You cause invisible shrouds to settle on your foe. At your command, the shrouds reveal the target’s weak points to your keen gaze.
At-Will
Shadow
Free Action Close burst 10
Target: One enemy you can see in the 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.
You gather shadows into the form of a noose, cast it around your foe’s neck, and pull.
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.
You stop several feet away from your foe and slash with your weapon. Your weapon’s shadow closes the distance, and mundane obstacles do not slow it.
At-Will
Shadow, Weapon
Standard Action Melee weapon +2 reach
Target: One creature
Attack: Dexterity vs. AC. The attack ignores cover and superior cover.
Hit: 1[W] damage.
Level 21: 2[W] damage.
As your weapon makes contact, the shrouds you have placed on your victim dig cruelly into its flesh.
At-Will
Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If you didn’t invoke your shrouds on the target, it takes 1 extra damage for each of your shrouds on it.
Level 21: 2[W] + Dexterity modifier damage, and 2 extra damage for each of your shrouds on the target.
Your tie to the Shadowfell calls on the living shadows around your foe, causing them to claw at it as you make your attack.
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
As you slash at your foe, you seize part of its shadow, which you use to hide yourself from your enemies’ eyes.
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.
The darkness in the corner of your foe’s eyes shifts and moves, causing it to glance about in terror. In its panic, it forgets the true threat to its life.
Encouner
Fear, Implement, Psychic, Shadow
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Will
Hit: 2d8 + Dexterity modifier psychic damage, and the target grants combat advantage to you until the end of your next turn.
Night Stalker: Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Charisma modifier.
You launch a volley of chilling darts of shadow energy at your foe.
Encou
nter 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.
You stab at your foe and channel shadow magic into its body, causing its own shadow to hinder it.
Encounter
Illusion, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.
Bleak Disciple: The target takes extra damage equal to your Constitution modifier.
As you strike your foe, your weapon shoots hundreds of tiny shadow spikes into it, wracking it with pain.
Daily Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and ongoing 5 damage (save ends). Whenever the target takes this ongoing damage, the target falls prone.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +2 power bonus to attack rolls against the target while your shrouds are on it.
Your attack distracts your foe with pain just long enough for you to weave a noose of shadows around its neck
.Daily Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity modifier damage, and the target takes ongoing 5 damage and is immobilized (save ends both).
Miss: Half damage, and the target is immobilized (save ends).
Effect: Until the target saves against this power, you can pull the target 3 squares as a free action once during each of your turns.
A black dart streaks from your hand to strike the target, surrounding it in a warmth-stealing gloom
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.
Your face distorts into a horrid visage, which drives your foes before you, but leaves one victim rooted in place
Daily Fear, Implement, Psychic, Shadow
Standard Action Close blast 5
Primary Target: One creature adjacent to you in the blast
Primary Attack: Dexterity vs. Will
Hit: 2d8 + Dexterity modifier psychic damage, and the primary target is immobilized (save ends).
Miss: Half damage, and the primary target is immobilized until the end of your next turn.
Effect: Make a secondary attack.
Secondary Target: Each creature other than the primary target in the blast
Secondary Attack: Dexterity vs. Will
Hit: You push the secondary target 4 squares.
Miss: You push the secondary target 2 squares.
The ground blackens as coruscating energy swirls around you, hindering your foes’ movements and revealing any hidden enem
ies.
Daily Arcane, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that lasts until the end of your next turn. Enemies within the zone cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.
Sustain Minor: The zone persists.
You plunge the room into darkness at the same time that your eyes pierce those shadows
.
Encounter Shadow
Minor Action Personal
Effect: Until the end of your next turn, you both gain darkvision and douse one light source that is within 10 squares of you and no larger than a lantern.
A shadowy haze swirls around you, hiding you from view.
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.
Your deft speed and skill allow you to move around combat effort
lessly.
Daily Shadow, Stance
Minor Action
Effect: You enter the contrivance of speed stance. Until the stance ends, you can shift 2 squares as a move action.
Darkness gathers to shelter you from
harm
Encounter Shadow
Immediate Interrupt Personal
Trigger: You are targeted by a melee or ranged attack
Effect: You gain concealment until the end of your next turn. If the Triggering attack misses, you can make a Stealth check to hide.
The image of a creature flickers and then solidifies as you craft an illusion meant to cover your dark d
eeds.
Encounter Illusion, Shadow
Minor Action Close burst 10
Effect: You create the illusion of a Medium creature of your choice in an unoccupied square in the burst. The illusion is silent but moves and acts as though it was the creature it appears to be. Creatures that closely examine the illusion can make an Insight check to discover the illusion for what it really is. The check is opposed by a Bluff check that you make when you create the illusion. The illusion lasts until the end of your next turn.
Sustain Minor: The illusion persists until the end of your next turn, and you can move it up to 6 squares.
You meld with the shadows, allowing you to spy on your enemies without fear of
discovery.
Daily Shadow
Standard Action Personal
Requirement: You must be in dim light or darkness.
Effect: You become invisible and silent until the end of your next turn, until you move more than 2 squares on your turn, or until you enter a square of bright light. If a creature tries to enter your space before the effect ends, you can either shift 1 square as a free action or remain where you are. If you remain where you are, the effect ends.
Sustain Standard: The effect persists.
Your shadow lengthens to veil your allies from
your foes.
Daily Shadow, Stance
Minor Action Personal
Effect: Until the stance ends, allies within 5 squares of you can use your Stealth modifier for their Stealth checks.
You pad quietly toward your victim, unseen an
d unheard.
At-Will Martial
Move Action Personal
Requirement: You must be hidden.
Effect: You move up to your speed to a square within 2 squares of an enemy. You remain hidden until the end of this turn or until you make an attack.
With an alchemical concoction mixed with a bit of shadow magic, you conjure a wall of smoke to cover you
r escape.
Encounter Shadow, Zone
Immediate Reaction Close burst 1
Trigger: An enemy enters a square adjacent to you.
Effect: The burst creates a lightly obscured zone that lasts until the end of your next turn. You can then shift up to your speed.
A thick fog ris
es around you.
Daily Shadow, Zone
Minor Action Close burst 5
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of the encounter.
Your shadow magic spawns a phantom mob in your foe’s mind, and the mob spurs the foe to strike out at its allies
in terror.
Encounter Fear, Illusion, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage. Until the end of your next turn, the target makes a melee basic attack as an opportunity action against any enemy that ends its turn adjacent to the target.
Night Stalker: The target makes the attack with a power bonus to attack rolls equal to your Charisma modifier.
You draw the stuff of shadows to your hands and cast it forth, creating cold, black mist that chokes your enemies and gives you a chanc
e to vanish.
Encounter Cold, Implement, Shadow
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity modifier cold damage.
Effect: Until the end of your turn, you can make a Stealth check to hide from the targets even if you have only cover or concealment against them.
You step from your foe’s shadow, driving your blade into the foe before it can
make a sound.
Encounter Shadow, Teleportation, Weapon
Standard Action Melee 1
Effect: Before the attack, you teleport 5 squares to a square adjacent to your assassin’s shroud target.
Target: Your assassin’s shroud target
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Your strike infects your foe’s mind, causing the foe to recoil from
every attack.
Encounter Fear, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and you slide the target 2 squares. Until the end of your next turn, you can slide the target 1 square as a free action whenever the target is hit.
Bleak Disciple: The number of squares you slide the target increases by 1.
Shadow venom courses through your target, causing it to shed a gray dust that cho
kes nearby enemies.
Daily Poison, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and ongoing 5 poison damage (save ends). Whenever the target takes this ongoing damage, each enemy within 2 squares of it takes 5 poison damage.
Miss: Half damage, and each enemy within 2 squares of the target takes 3 poison damage.
You craft an elaborate image of a deadly assassin whose blade cuts de
eply into your foes.
Daily Arcane, Illusion, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).
You tear away a piece of your foe’s shadow and tuck it into the hollow in your soul. You can sense your foe now and step fro
m its shadow at will.
Daily Shadow, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, you gain a +5 power bonus to Perception checks against the target.
Sustain Minor: The power bonus persists, and if the target is not hidden from you, you teleport 20 squares to a square adjacent to it.
You seize control of your enemies’ shadows, which rattle the enemi
es by turning on them.
Daily Implement, Psychic, Shadow
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Dexterity vs. Will
Hit: 2d6 + Dexterity modifier psychic damage, and the target grants combat advantage (save ends). Until the target saves against this effect, enemies grant combat advantage while adjacent to the target.
Miss: Half damage, and the target grants combat advantage until the end of your next turn.
Your shadow leaps from you to attack your enemies, and the t
wo of you fight as one.
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.
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.
A cloud of pure shadow expands from you, shroud
ing the area in darkness.
Daily Shadow, Zone
Minor Action Close burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. To creatures other than you, the zone is totally obscured and blocks line of sight.
Sustain Minor: The zone persists until the end of your next turn. You must be in the zone to sustain it.
You leap from one hiding spot to the next, remaining hidden from view thanks to your
mastery of shadow magic.
At-Will Shadow
Move Action Personal
Requirement: You must be hidden.
Effect: You move your speed. You remain hidden from each enemy against which you have cover, superior cover, concealment, or total concealment at the end of the movement.
Even the sea cannot kee
p you from your target.
Encounter Shadow
Minor Action Personal
Effect: Until the start of your next turn, you float an inch above the ground. You ignore difficult terrain and can both move across liquid and stand on it as if it were solid ground.
Your skill at climbing and leaping allows you to move acros
s the rooftops unhindered.
At-Will Martial
Move Action Personal
Effect: You climb or make a long jump, moving a number of squares up to your speed, without making an Athletics check.
Special: You can use this power only once per round.
You have mastered the art of bending light, which makes you extre
mely difficult to locate.
Encounter Shadow
Immediate Interrupt
Trigger: You are hidden and become no longer hidden from an enemy.
Effect: You teleport 3 squares to a space where you have cover or concealment from an enemy and can make a Stealth check to hide.
Shadows move to surround you and provide you with a spot from which to watch your enemies
without fear of detection.
Encounter Illusion, Shadow, Zone
Minor Action Close burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. You have concealment while you are within the zone. When you leave the zone, you become invisible until the end of your turn.
After you are struck, you fold shadows aro
und yourself and disappear.
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.
You move like a shadow in a flickering light, slipping from one spot to
another in the blink of an eye.
Daily Shadow, Stance
Minor Action Personal
Effect: Until the stance ends, you can shift 1 square as a minor action.
Without warning you disappear from the sight of all around you. By the time you reappear, you are f
ar from where you once stood.
Encounter Shadow, Teleportation
Immediate Reaction Personal
Trigger: You are hit by an attack.
Effect: You become invisible until the start of your next turn, and you teleport up to your speed.
Cloaking yourself in nightmare, you hide from any creature that might interfere with
your attack against your foe.
Encounter Illusion, Implement, Psychic, Shadow
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Will
Hit: 2d10 + Dexterity modifier psychic damage.
Effect: Until the end of your next turn or until you attack, you are invisible to all enemies other than the target, including those that have blindsight or tremorsense.
Your foe sees threats in every corner and betrayal in every eye. If it cannot escape the pres
s of the crowd, it will go mad.
Encounter Implement, Psychic, Shadow, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Will
Hit: 1d10 + Dexterity modifier psychic damage. At the end of its next turn, the target takes 10 psychic damage if any creatures are within 2 squares of it.
Night Stalker: During your next turn, you can teleport a number of squares equal to your Charisma modifier as a minor action. You must end the teleportation closer to the target.
You strike your foe and then merge with its shadow. Your enemies’ attacks pass throu
gh you and hit your foe instead.
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.
Your attack forges a brief bond with your foe that allows you to shroud it with greater
darkness each time you feel pain.
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: Your assassin’s shroud target
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Until the end of your next turn, you can use your assassin’s shroud against the target whenever you are hit.
Bleak Disciple: You gain temporary hit points equal to your Constitution modifier when the attack hits.
A wisp of shadow stuff stretches between your hands. You loop it around your foe’s throat and transform the sh
adow into a material as hard as steel.
Daily Implement, Reliable, Shadow
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: You grab the target. Until the grab ends, the target takes a –5 penalty to all escape attempts and a –2 penalty to attack rolls against you. When the grab ends, the target takes 1d10 + your Dexterity modifier damage.
Sustain Standard: The grab persists, and the target takes 2d10 + your Dexterity modifier damage.
Special: You can instead sustain the grab as a minor action. If you do so, the power’s effect ends, and the grab becomes a normal grab.
As your weapon pierces your foe, you send deadly shadow energy coursing into it, linking your two fate
s. When you are harmed, so is your foe.
Daily Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, the target takes 5 damage whenever an enemy, including the target, deals damage to you.
You slash at your foe, calling u
p shadows that blot you from its vision.
Daily Illusion, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: The target cannot see you (save ends).
You weave a skein of shadows that
bites your enemies with a deathly chill.
Daily Cold, Conjuration, Implement, Shadow, Teleportation
Standard Action Area wall 5 within 10 squares
Effect: You conjure a wall of darkness that lasts until the end of your next turn. The wall can be up to 2 squares high, and it blocks line of sight for creatures other than you. Any creature that enters the wall or starts its turn there takes 1d6 + your Dexterity modifier cold damage (a creature can take this damage only once per turn). If you are in the wall or adjacent to it, you can use a move action to teleport to another square in the wall or adjacent to it.
Sustain Minor: The wall persists.
You punch a hole into the Shadowfell to
call forth dark mist in billowing plumes.
Daily Shadow, Teleportation, Zone
Minor Action Area burst 1 within 5 squares
Effect: The burst creates a zone that lasts until the end of your next turn. Squares inside the zone are lightly obscured for all creatures other than you. While the zone remains, you can use the power Darkening Veil Action.
Sustain Mi
nor: The zone persists.
Daily Shadow, Teleportation, Zone
Free Action Personal
Requirement: The power Darkening Veil must be active in order to use this power.
Trigger: You take damage from an attack
Effect: After the Triggering attack is resolved, teleport 5 squares into an unoccupied square adjacent to or inside the zone.
A black mark appears on the target’s form, appearing to be burned in w
ith a hot iron. It warns of impending death.
Daily Shadow
Minor Action Close burst 5
Target: One creature in the burst
Effect: Until the end of your next extended rest, you always know the direction and approximate distance to the target. In addition, the target cannot become invisible to you.
You conjure a sensor of shadow that appears nearby and allows you
to see through walls and other barriers.
Encounter Shadow
Minor Action Personal
Effect: Choose a square within 5 squares of you, even a square on the other side of blocking terrain. Until the end of your next turn, you can see and hear from that square, as well as from your own.
You have mastered a fighting technique in which you lunge swiftly toward o
ne opponent to strike at other foes behind it.
Daily Martial, Stance
Minor Action Personal
Effect: You assume the stance of the framing assassin. Until the stance ends, you can use a square adjacent to you that is occupied by an enemy as the square of origin for your weapon attacks.
For a moment, you are like
a ghost passing through creatures and objects.
Daily Shadow
Move Action Personal
Effect: You shift 6 squares, and you gain phasing during the shift.
When a foe attacks you, shadows spirit you away, and yo
u take a small part of the foe’s being with you.
Daily Shadow, Teleportation
Immediate Reaction Personal
Trigger: An enemy hits you
Target: The triggering enemy
Effect: You teleport 10 squares. Once before the end of the encounter, you can use a move action to teleport to a square adjacent to the target. When you do so, you gain a +2 power bonus to attack rolls against the target and a +5 power bonus to damage rolls against it until the end of your turn.
Right
as combat begins, you disappear into the shadows.
Daily Shadow
Free Action Personal
Trigger: You roll initiative
Effect: You gain a +4 power bonus to your next damage roll. In addition, you become invisible and silent until you hit an enemy or until the end of the encounter. After hitting the enemy, you remain invisible and silent until the end of your next turn.
You draw the comforting darkness close, allowing
shadows to carry away the pain of your wounds.
Encounter Shadow
Minor Action Personal
Effect: The first time an enemy takes damage from your assassin’s shroud before the end of your next turn, you gain 5 temporary hit points for each shroud on that enemy.
A swift prayer enhances the prowess of your group.
Daily Shadow
Move Action
Target: You and each ally within 5 squares of you
Effect: The target shifts 2 squares as a free action.
Sustain Move: You and each ally within 5 squares gains the effects of this power again.
You shed
your identity as easily as you shed your clothes.
At-Will Illusion, Shadow
Standard Action Personal
Prerequisite: You must have the Flawless Disguise class feature.
Effect: You craft a new disguise. You gain a +2 power bonus to the Bluff checks made to prevent detection.
A swirling mass of shadow surrounds you before t
ransporting you instantaneously a short distance.
Encounter Shadow, Teleportation
Move Action Personal
Effect: You teleport up to 5 squares. You do not need line of sight to the destination space. If you try to teleport into a space that you cannot occupy, the teleportation is negated.
You step from your foe’s shadow to deliver a deadly a
ttack, then hide in the tatters of the foe’s soul.
Encounter Illusion, Shadow, Teleportation, Weapon
Standard Action Melee 1
Effect: Before the attack, you teleport 5 squares to a square adjacent to your assassin’s shroud target.
Target: Your assassin's shroud target
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you become invisible until the end of your next turn.
You fly toward your foe in the shape of a dozen shadows, each winged and fanged. After
savaging your foe, you return to your normal form.
Encounter Implement, Shadow
Standard Action Melee 1
Effect: Before the attack, you fly your speed to a square adjacent to an enemy. This movement doesn’t provoke opportunity attacks.
Target: One enemy
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 + Dexterity modifier damage if one of the attack rolls hits, 2d8 + Dexterity modifier damage if two hit, and 3d8 + Dexterity modifier damage if three hit.
Darkness clouds the eyes of your enemy, and you manipulate its fears, caus
ing it to slash in a panic when its allies approach.
Encounter Fear, Implement, Psychic, Shadow
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Will
Hit: 1d10 + Dexterity modifier psychic damage, and the target is blinded until the end of your next turn. Until this blindness ends, you can use an opportunity action to compel the target to make a melee basic attack as a free action against any enemy that enters a square adjacent to the target. The target makes the attack without the penalty to attack rolls from being blinded.
Night Stalker: The target makes the attack with a power bonus to attack rolls and damage rolls equal to your Charisma modifier.
Your enemies’ shadows come to life to claw and menace as you direct, creating the
perfect distraction so you can beat a hasty retreat.
Encounter Fear, Implement, Necrotic, Shadow
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Dexterity vs. Will
Hit: 2d6 + Dexterity modifier necrotic damage. Until the end of your next turn, the target cannot take opportunity actions, and you can slide the target 1 square as a free action each time it takes damage.
Effect: You can use shadow step as a minor action until the end of your next turn.
Freezing shadows stretch out f
rom you and pull your enemies close before you vanish.
Encounter Cold, Implement, Shadow, Teleportation
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity modifier cold damage, and you pull the target 2 squares.
Bleak Disciple: The target is also slowed until the end of your next turn.
Effect: You either teleport 5 squares or become invisible until the end of your next turn.
Shadows coalesce into a black
gallows, and a noose of force drops around your foe’s neck.
Daily Conjuration, Force, Implement, Shadow, Teleportation
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4d6 + Dexterity modifier force damage.
Miss: Half damage.
Effect: You conjure a gallows in an unoccupied square adjacent to the target. The gallows occupies its square, and it lasts until the end of the encounter. The gallows can be attacked and has 35 hit points. Until the gallows vanishes, you can use a free action to teleport the target to a square adjacent to the gallows at the end of each of the target’s turns.
Your enemy’s spilled vi
tality calls forth animate darkness to aid your bloody work.
Daily Conjuration, Shadow, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Special: If you are hidden from the target, you can teleport 2 squares to a square adjacent to the target before the attack.
Hit: 4[W] + Dexterity modifier damage
Miss: Half damage.
Effect: You conjure four blood shadows in 4 different unoccupied squares within 5 squares of the target. The blood shadows occupy their squares and last until the end of the encounter. The blood shadows can be attacked; each is insubstantial and has 8 hit points. The blood shadows count as creatures for the purpose of your shadow step power, and bloodied enemies grant combat advantage while adjacent to a blood shadow.
As your weapon strikes your foe, you open a channel from your tainted shadow into i
ts soul, making it easier to shroud it and tear it to shreds.
Daily Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you attack the target and invoke your shrouds on it, a shroud is not subtracted if that attack misses.
His victims r
emember only this great assassin’s sardonic smile. This smile.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and the target is dazed until it hits with an attack.
Miss: Half damage, and the target is not dazed.
Dark Pact: The power’s range is 20 instead of 10.
Your weapon becomes covered with a translucent, gray poison. When you strike your foe, the poison gives
life to your foe’s shadow, turning it into a malevolent beast.
Daily Poison, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier poison damage.
Miss: Half damage.
Effect: The target is affected by your shade venom (save ends). Until this effect ends, you can use an opportunity action at the start of each of the target’s turns to compel it to make a melee basic attack against itself with combat advantage. The target can make a saving throw against this effect only on a turn during which it hit itself with the melee basic attack.
You slice into your foe
’s shadow and grasp it. Now your foe cannot escape your attacks.
Daily Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. Until the end of the encounter, you gain a +2 power bonus to attack rolls against the target, and you can make melee attacks against the target even when it is beyond your melee reach.
Miss: Half damage. Until the end of your next turn, you can make melee attacks against the target even when it is beyond your melee reach.
Infused with your umbral magic, your foe’s shadow betrays the foe, giving away
its attack a split second beforehand so that you can vanish.
Encounter Illusion, Shadow
Immediate Interrupt Personal
Trigger: Your assassin’s shroud target hits you
Effect: You gain a +2 power bonus to all defenses against the triggering enemy’s attack. After the attack is resolved, you become invisible until the end of your next turn.
Swirling black plumes gush fr
om the ground, offering shelter from and passage to your prey.
Encounter Conjuration, Shadow, Teleportation
Move Action Close burst 10
Effect: You conjure one gloaming in each of 4 different unoccupied squares. A gloaming has no substance and does not interfere with movement, line of sight, or line of effect. Each gloaming remains until the end of the encounter or until consumed by use of the following power. While you have at least one gloam
ing, you can use power Gloaming Call Action.
Encounter Conjuration, Shadow, Teleportation
Immediate Reaction Personal
Requirement: The power Gloaming Call must be active in order to use this power.
Trigger: You take damage from an attack
Effect: You teleport to a square that one gloaming you can see is in and become invisible until the start of your next turn. That gloaming is consumed.
As your foe stri
kes, you become a creature of shadow and then pursue that enemy.
Encounter Shadow, Teleportation
Immediate Interrupt Personal
Trigger: An enemy hits you
Effect: You take half damage from the attack. At the end of the triggering enemy’s current turn, you can use a free action to teleport to a square adjacent t
o it.
You vanish into your own shadow.
Daily Shadow
Move Action Personal
Effect: You shift 2 squares. Until the start of your next turn, enemies cannot attack you, and they have neither line of sight nor line of effect to you.
You peer into the Shadowfell, draw fort
h the shade of a creature, and craft its shadow stuff into a disguise.
Daily Illusion, Shadow
Minor Action Personal
Effect: Choose a Medium or smaller humanoid creature that you have seen. You become an illusory duplicate of that creature, though you still carry your own gear. This illusion lasts until you end it as a free action or until your next extended rest. You gain a +5 power bonus to Bluff checks to convince others that you are the creature.
If you take damage from a melee or a ranged attack while you are adjacent to the creature, you take only half damage, and the creature takes the same amount of damage. You gain this benefit neither against the creature’s attacks nor against attacks that target both of you.
The air wavers for
a moment before a veil of invisibility covers you from head to toe.
Encounter Shadow
Move Action Personal
Effect: You become invisible and move up to your speed. You remain invisible until the end of your next turn.
You slice your foe’s shadow to pieces. Each piece form
s a miniature copy of you and stands next to the foe, weapon poised.
Encounter Shadow, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage. The attack creates a zone that fills the squares adjacent to the target. The zone lasts until the end of your next turn. When any enemy enters the zone, you can use an opportunity action to deal damage to that enemy equal to your Dexterity modifier. If you do so, that enemy is slowed until the end of your next turn.
Bleak Disciple: Add your Constitution modifier to the damage dealt by the zone.
In your
foe’s eyes, you take on a form so terrifying that you cow it utterly.
Encounter Fear, Implement, Psychic, Shadow
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Will
Hit: 3d10 + Dexterity modifier psychic damage, and the target cannot attack you until the end of your next turn.
Night Stalker: The target also grants combat advantage until the end of your next turn.
You stab at your foe three times, and each strike
creates an inky blot on it that erupts into flickering, ebony flares.
Encounter Fire, Illusion, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC. 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: 1[W] + Dexterity modifier fire damage if one of the attack rolls hits, 2[W] + Dexterity modifier fire damage if two hit, and 3[W] + Dexterity modifier fire damage if three hit. In addition, you become invisible until the end of your next turn.
Inky darkness flows from your body, and wi
thin its blackest depths are the instruments of your opponent’s defeat.
Encounter Shadow, Teleportation, Weapon, Zone
Standard Action Close burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. The zone blocks line of sight for all creatures other than you, and any creature other than you is blinded while entirely within the zone. While the zone
remains, you can use the power Shadow Knives Attack.
Encounter Shadow, Teleportation, Weapon, Zone
Free Action Melee weapon
Requirement: The power Shadow Knives must be active in order to use this power.
Trigger: An enemy starts its turn within the zone
Effect: Before the attack, you can shift 1 square.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 1[W] damage, and the target is slowed and dazed until the end of its next turn.
Miss: You teleport to any unoccupied square within the zone.
Aftereffect: You become invisible and you can teleport up to 5 squares.
Your foe’s shadow writhes as it gains a malevolent
will of its own. The moment the foe drops its guard, the shadow strikes.
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. During the target’s next turn, the target falls prone after moving without shifting or after making a ranged or an area attack.
Your attack taints your enemy with the essence of the Shadowfell and creates
a bond between you two, which causes you both to fade away for a few moments.
Daily Shadow, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: You create a shadow bond that lasts until the end of your next turn. Until the bond ends, both you and the target become insubstantial to every combatant but each other, the target’s allies don’t have line of effect to it, and you can use a move action to teleport to a square adjacent to the target.
Sustain Minor: The shadow bond persists. You can sustain the bond only if the target has at least 1 hit point.
Having studied your foe, you are ready to deliver a killing blow. Y
our foe might dodge or parry your strike, but in the end, it cannot escape you.
Daily Reliable, Shadow, Weapon
Standard Action Melee weapon
Target: Your assassin's shroud target
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier damage.
Effect: If you invoked your shrouds on the target as part of this attack, a shroud is not subtracted if the attack misses.
Three ebon duplicates of yourself appear, eager to aid you in slaying your foes.
Daily Conjuration, Implement, Shadow
Minor Action Close burst 5
Effect: You conjure three shadowy duplicates of yourself in 3 unoccupied squares in the burst. The duplicates occupy their spaces, and they last until the end of your next turn. Whenever you use a move action, you can also move each duplicate 5 squares. You can flank enemies with the duplicates, but your allies cannot. Any enemy that starts its turn adjacent to one or more of the duplicates takes 5 damage.
Sustain Minor: The duplicates persist, and each one makes the following melee attack against a different creature.
Target: One creature adjacent to the duplicate
Attack: Dexterity vs. Reflex
Hit: 5 + Dexterity modifier damage.
Your opponent’s s
hadow comes to life, warping and twisting until it becomes your monstrous thrall.
Daily Fear, Implement, Psychic, Shadow, Summoning
Minor Action Ranged 5
Effect: You summon a Medium murderous shadow in a square adjacent to one enemy in range. The murderous shadow has the adjacent enemy’s speed and all its movement modes. The shadow also has insubstantial, phasing, and vulnerable 5 radiant. You can give the murderous shadow the following special commands.
Standard Action: Melee 1 (one creature); Dexterity vs. Reflex; 2d6 + Dexterity modifier psychic damage, the shadow pushes the target 3 squares, and the shadow shifts 3 squares to a square adjacent to the target.
Standard Action: The shadow teleports 5 squares and makes the following attack at the end of this movement: close burst 1 (creatures in the burst); Dexterity vs. Will; 1d6 + Dexterity modifier psychic damage, and the shade slides the target 1 square.
Instinctive Effect: If you haven’t given the shadow any commands by the end of your turn, it uses its first attack against a random creature adjacent to it.
With each of your blows, shadows flit a
round your enemy, distracting it and allowing you to remain hidden from its sight.
Daily Illusion, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 4[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: You become invisible to the target until the end of your next turn. In addition, whenever you hit the target with a shadow attack before the end of the encounter, you become invisible to it until the end of your next turn.
Shadows briefly guide your atta
cks, ensuring that no hindrance can stop your hexes from reaching your enemies.
Encounter Shadow
Minor Action Personal
Effect: Until the end of your next turn, you ignore penalties to your attack rolls and damage rolls, and you ignore the weakened condition and your targets’ resistances.
As your foe’s sou
l passes to the Shadowfell, you drain a portion of its essence for your own use.
Encounter Healing, Shadow
Free Action Personal
Trigger: You reduce your assassin’s shroud target to 0 hit points on your turn
Effect: You can spend a healing surge and regain 15 additional hit points. In addition, you gain an extra move action that you can use during either this turn or your next turn.
Darkness swirls around you, shielding you from your foes’ eyes.
Daily Illusion, Shadow
Minor Action Personal
Effect: You become invisible until the end of your next turn.
Sustain Minor: The invisibility persists.
Shadow energy bleeds from you, whisking you away to the Shadowfell at your command.
Daily Shadow, Stance, Teleportation
Minor Action Personal
Effect: You enter the stance of the twilight dance. Until the stance ends, add 2 to the number of squares you teleport using shadow step. In addition, whenever you miss your assassin’s shroud target with an attack in which you invoked your shrouds, you become invisible until the start of your next turn.
Your physical form bec
omes as unstable as a shadow, allowing you to step through physical barriers with ease.
Daily Shadow
Minor Action Personal
Effect: You are phasing until the end of the encounter.
Having nearly touched death, you become an avatar of the killer’s art.
Daily Healing, Shadow
Immediate Interrupt Personal
Trigger: You drop to 0 hit points or fewer
Effect: You regain hit points as if you had spent a healing surge. In addition, you use your assassin’s shroud up to four times against an enemy you can see.
Your attack bends and twists your enemy’s shadow, causing it to terrify that enemy.
Encounter Fear, Psychic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 3[W] + Dexterity modifier psychic damage. Until the end of your next turn, you can slide the target 3 squares as a free action when any creature ends its turn adjacent to the target.
Night Stalker: The target also grants combat advantage until the end of your next turn.
With a gesture, you cause the shadows around your foes to tran
sform into black spiders, which swarm over them and deliver dozens of poisonous bites.
Encounter Implement, Poison, Shadow
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Dexterity vs. Fortitude. If the target is your assassin’s shroud target, you gain a +2 bonus to the attack roll.
Hit: 3d8 + Dexterity modifier poiso
n damage.
As you strike at your foe, your shadows mingle.
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. The next time you are subjected to an effect that a save can end before the end of your next turn, the target is also subjected to that effect.
Bleak Disciple: When the target is subjected to the effect that a save can end, the target takes damage equal to your Constitution modifier.
You move through
your enemies like a shadow, advancing on your chosen foe despite the defenses around it.
Encounter Shadow, Weapon
Standard Action Melee weapon
Effect: Before the attack, you fly your speed + 4, and you gain phasing and become insubstantial during the movement.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
You ready the perfect attack t
o slay your foe, confident that you can score the killing blow under the right circumstances.
Daily Reliable, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC. You can score a critical hit on a roll of 18–20. After making the attack roll, you can turn the attack into a miss.
Hit: 6[W] + Dexterity modifier damage.
As you lunge at your enemy, your blade slices deep into it, and you disappear into its shadow.
Daily Shadow, Weapon
Standard Action Melee 1
Target: One creature
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: You shift 1 square into the target’s space and remain there until the end 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. When the effect ends, you slide 1 square to a square adjacent to the target.
Sustain Minor: The effect persists.
With an innocuous tap, you place an echo of death energy into your foe’s body and soul.
Daily Implement, Necrotic, Shadow
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: Ongoing 25 necrotic damage (save ends).
Aftereffect: Ongoing 15 necrotic damage (save ends).
Miss: Ongoing 15 necrotic damage (save ends).
Aftereffect: Ongoing 10 necrotic damage (save ends).
Effect: Until the end of the encounter, whenever you hit the target with a shadow attack, it takes a –5 penalty to saving throws against this power’s ongoing damage until the end of your next turn.
You call forth a shadowy construct built from the shards of your previous victims
. It howls in pain and lashes out with long tendrils as the souls trapped within seek to escape.
Daily Conjuration, Implement, Necrotic, Shadow
Standard Action Area wall 5 within 10 squares
Effect: You conjure a wall of darkness that lasts until the end of your next turn. The wall can be up to 4 squares high, and it blocks line of sight for creatures other than you. Any enemy that starts its turn in the wall or adjacent to it takes 15 necrotic damage, plus 5 damage for each of your shrouds on that enemy. Whenever a creature drops to 0 hit points or fewer within 5 squares of the wall, the wall’s length can increase by 2 squares.
Sustain Minor: The wall persists.
You appear suddenly next to your foe and make a deadly attack.
Encounter Shadow, Teleportation, Weapon
Standard Action Melee 1
Effect: Before the attack, you teleport 20 squares to a square adjacent to your assassin’s shroud target. This teleportation does not require line of sight.
Target: Your assassin’s shroud target
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.
Having studied your enemy, you are now ready to end its life with a single strike.
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: Your assassin’s shroud target
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: If you invoked your shrouds on the target as part of the attack, roll d12s instead of d6s for that damage.
In your foe’s eyes, you become an avatar of death. Your presence is enou
gh to hold the foe rapt with fear, and your other enemies sense that creature’s impending doom.
Encounter Fear, Implement, Psychic, Shadow
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Will
Hit: 3d10 + Dexterity modifier psychic damage, and the target is immobilized until the end of your next turn. In addition, you slide each enemy within 5 squares of the target 1 square.
Night Stalker: The number of squares you slide each enemy equals 3.
Your foe’s shadow writh
es as it gains a malevolent will of its own. It strikes the moment your foe lets its guard down.
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. Until the end of your next turn, the target takes 3 damage each time it takes any action other than a free action.
Bleak Disciple: The target instead takes damage equal to your Constitution modifier each time it takes any action other than a free action.
As your wea
pon slices your foe, you lay bare the root of its doom. Your next strike is the last one you’ll need.
Daily Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 7[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: You use your assassin’s shroud against the target up to four times.
You have studied your foe long enough. Now is the time to end its life.
Daily Shadow, Weapon
Standard Action Melee weapon
Target: One enemy that has four of your shrouds on it
Attack: Dexterity vs. Reflex
Hit: Damage equal to your bloodied value, or twice that if the target is helpless.
Miss: Damage equal to your healing surge value, or twice that if the target is helpless.
You reach into
your foe’s shadow and rip away part of its essence, which you use to manipulate the foe like a puppet.
Daily Charm, Implement, Psychic, Shadow
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Will
Hit: 4d8 + Dexterity modifier psychic damage, and the target is dominated (save ends). Until the target saves against this effect, when any enemy leaves a square adjacent to the target or makes a ranged attack while adjacent to it, you can use an opportunity action to compel the target to make a melee basic attack as a free action against that enemy.
Miss: Half damage, and the target is dominated until the end of your next turn.
You draw the essence of shadow into your weapon and transform it into a deadly mixture of three poisons.
Daily Poison, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target is weakened (save ends) and takes ongoing 15 poison damage (save ends).
Miss: Half damage, and the target takes a –5 penalty to damage rolls (save ends) and takes ongoing 5 poison damage (save ends).
Effect: The target is dazed (save ends).