, Implement Standard Action Ranged 20 Primary Target: One creature or object Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier force damage. |
| Flaming Sphere Wizard Attack 1 Daily Arcane, Conjuration, Fire, Implement Standard Action Ranged 10 Target: One creature adjacent to the flaming sphere Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. 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. |
| Sleep Wizard Attack 1 Daily Arcane, Implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends). |
| Feather Fall Wizard Utility 2 Daily Arcane Free Action Ranged 10 Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall. |
| Shield Wizard Utility 2 Encounter Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn. |
| Icy Rays Wizard Attack 3 Encounter Arcane, Cold, Implement Standard Action Ranged 10 Targets: One or two creatures Attack: Intelligence vs. Reflex, one attack per target Hit: 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn. |
| Bigby's Icy Grasp Wizard Attack 5 Daily Arcane, Cold, Conjuration, Implement Standard Action Ranged 20 Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. Target: One creature adjacent to the hand Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed. |
| Fireball Wizard Attack 5 Daily Arcane, Fire, Implement Standard Action Area burst 3 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage. Miss: Half damage. |
| Disguise Self Wizard Utility 6 Daily Arcane, Illusion Minor Action Personal Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check. |
| Wizard's Escape Wizard Utility 6 Encounter Arcane, Teleportation Immediate Interrupt Personal Trigger: An enemy hits you with a melee attack Effect: You teleport 5 squares to a space that is not adjacent to an enemy. |
| Fire Burst Wizard Attack 7 Encounter Arcane, Fire, Implement Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage. |
| Wall of Fire Wizard Attack 9 Daily Arcane, Conjuration, Fire, Implement Standard Action Area wall 8 within 10 squares Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists. |
| Lightning Serpent Wizard Attack 9 Daily Arcane, Implement, Lightning, Poison Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 2d12 + Intelligence modifier lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends). |
| Mass Resistance Wizard Utility 10 Daily Arcane Minor Action Close burst 10 Target: You and each ally in burst Effect: Chose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to one-half your level + your Intelligence modifier. |
| Arcane Gate Wizard Utility 10 Daily Arcane, Teleportation Minor Action Ranged 20 Target: Two unoccupied squares Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature. Sustain Minor: The rift persists. |
| Wizard Cantrip At-Will Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. |
| Wizard Cantrip At-Will Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. |
| Wizard Cantrip At-Will Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time. |
| At-Will Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. Move up to 1 pound of material. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Color, clean, or soil items in 1 cubic foot for up to 1 hour. Instantly light (or snuff out) a candle, a torch, or a small campfire. Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. Make a small mark or symbol appear on a surface for up to 1 hour. Produce out of nothingness a small item or image that exists until the end of your next turn. Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time. |
| +1 attack against bloodied foes |
| Property: You gain +1 to saving throws against ongoing damage. Power (Daily Healing): Minor Action. You can use this power when your taking ongoing. The ongoing damage ends and you gain regeneration equal to the amount of the ongoing damage until the end of the encounter. |
| Critical: +1d8 damage per plus Property: You deal an additional 1d6 fire damage to a creature occupying the origin square of your scorching burst power. Power (Encounter Arcane, Fire, Implement): Standard Action. As the wizard’s scorching burst power |
| Critical: +1d8 damage per plus Property: Any target you hit with the magic missile power is pushed 1 square. Power (Encounter Arcane, Force, Implement): Standard Action. As the wizard’s magic missile power |
| Critical: +1d6 damage per plus Power (Daily Arcane, Implement, Necrotic): Standard Action. As the wizard’s ray of enfeeblement power |
| Critical: +1d6 damage per plus Power (Daily): Immediate Interrupt. Use this power when you take damage from an attack with the fire, force, lightning, necrotic, or radiant keyword. You take half damage from the attack. You gain a +2 power bonus to attack rolls and +10 power bonus to damage rolls with your next attack that has the arcane and implement keywords. |
| Property: Gain a +1 item bonus to Thievery checks. |
| Power (Daily Conjuration): Standard Action. Use this figurine to conjure a macetail behemoth that appears to be made of jade (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. Power (At-Will): Standard Action. The jade macetail recharges its tail sweep power. Jade Macetail Behemeth Large natural animate Initiative as conjurer - Senses Perception +6 HP 13; Bloodied 6 AC 23; Fortitude 23, Refl ex 20, Will 19 Speed 5 M Tail Bludgeon (standard; at-will) Reach 2; +14 vs. AC; 1d10 + 6 damage. C Tail Sweep (standard; encounter) Close burst 1; +12 vs. Refl ex; 1d10 + 6 damage, and the target is knocked prone if it is Medium size or smaller. Alignment Unaligned Languages — Str 22 (+10) Dex 16 (+7) Wis 14 (+6) Con 18 (+8) Int 2 (+0) Cha 6 (+2) |
| Power (Daily Conjuration): Standard Action. You use this figurine to conjure a Huge Sea snake (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. While riding the jade sea snake, you breathe underwater as if it were air and can speak normally under water. The sea snake can carry six Medium or Small characters. If more or larger characters are placed on it, the creature disappears and cannot be conjured again until after an extended rest. Jade Sea Snake Huge natural animate (aquatic, mount) Initiative: as conjurer Senses: Perception +12, low-light vision HP 15; Bloodied 7 AC 20; Fortitude 18, Reflex 20, Will 16 Speed 6, swim 10 Bite (standard; at-will): Poison; +13 vs. AC; 1d10 + 6 poison damage. Deft Slither (while mounted by a friendly rider of 10th level or higher) – Mount: While swimming, the sea snake and its riders do not provoke opportunity attacks due to their movement. Alignment: Unaligned Languages — Str 22 (+10) Dex 16 (+7) Wis 17 (+7) Con 16 (+7) Int 2 (+0) Cha 10 (+4) |
| Fire Pulse Encounter Fire Immediate Reaction Melee 1 Trigger: An enemy hits you with a melee attack Target: The triggering enemy Attack: Constitution +2 vs. Reflex Hit: 1d6 + Con mod fire damage. |
| Sun Strike At-Will Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and you slide the target 1 square. Level 21: 2d8 + Wisdom modifier radiant damage. Special: You can use this power as a ranged basic attack. |
| Hand of Radiance At-Will Divine, Implement, Radiant Standard Action Ranged 10 Target: One, two, or three creatures Level 21: Target an additional creature. Attack: Wisdom vs. Reflex Hit: 1d4 + Wisdom modifier radiant damage. |
| Lightning's Revelation Encounter Divine, Implement, Lightning Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 2d6 + Wisdom modifier lightning damage, and the target takes a -1 penalty to all defenses until the end of your next turn. Covenant of Wrath: The penalty to all defenses equals your Constitution modifier. |
| Sun Hammer Encounter Divine, Implement, Radiant Standard Action Area burst 1 within 10 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier radiant damage. If any bloodied allies are in the burst, the attack deals 2 extra radiant damage. |
| Purging Flame Daily Divine, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d10 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing 5 fire damage (save ends). |
| Sun Shard Daily Divine, Implement, Radiant Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 2d6 + Wisdom modifier radiant damage, and the target is dazed until the end of its next turn. If this power targets only one creature, the target is dazed (save ends). Miss: Half damage. |
| Invoke Obedience Encounter Divine, Implement, Psychic Standard Action Area burst 1 within 10 squares Target: Each creature in burst Effect: Before the attack, each target can fall prone as a free action. The attack automatically misses a prone target. Covenant of Wrath: Each prone target takes 1d6 psychic damage. Attack: Wisdom + 5 vs. Will Hit: 2d6 + Wisdom modifier psychic damage |
| Rebuke Undead Encounter (Special) Divine, Implement, Radiant Standard Action Close burst 5 Channel Divinity: You can use only one channel divinity power per encounter. Target: Each undead creature in blast Attack: Wisdom vs. Will Hit: 1d10 + Wisdom modifier radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn. Level 5: 2d10 + Wisdom modifier radiant damage. Level 11: 3d10 + Wisdom modifier radiant damage. Level 15: 4d10 + Wisdom modifier radiant damage. Level 21: 5d10 + Wisdom modifier radiant damage. Level 25: 6d10 + Wisdom modifier radiant damage. Miss: Half damage. |
| Armor of Wrath Encounter (Special) Divine, Radiant, Fire Immediate Reaction Close burst 5 Channel Divinity: You can use only one channel divinity power per encounter. Trigger: An enemy within 5 squares of you hits you Target: The triggering enemy in burst Effect: The target takes radiant and fire damage equal to your Constitution modifier, you push the target 2 squares, and it takes a -1 penalty to saving throws until the end of your next turn. Level 11: 1d6 + Constitution modifier radiant damage. Level 21: 2d6 + Constitution modifier radiant damage. |
| Shield of Light Encounter Divine Immediate Interrupt Ranged 10 Trigger: An enemy within 10 squares of you makes an attack roll against your ally Target: The triggering enemy Effect: The target takes a -3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt. |
| Know Weakness Encounter Divine Minor Action Personal Effect: Choose a creature within 10 squares of you. You know that creature’s current resistances and vulnerabilities, if any. |
| Shared Suffering Finemail +2 Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends). |
| Gives Resist Fire 5, +1 Reflex, and Firepulse power based on Con. |
| Covenant Manifestation: When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power. And Armor of Wrath power, which is benefited by the Armor of Burning Wrath feat, already included. |
| When you hit an enemy within 3 squares of you with an invoker power, you gain a +2 feat bonus to AC until the start of your next turn. |
| Whenever you use a divine encounter or daily attack power on your turn, you gain a +1 feat bonus to your next attack roll with an at-will divine power before the end of your next turn. |
| When you hit a target that has fire resistance with a fire power, any fire power deals 5 extra fire damage against that target until the end of your next turn. |
| Luring Strike At-Will ✦ Arcane, Weapon Standard Action -- Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] damage. You shift 1 square and slide the TGT into the space you occupied. Effect: Before or after the attack, you can shift 1 square. |
| Piercing Strike At-Will ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage. |
| Fey Step Move Action: Personal Effect: Teleport up to 5 squares. |
| Aegis of Ensnarement Minor Action: Arcane, Teleportation Range: Close Burst 2 Effect: You mark the target. The target remains marked until you use this power against another target. If you mark another creature using other powers, the target is still marked. Until the mark ends, if the target makes any attack that does not include you as a target, it takes a -2 penalty to the attack roll. If a target marked by this power is within 10 squares of you when it hits with an attack that does not include you as a target, you can use an immediate reaction after the target's entire attack is resolved to teleport the target to any space adjacent to you. In addition, the target grants combat advantage to all creatures until the end of your next turn. If no unoccupied space exists adjacent to you, you can't use this immediate reaction, and the target doesn't grant combat advantage as a result of this effect. |
| Sneak Attack Deal extra damage with Rogue Powers with Combat Advantage. Heroic Tier = +2d6 damage. |
| King's Castle Encounter ✦ Martial, Weapon Standard Action -- Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage. Effect: Switch places with a willing adjacent ally. |
| Blazing Lunge Encounter ✦ Arcane, Fire, Weapon Standard Action -- Melee weapon Target: One creature Attack: Intelligence vs. Reflex Hit: 2[W] + Intelligence modifier fire damage. Special: When charging, you can use this power in place of a melee basic attack. |
| Sand in the Eyes Encounter ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. |
| Handspring Assault Daily ✦ Martial, Reliable, Weapon Standard Action -- Melee weapon Prerequisite: You must be trained in Acrobatics. Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + DEX mod damage, and you can shift 2 sq's. Special: When charging, you can use this power in place of a melee basic attack |
| Lingering Lightning Daily ✦ Arcane, Implement, Lightning Standard Action -- Ranged 5 Target: One, Two, or Three creatures Attack: INT vs. Reflex; one ATK per TGT. Hit: 1[W] + Intelligence modifier lightningt damage and ongoing 5 lightning damage per hit (save ends). Miss: Half damage, no ongoing damage. |
| Adaptable Flanker Encounter ✦ Martial Minor Action -- Personal Requirement: You & ally must be adjacent to the same TGT. Effect: You gain combat advantage against the enemy until the start of your next turn. |
| Armanthor’s Step Encounter ✦ Arcane, Teleportation Move Action -- Personal Effect: Teleport 5 sq's. If you end this move adjacent to an enemy, you gain a +2 power bonus to the next ATK roll you make against that enemy during your turn. |
| Flamespeed Once per encounter as a minor action, you gain a +1 bonus to speed or a +2 bonus to speed if you charge or run. The bonus lasts until the end of your next turn. |
| Exile Subtle Longsword +2 (Lvl 8) Critical: +2d8 Property: Deal +2 damage when attacking with Combat Advantage. |
| Veteran’s Armor +2 Property: When you spend an action pt, gain a +1 item bonus to all attack rolls and defenses until the end of your next turn. Power (Daily): Free Action. Spend an action point. You do not gain the normal extra action. Instead, you regain the use of one expended daily power. |
| Amulet of Protection +2 +2 to non-AC defenses. |
| Thieves’ Tools Mundane Item. +2 to Thievery checks when using Thieves’ Tools. |
| Shadow Storm At-Will | Shadow, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, plus 1 damage for each creature adjacent to the target. - Level 21: 2[W] + Dexterity modifier damage, plus 2 damage for each creature adjacent to the target. |
| Executioner's Noose At-Will | Force, Implement, Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Fortitude Hit: 1d6 + Dexterity modifier force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn. - Level 21: 2d6 + Dexterity modifier force damage. |
| Shadow Darts Encounter | Cold, Implement, Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Reflex. Make three attack rolls. If any of them hit, resolve them as a single hit, and all of them must miss for the attack to miss. Hit: 1d8 cold damage if one of the attack rolls hits, 2d8 cold damage if two hit, or 3d8 cold damage if three hit. |
| Gloom Thief Encounter | Shadow, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Until the end of your next turn, you are invisible while within 2 squares of the target. |
| Shadow Jack Encounter | Shadow, Weapon Standard Action Melee 1 Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and you shift 1 square into the target’s space and remain there until the start of your next turn. While there, you are insubstantial, you move with the target (this movement doesn’t provoke opportunity attacks), and any melee or ranged attack that misses you hits the target instead, unless the target is the attacker. At the start of your next turn, you slide 1 square to a square adjacent to the target. |
| Targeted for Death Daily | Cold, Implement, Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Will Hit: 3d8 + Dexterity modifier cold damage. Miss: Half damage. Effect: Until the end of the encounter, whenever you use assassin’s shroud against the target, you subject it to two shrouds instead of one. |
| Twilight Assassin Daily | Conjuration, Implement, Shadow Standard Action Ranged 5 Primary Target: One creature Primary Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier damage. Effect: You conjure a shadowy duplicate of yourself in an unoccupied square adjacent to the primary target. The duplicate occupies its space, and it lasts until the end of the encounter. Whenever you use a move action, you can also move the duplicate 5 squares. You can flank enemies with the duplicate, but your allies cannot. Until the duplicate vanishes, it can use the Twilight Assassin Attack power. Twilight Assassin Attack At-Will | Conjuration, Implement, Shadow Minor Action Melee 1 Target: One creature Attack: Dexterity vs. Reflex Hit: 3 damage, or 6 damage if the secondary target is your assassin’s shroud target. Requirement: The power Twilight Assassin must be active in order to use this power. |
| Dark Reaping Racial Encounter | Necrotic Free Action Trigger: A creature within 5 squares of you is reduced to 0 hit points Effect: One creature you hit with an attack you make before the end of your next turn takes an additional 1d8 + Constitution modifier necrotic damage. |
| Assassin's Shroud Class Feature At-Will | Shadow Free Action Close burst 10 Target: One enemy you can see in burst Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any. - Level 11: 1d6 + 3 damage per shroud. - Level 21: 1d6 + 6 damage per shroud. Special: You can use this power only on your turn and only once per turn. |
| Shadow Step Class Feature At-Will | Shadow, Teleportation Move Action Personal Requirement: You must be adjacent to a creature. Effect: You teleport 3 squares to a square adjacent to a different creature. - Level 11: Teleport 4 squares. - Level 21: Teleport 5 squares. |
| Shade Form Class Feature Encounter | Shadow Minor Action Personal Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden. Sustain Minor: The form persists. |
| Cloak of Shades Utility Encounter | Shadow Minor Action Personal Effect: Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you. |
| Slayer's Escape Utility Encounter | Shadow, Teleportation Immediate Reaction Personal Trigger: You are hit by an attack Effect: You teleport 5 squares, and you become invisible until the start of your next turn. |
| Rain of Hammers Ki Focus Implement (Ki Focus) Enhancement: +2 attack rolls and damage rolls Critical: +2d6 damage Property: Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes 4 damage (equal to 2 + this focus’s enhancement bonus damage). Power (Daily): Minor Action. Make an at-will attack against an enemy that you already hit with an attack during this turn. |
| Deep-Pocket Cloak Property: The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds. Drawing an item from a deep-pocket cloak is a minor action. - Level 22 or 27: The cloak can hold 2,000 pounds in weight or 200 cubic feet in volume. Power (At-Will): Free. 1/round. You draw an item from the cloak or store an item within it. |
| Sunleaf Armor Property: Gain resist 5 radiant Power (Daily • Radiant): Free Action. You can use this power when an enemy hits you with an opportunity attack. Deal 1d10 + Dexterity modifier radiant damage to that enemy. |
| Catstep Boots Property: When you fall or jump down, you take only half normal falling damage and always land on your feet. Power (Daily): Free Action. Gain a +5 power bonus to your next Acrobatics check or Athletics check. |
| Ebony Fly Wondrous Item Power (Daily | Conjuration): Standard Action. Use this figurine to conjure a giant black fly (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. The fly can carry one Medium or Small character weighing no more than 300 pounds. If more than 300 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest. - Ebony Fly - Large natural animate (mount) Initiative as conjurer Senses Perception +5 HP 14; Bloodied 7 AC 18 | Fortitude 16 | Reflex 16 | Will 14 Speed 4, fly 10, overland flight 15 Bite (Standard, at-will) +12 vs Armor Class; 1d6+4 damage. Aerial Agility (While mounted by a friendly rider of 9th level or higher) | Mount An ebony fly’s rider gains a +1 bonus to all defenses while the ebony fly is flying. Alignment Unaligned Languages -- Str 14 (+7) | Dex 17 (+8) | Con 16 (+8) Int 2 (+1) | Wis 12 (+6) | Cha 6 (+3) Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks. Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears. |
| Cask of Liquid Gold Wondrous Item Property: At the start of each day, the cask fills to its full volume with dwarven ale. Any ale taken from the cask evaporates if it has not been consumed when the cask refills. |
| Human |
| You are considered to be an undead creature for affects that relate to that keyword. |
| Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw. |
| You no longer need to eat, drink, or breathe, so you never need to make Endurance checks to resist the effects of starvation, thirst, and suffocation. You are no longer considered a living creature. |
| When you deal damage with your dark reaping racial power, if the target has at least one of your shrouds on it, it takes damage as if you had invoked your shrouds. |
| Ardent Strike At-Will * Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength or Charisma vs. AC Hit: 1[W] + Strength modifier or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn. Level 21: 2[W] + Strength modifier or Charisma modifier damage. Special: When charging, you can use this power in place of a melee basic attack. |
| Jinx Shot At-Will * Arcane, Weapon Standard Action -- Ranged weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + CHA mod dmg. The first time the target misses with an ATK before your NEoT, it falls prone. |
| Fearsome Smite Encounter * Divine, Fear, Weapon Standard Action -- Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Until your NEoT, the TGT takes a penalty to ATKs = to your WIS mod. |
| Bless Weapon Daily * Divine, Radiant Minor Action -- Personal Effect: Choose one weapon you are wielding. Until the end of the encounter, you gain a +1 power bonus to attack rolls with that weapon, and it deals 1d6 extra radiant damage on a hit. In addition, you can score a critical hit with the weapon on a roll of 18–20 against creatures vulnerable to radiant damage. |
| Slayer's Song Daily * Arcane, Weapon Standard Action -- Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage, and the target grants combat advantage to you and your allies (save ends). Miss: Half damage. Effect: Until the end of the encounter, whenever you hit an enemy, that enemy grants combat advantage to you and your allies until the end of your next turn. |
| Entangling Opening Encounter * Arcane, Psychic, Weapon Standard Action -- Ranged weapon Target: One Creature Attack: Charisma vs. Will Hit: 2[W] + Charisma modifier psychic damage. The next time the target is hit by an attack before the end of your next turn, it is knocked prone. |
| Unyielding Faith Daily * Divine, Weapon Standard Action -- Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 3[W] + Charisma modifier damage, and the target is subject to your divine sanction until the end of the encounter. Miss: Half damage. Effect: You gain a +5 power bonus to all defenses against charm effects until the end of the encounter. |
| Chord of Resilience Encounter * Arcane Immediate Interrupt -- Ranged 10 Trigger: An attack hits an ally Target: The ally who was hit Effect: The damage the target takes is reduced by an amount equal to 5 + your Charisma modifier. |
| Insightful Shot Encounter * Arcane, Weapon Standard Action -- Ranged weapon Target: One creature Attack: Charisma vs. Reflex Hit: 2[W] + Charisma modifier damage. All the target’s defenses are equal to its lowest defense until the next time it is hit by an attack. |
| Saga of Vengeance Daily * Arcane, Healing, Weapon Standard Action -- Ranged weapon Target: One creature Attack: Charisma vs. AC Hit: 3[W] + Charisma modifier damage. Miss: Half damage. Effect: Until the end of the encounter, whenever an ally hits the target with an attack, that ally can choose to roll a saving throw or to regain hit points equal to your Charisma modifier. |
| Divine Challenge (Hybrid) At-Will * Divine, Radiant Minor Action -- Close burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While the target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. The first time it makes an attack that doesn’t include you as a target before the start of your next turn, you can use an immediate reaction to deal radiant damage to the target equal to your Charisma modifier. The damage increases to 2 + your Charisma modifier at 11th level and 4 + 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. |
| Majestic Word (Hybrid) Encounter * Arcane, Healing Minor Action - Close burst 5 (10 at 11th level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. - Level 6: 1d6 + Charisma modifier additional hit points. - Level 11: 2d6 + Charisma modifier additional hit points. - Level 16: 3d6 + Charisma modifier additional hit points. |
| Astral Splendor Daily * Stance Minor Action -- Personal Requirement: You must be not bloodied. Effect: Until the stance ends, enemies take a -2 penalty to attack rolls made against you. You also shed bright light within 6 squares. Special: This stance ends when you become bloodied. |
| Memory of 1,000 Lifetimes Encounter No Action * Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll. |
| Skyrender Drow Long Knife +2 Level: 9 Price: 4,200 gp Weapon: Drow Long Knife Enhancement: +2 attack rolls and damage rolls Critical: +2d6 damage Property: When you hit a flying target with this weapon, halve the target’s fly speed until the end of your next turn. Property: On a critcal hit you deal 2d12 damage against a flying target. |
| Righteous Longsword +2 - Crit: +2d6; +2d8 vs. Evil creatures - Power (Daily): Free Action. When you hit, the TGT is Dazed to your NEoT. If the TGT is evil, it's Dazed (save ends) |