You lunge forward at your enemy, hoping to send it reeling.
At-Will
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square into the space the target just left.
Level 21: 2[W] + Strength modifier damage.
Berserker Fury: This attack gains the primal keyword and deals 1d6 extra damage.
Level 11: 2d6 damage.
Level 21: 3d6 damage.
You strike with awesome power, more concerned with offensive strength than defensive posturing.
At-Will
Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a melee weapon in two hands.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1d8 + Strength modifier damage.
Level 11: 1[W] + 2d8 + Strength modifier damage.
Level 21: 2[W] + 3d8 + Strength modifier damage.
Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.
Each foe that you slay fills you with the rush of battle, and as the battle rages, you cut your way from one foe to the next.
At-Will
Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. If you have reduced at least one non-minion enemy to 0 hit points during this encounter, this attack deals 1d8 extra damage. While raging, you instead deal 1d10 extra damage.
Increase damage to 2[W] + Strength modifier at 21st level.
You strike a hearty blow, then unleash an ear-splitting battle cry.
At-Will
Primal, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You then howl in a blast 3 that includes the target. Each enemy in the blast, other than the target, takes thunder damage equal to your Constitution modifier. If you are raging, the thunder damage equals 3 + your Constitution modifier.
Level 21: 2[W] + Strength modifier damage, and add 5 to the thunder damage, whether or not you are raging.
With a blood-freezing scream, you throw yourself into the fray.
At-Wil
l Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a melee weapon in two hands.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1d6 + Strength modifier damage.
Level 11: 1[W] + 2d6 + Strength modifier damage.
Level 21: 2[W] + 3d6 + Strength modifier 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.
You slam your weapon into your enemy, causing it to reel at the force of your blow.
At-Wi
ll Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Berserker Fury: This attack gains the primal keyword and deals 1d8 extra damage.
Level 11: 2d8 damage.
Level 21: 3d8 damage.
You push lesser foes from your path, moving through the lines of battle at will.
At-W
ill Primal, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.
Level 21: 2[W] + Strength modifier damage.
You smash your enemy in a vulnerable place, slowing it and keeping it from escaping you.
At-
Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Berserker Fury: This attack gains the primal keyword and deals 1d8 extra damage.
Level 11: 2d8 damage.
Level 21: 3d8 damage.
Nothing restores your will to fight more than slamming your weapon into a foe. Each crushing swing gives you more will to press on.
At
-Will Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a melee weapon in two hands.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier. If you are raging, the number of temporary hit points you gain equals 5 + your Constitution modifier.
Level 11: 1[W] + 1d6 + Strength modifier damage.
Level 21: 2[W] + 2d6 + Strength modifier damage.
Your great strength and the reach of your weapon allow you to smash enemies aside with each blow.
A
t-Will Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed reach weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square. If you are raging, you can slide the target 2 squares.
Level 21: 2[W] + Strength modifier damage.
You creep toward your enemy, low and lurking, and then strike with surprising speed.
At-Will Martial, Weapon
Standard Action Melee weapon
Effect: You shift up to 2 squares before the attack.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
Berserker Fury: This attack gains the primal keyword and deals 1d8 extra damage.
Level 11: 2d8 damage.
Level 21: 3d8 damage.
You strike out in two directions, drawing blood from different enemies.
At-Will Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes 1[W] damage (off-hand weapon). If you are raging, add your Dexterity modifier to both damage rolls.
Level 21: 2[W] + Strength modifier damage, and 2[W] damage (off-hand weapon).
You drop your guard and put all your strength into a devastating overhead swing.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Rageblood Vigor: The attack deals extra damage equal to your Constitution modifier.
Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.
You hammer your enemy, knocking it to the ground before you.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you knock the target prone.
Your powerful attack is meant to finish off a wounded foe
.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is bloodied, the attack deals extra damage equal to your Constitution modifier.
Even if it kills you, you’ ll accept nothing less than a solid hi
t.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Rageblood Vigor: The attack deals extra damage equal to your Constitution modifier.
Miss: You can take 5 damage to reroll the attack. If the reroll hits, use the hit effect above. If the reroll misses, you take 5 damage.
You hack at your enemy, daring it and its companions to incur your greater fu
ry.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If you take damage before the start of your next turn, you gain a +2 bonus to the attack rolls and the damage rolls of your next attack.
Thaneborn Triumph: Until the end of your next turn, an ally within 5 squares of you gains a bonus to damage rolls against the target equal to your Charisma modifier.
The numbers arrayed against you mean nothing. You swing your weapon in a great arc, stopped by nothing so trivial as flesh and b
one.
Encounter Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage + 1 damage for each enemy adjacent to you.
You tear your weapon through the enemy, leaving it vulnerable to an ally’s at
tack.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the next time the target takes damage before the start of your next turn, it takes 1d6 extra damage and you slide it 1 square.
Thaneborn Triumph: You can slide the target a number of squares equal to your Charisma modifier instead of 1.
You slash, you are rejuvenated, and your enemy’s blood
wells.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: You either gain 3 + your Constitution modifier temporary hit points or end one dazing or weakening effect on yourself. The target then takes 2[W] + your Strength modifier damage.
You drive your foes backward with the haft of your weapon, giving you enough room to deliver a might
y blow.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed reach weapon.
Effect: You push each enemy adjacent to you 1 square.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
You drive your weapon into your enemy in the way that the jaws of a wolf seek its prey’s throat, and you rend it s
avagely.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + 1d8 + Strength modifier damage.
You leap from one foe to the next, leaving blood in y
our wake.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 1[W] + 1d6 + Strength modifier damage.
Effect: If you target two creatures, you can shift 1 square after the first attack.
Thaneborn Triumph: The number of squares you can shift equals your Charisma modifier.
Someone will bleed after every strike of this frenzy. You prefer to see your enemy’s blood but are prepared to see
your own.
Encounter Primal, Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each creature in the burst
Attack: Strength vs. AC (main weapon)
Whirling Slayer: The attack can target Reflex instead of AC.
Hit: 1[W] + 1[W] (off-hand weapon) + Strength modifier damage.
Miss: You take 1d6 damage, with no modifiers.
The fury of the waterfall and the relentless push of the waters propels you pas
t any defenses.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength damage, and you knock the target prone.
Miss: Half damage.
Effect: You enter the rage of the Always Falling spirit. Until the rage ends, when one of your allies hits an enemy adjacent to you, you can shift 2 squares as an immediate reaction.
You strike, then call on the spirit of the blood bear, drawing on its great strength and crushing grip to de
stroy your foes.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you grab the target.
Miss: Half damage.
Effect: You enter the rage of the blood bear. Until the rage ends, you gain a +4 bonus to grab attacks. If an enemy starts its turn grabbed by you, it takes 5 + your Strength modifier damage.
Your rage surges up from the depths of your pain to bring pai
n to the wounded.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the bloodhunt. Until the rage ends, you gain a bonus to melee damage rolls equal to your Constitution modifier if either you or your target is bloodied.
As you strike, flashes of spectral teeth and blood-red hide reveal the bloodseeker drake predator spirit that i
nspires your rage.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the bloodseeker. Until the rage ends, you can make an opportunity attack against any bloodied enemy adjacent to you that shifts.
You lash out at your enemy with a mighty strike that presages t
he end of its life.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Special: When charging, you can use this power in place of a melee basic attack.
As you strike, raging energy boils out of you as life-giving mist, healing you and invig
orating your allies.
Daily Healing, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage
Effect: You can spend a healing surge. You enter the rage of the life thane. Until the rage ends, any ally who starts his or her turn within 3 squares of you gains temporary hit points equal to your Charisma modifier.
You knock your enemy to the ground with a slam like the behemoth’s heavy tail, and the rage of the macetail fills you, refreshing you with every
blow of your weapon.
Daily Primal, Rage, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You enter the rage of the macetail behemoth. Until the rage ends, whenever you hit, you gain temporary hit points equal to your Strength modifier.
You slam your weapon into your wounded foe, and the rage drake’s spirit fills you. You erupt in violence, swinging furiously at a new foe as soon
as the last one falls.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. If the target is bloodied, you gain a +2 bonus to the attack roll.
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the rage drake. Until the rage ends, once per round when you reduce an enemy to 0 hit points, you can make a melee basic attack as a free action.
Your blow triggers an inner wrath that grows more and more unstoppable wi
th each enemy you fell.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the savage juggernaut. Until the rage ends, you gain a power bonus to attack rolls equal to the number of nonminion creatures you have reduced to 0 hit points since you entered the rage.
The ancient berserker spirit that drives this rage doesn’t care that its presence tears you apart, vein by vein. It wants the skulls of your enemies, no matter how they’ ve tried to wedge themselves in
to their cowards’ armor.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the skull-taker. Until the rage ends, you take 3 damage at the start of each of your turns. This damage cannot be resisted or negated. Until the rage ends, you also have a +1 bonus to your attack rolls.
You sweep your weapon in a wide arc, driving your foes to the ground where th
ey will be at your mercy.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you knock the target prone.
Miss: Half damage.
You slash your foe with fury as the spirit of the swift panther grants
you its speed and agility.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You 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.
You hammer the enemy with a heavy blow, and the spirits of stampeding bea
sts fill you with strength.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies’ spaces during each of your turns. When you move through an enemy’s space, your next attack against that enemy during the same turn deals 1[W] extra damage.
Your blow is a prelude to a furious shriek. Your visage reveals a berserker fury, which
causes your foes to recoil.
Daily Fear, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: You enter the rage of the tyrant. Until the rage ends, you can push every enemy adjacent to you 1 square as a minor action once per round.
When you call upon your hidden reserves, you evoke the same
new will in your allies.
Encounter Primal
Free Action Close burst 2
Trigger: You spend a healing surge
Target: Each ally in the burst that can see you
Effect: The target gains temporary hit points equal to your Charisma modifier.
You lope across the battlefield, your w
ounds fueling your stride.
Encounter Primal
Move Action Personal
Effect: You move your speed + 2, or your speed + 6 if you are bloodied.
Having saved a bit of strength for just this moment, you bu
rst across the battlefield.
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.
You call on the spirits to stitch your wounds, proudly displaying the blood
you have spilled in their names.
Daily Healing, Primal
Free Action Personal
Trigger: Your attack damages an enemy
Effect: You spend a healing surge. If the triggering attack reduced an enemy to 0 hit points, you regain additional hit points equal to one-half your level + your Charisma modifier.
When your enemies hurt you, the strength of your rage allows you to
shove the pain aside for a time.
Daily Primal
Immediate Reaction Personal
Trigger: You take damage.
Effect: You gain temporary hit points equal to the triggering damage.
Your training allows you to spot rough terrain with ease—and dash ove
r it without a second thought.
Encounter Martial
Move Action Personal
Effect: You move up to your speed + 4. During this move, you ignore difficult terrain.
Drawing strength from the ground beneath your feet, you
push away the pain of minor wounds.
Daily Primal
Minor Action Personal
Effect: You gain temporary hit points equal to one-half your level + your Constitution modifier. If you are raging, the number of temporary hit points you gain equals one-half your level + twice your Constitution modifier.
An enemy tried to hinder you, but you break free, ignoring t
he injury you suffer in the process.
Daily Primal
No Action Personal
Trigger: You are conscious and fail a saving throw
Effect: You take 2d6 damage and succeed on the saving throw.
If the blow you just delivered wasn’t enough to get your foe’s attention, your
menacing growl cannot be ignored.
Encounter Primal
Free Action Personal
Trigger: You hit an enemy and don’t reduce it to 0 hit points
Target: The enemy you hit
Effect: You mark the target until the end of your next turn. Until the mark ends, you and the target deal 1d8 extra damage against each other.
With a brutal shake of your head, you slough off a h
indrance before it can affect you.
Encounter Primal
Immediate Reaction Personal
Trigger: You are subjected to an effect that a save can end
Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.
Without hesi
tation, you smash through the door.
Encounter Primal
Minor Action Personal
Effect: Until the end of your next turn, you gain a +5 bonus to Strength checks to break objects, and you deal double damage against objects.
With a surge of strength and will, you leap a gre
at distance without a running start.
Encounter Primal
Move Action Personal
Prerequisite: You must be trained in Athletics.
Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start and can move as far as the check allows.
Though the fury of your attack is directed at a single foe,
no nearby enemy is spared your wrath.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and each bloodied enemy adjacent to you takes damage equal to your Constitution modifier.
Rageblood Vigor: Each enemy adjacent to you that is not bloodied also takes damage equal to your Constitution modifier.
Blood calls to blood. Your pain and your
enemy’s give strength to your assault.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If you or the target is bloodied, the attack deals 1[W] extra damage.
Your forceful blow push
es your foe into one of its companions.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you push the target 2 squares and knock it prone. Then one enemy adjacent to the target takes 1d8 + your Strength modifier damage.
You leap forward and charge your foes. Those who try to strike you as you
charge ahead only embolden your attack.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Special: When charging, you can use this power in place of a melee basic attack. If you charge, you gain a +2 bonus to the attack roll and the damage roll for each opportunity attack made against you while you charge.
Thaneborn Triumph: You gain a bonus to AC equal to your Charisma modifier against any opportunity attack you provoke during your charge.
You swing your weapon in a great underhand arc, and the impact lifts your target off its
feet and sends it crashing to the ground.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you knock the target prone.
You advance on your enemy and strike, continuing to clo
se with your foe even if it tries to flee.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. In addition, the first time the target moves before the end of your next turn, you can shift up to your speed to a square adjacent to the target as a free action after its movement.
You surge toward your target, your momentum and the length of your weapon adding
devastating speed and power to your attack.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed reach weapon.
Special: When charging, you can use this power in place of a melee basic attack. When you do so, you gain a bonus to the damage roll equal to the number of squares you moved during the charge.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
As you advance, enemy attacks fuel a wrath that spills over with
undeniable force against your chosen target.
Encounter Primal, Weapon
Standard Action Melee weapon
Effect: Before the attack, you move your speed. If an enemy makes an opportunity attack against you as a result of this movement, you gain combat advantage against the target of this attack.
Rageblood Vigor: Add your Constitution modifier to the distance you can move.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
If your foe avoids your attack, you accept a glancing blow to maneuver that foe into a w
eak position, ready for your friend’s attack.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: You can take 5 damage to enable an ally adjacent to the target to make a melee basic attack against it as a free action.
Thaneborn Triumph: The ally gains a bonus to the damage roll equal to your Charisma modifier.
Upon striking your foe, you let loose a c
hallenging roar, daring your foes to face you.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you make a close blast 3 secondary attack.
Secondary Target: Each enemy in the blast
Secondary Attack: Charisma vs. Will
Hit: The target takes a -2 penalty to attack rolls until the end of your next turn.
The fury of your assault knocks your f
oe off balance, leaving a hole in its defenses.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to AC until the end of your next turn.
Thaneborn Triumph: The penalty to AC equals your Charisma modifier.
You strike and then let out a thu
nderous battle cry, which knocks your foes back.
Encounter Primal, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You then howl in a blast 3 that includes the target. Each enemy in the blast takes 1d6 thunder damage and is pushed 1 square.
Thunderborn Wrath: The number of squares you push each enemy equals your Constitution modifier.
You attack your enemy with such crashing force tha
t the foes around it feel the effect of the blow.
Encounter Primal, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and each enemy adjacent to the target takes 5 thunder damage.
You strike out
and keep moving. As you pass, many enemies bleed.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 1[W] + Strength modifier damage.
Effect: You shift 2 squares. If the attack hit, you deal 1[W] damage (off-hand weapon) to one or two enemies that are adjacent to you at some point during the shift.
Whirling Slayer: The number of squares you shift equals your Dexterity modifier.
Blood calls. The ambush drake’s throaty roar erupts from your throat as you fling yourself around your
wounded enemy in a dizzying set-up for the death blow.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage
Miss: Half damage.
Effect: You enter the rage of the ambusher. Until the rage ends, you can shift 2 squares as a minor action as long as you end the shift adjacent to a bloodied enemy.
You lash out and the spirits of ancestral berserkers roar their approval. As always
, they are anxious to fight beside a member of the clan.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the ancient berserkers. At the start of each of your turns until the rage ends, you gain combat advantage against each enemy adjacent to you and a power bonus to damage rolls against them equal to your Charisma modifier. These benefits last until the end of your turn.
You channel the behemoth’s
fury to avenge injury to allies who fight alongside you.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the clawfoot berserker. Until the rage ends, when any ally within 5 squares of you becomes bloodied, you gain a +2 power bonus to attack rolls until the end of your next turn and can make a melee basic attack as an immediate reaction.
You strike quickly and decisively, showing your deadl
y skill to your enemies and causing them to cower in fear.
Daily Fear, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, enemies grant combat advantage while subject to your defender aura.
Your rage reaches out to Sto
ne Brother, and arms of molten stone form to grab your foe.
Daily Fire, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] damage + Strength modifier. The target takes ongoing 5 fire damage and is immobilized (save ends both).
Aftereffect: The target falls prone.
Miss: Half damage, and the target falls prone.
Effect: You enter the rage of earth’s grasp. Until the rage ends, your attacks against immobilized, restrained, or prone targets deal 5 extra fire damage.
The ground shakes, and the air splits. You can barely hear the voices of your friends asking
you to call on a different primal spirit to drive your rage.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the earthquake dragon. Until the end of your next turn or until the rage ends (whichever is longer), whenever an enemy hits you, you deal thunder damage equal to your Strength modifier to each creature within 5 squares of you.
The passion of the predator flows through you, allowing you to move between
your enemies and cut both of them down like stalks of wheat.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Effect: You can shift up to your speed after the first attack.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Like the great spirit wolf whose breath is the cold north wind,
you are wreathed in frost, chilling those who try to harm you.
Daily Cold, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, the target can make a melee basic attack against you as a free action. If it does so, your attack deals 1[W] extra cold damage.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier cold damage.
Miss: Half damage.
Effect: You enter the rage of the frost wolf. Until the rage ends, any enemy that hits you with a melee attack takes cold damage equal to 3 + your Constitution modifier.
Your weapon smashes into your targets like a steel hurricane
as your fury enhances its leverage and power with each strike.
Daily Primal, Rage, Weapon
Standard Action Close burst 2
Requirement: You must be wielding a two-handed reach weapon.
Target: Each enemy you can see and is not adjacent to you in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Constitution modifier damage.
Miss: Half damage.
Effect: You enter the rage of the longstrike slayer. Until the rage ends, you gain a power bonus equal to your Constitution modifier to melee and close weapon damage rolls against targets that are 2 or more squares away from you.
Your swing arcs around you, and rage transforms you
into a swirling storm of death, dangerous to any enemy near you.
Daily Primal, Rage, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends, the first time you hit an enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Strength modifier.
Your strike batters the crowding enemies, unleashing your rage. F
rom then on, after each devastating blow, primal winds speed you.
Daily Primal, Rage, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 1 square.
Miss: Half damage.
Effect: You enter the rage of the razor wind. Until the rage ends, whenever your Rampage class feature is triggered, you can shift a number of squares equal to your Dexterity modifier and then make a melee basic attack against each enemy adjacent to you as a free action, instead of making a single melee basic attack.
Your mighty blow erupts in silver fire as the spirit of the phoenix enters you
. As you rage, vitality surges through you to ward you from death.
Daily Fire, Healing, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier fire damage, and ongoing 5 fire damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the silver phoenix. Until the rage ends, you gain regeneration 3. In addition, the first time you drop to 0 hit points or fewer, you can spend a healing surge as an immediate interrupt.
Your thunderous attack dazes your foe as you channel the great spirit hawk whose wings rumble acro
ss the sky. Your screaming charge blasts your enemies with thunder.
Daily Primal, Rage, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier thunder damage, and the target is dazed (save ends).
Miss: Half damage.
Effect: You enter the rage of the thunder hawk. Until the rage ends, you can use the Thunder Hawk Rage Attack power once per turn only on your own turn.
Your thunderous attack dazes your foe as you channel the great spirit hawk whose wings rumble a
cross the sky. Your screaming charge blasts your enemies with thunder.
Daily Primal, Rage, Thunder, Weapon
Free Action Melee 1
Requirement: The Thunder Hawk Rage power must be active to use this power.
Target: One creature
Attack: Strength vs. Fortitude
Hit: You knock the secondary target prone.
Your attack awakens the tiger spirit w
ithin you. Its raking claws punish any enemies that avoid your blows.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the tiger’s claw. Until the rage ends, when you miss any creature with an at-will melee attack, that creature takes 1[W] damage.
Your whirlwind assa
ult engulfs your enemies in lightning as you channel the storm’s fury.
Daily Lightning, Primal, Rage, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier lightning damage.
Miss: Half damage.
Effect: You enter the rage of the vengeful storm. Until the rage ends, at the start of each of your turns, each enemy adjacent to you takes 3 lightning damage.
Thick cl
aws spring from your hands, allowing you to scale surfaces quickly.
Encounter Primal
Minor Action Personal
Effect: Until the end of your next turn, you gain a climb speed equal to your speed.
As your attack goes awry, you react from the heat of your r
age, without pause or thought, reversing your weapon and striking again.
Daily Primal
Free Action Personal
Trigger: You miss with an attack
Requirement: You must be raging.
Effect: You reroll the attack.
Only the strong survive, and you let your enemies know that you are a survivor as you strike down the weakest
among them with ease. The others quail before you as their wounds mount.
Daily Primal, Stance
Minor Action Personal
Effect: You assume the cull weakness stance. Until the stance ends, bloodied enemies grant combat advantage to you, and you gain a +4 power bonus to damage rolls against them.
You pound across the battlefield, leaving no open
ing as you move and drawing strength from the numbers arrayed against you.
Daily Primal
Minor Action Personal
Effect: You shift a number of squares equal to your Constitution modifier. You gain 1d10 temporary hit points plus 1 additional temporary hit point for each enemy within 2 squares of you.
Instincti
vely aware of danger, you are poised to fight as soon as the battle begins.
Daily Primal
No Action Personal
Trigger: You roll initiative at the beginning of an encounter
Effect: You gain a +5 power bonus to your initiative. You also gain a +2 power bonus to your first attack roll during the encounter.
You laugh at your foe’s attack, making ev
en its mightiest effort seem pointless against your boundless endurance.
Encounter Primal
Immediate Interrupt Personal
Trigger: You are hit by an enemy’s attack.
Effect: Reduce the triggering attack’s damage by an amount equal to your Constitution modifier. You gain a +2 power bonus to your next attack roll and damage roll against the triggering enemy made before the end of your next turn.
As you turn aside your foe’s attack, you st
are into its eyes. Your enemy now knows that the battle is in your favor.
Encounter Primal
Immediate Reaction Personal
Trigger: An enemy misses you with you an attack
Target: The triggering enemy
Effect: Until the end of the target’s next turn, the target takes a penalty to attack rolls against you equal to your Charisma modifier.
You thunder across the battlefield in a blur of steel and speed.
Encounter Primal
Minor Action Personal
Effect: Until the end of your next turn, you gain a +4 power bonus to speed when charging.
With a deep breath, you draw vigor from within yourself.
Encounter Primal
Minor Action Personal
Effect: You gain 5 + your Constitution modifier temporary hit points.
With bestial might, you break free and step forward, eager for battle again.
Encounter Primal
Minor Action Personal
Effect: You make either an escape attempt or a saving throw against an effect that immobilizes, restrains, or slows you. You gain a bonus to the roll equal to your Strength modifier.
Your blood f
lows, and your response is a feral snarl as you prepare to make the offender pay.
Daily Primal
Immediate Interrupt Personal
Trigger: You are hit and damaged by an attack
Effect: You take half damage from the attack and gain a +2 power bonus to attack rolls against the attacker until the end of your next turn.
Your skill in traversing
the wilderness allows you to bypass hindering effects that would delay others.
Encounter Martial
Free Action Personal
Trigger: You start your turn subject to an immobilized, restrained, or slowed condition that a save can end.
Effect: You make a saving throw with a +2 power bonus against one triggering condition.
You wound you
rself, offering your pain to the spirits in exchange for a more telling strike.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, you can take 1d10 damage. If you do so, you gain a bonus to the damage roll equal to the damage you take + your Constitution modifier.
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage.
Th
e impact of your charge smashes your foe back to crush it against solid terrain.
Encounter Primal, Weapon
Standard Action Melee 1
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target up to 2 squares. If the target ends this push adjacent to blocking terrain, the target takes damage equal to your Strength modifier.
Special: When charging, you can use this power in place of a melee basic attack.
You are the pacing lion, the
circling predator. No attack will come toward you without being answered in kind.
Encounter Primal, Weapon
Immediate Reaction Melee 1
Trigger: An enemy adjacent to you hits or misses you
Target: The triggering enemy
Attack: Strength vs. AC
Thaneborn Triumph: You gain a bonus to the attack roll equal to your Charisma modifier.
Hit: 3[W] + Strength modifier damage.
In your bloodlust, letting an enemy go isn’t an
option. You attack with great force, preventing your foe from escaping your fury.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.
You swing your weapon in a wide arc,
using the terrible power generated by its length to smash your enemy to the ground.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed reach weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you slide the target 1 square and knock the target prone.
Smashing your weapon through your foe’s defenses injures both body and will.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Thaneborn Triumph: The penalty to attack rolls equals 1 + your Charisma modifier.
Special: You can use this power against an adjacent enemy as an immediate reaction that triggers when that enemy hits you.
You drop your guard as you c
ome close for your attack, drawing primal strength from the violence directed at you.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Special: You can choose to provoke opportunity attacks when you make this attack. If you do so, you gain a +1 bonus to the attack roll for each creature that attacks you, and the attack deals 1[W] extra damage.
You slam your weapon into a foe, then
give voice to the fury of your ancestors, cowing those who dare to stand against you.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and each enemy within 5 squares of you takes a -2 penalty to attack rolls until the end of your next turn.
You hack through one foe, and your battle cry heralds doom for the enemies before you.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You then howl in a blast 3 that includes the target. Each enemy in the blast gains vulnerable 5 to all damage until the end of your next turn.
Thunderborn Wrath: The vulnerability equals 3 + your Constitution modifier.
An ally m
ight have raised a foe’s ire, but once you strike, that enemy must pay attention to you.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is marked by an ally, the attack deals 1[W] extra damage. You then mark the target until the end of your next turn.
Rageblood Vigor: Until the mark ends, you gain a power bonus to damage rolls against the target equal to your Constitution modifier.
The primal force
flowing from your body enables your attack to strike true even against ethereal targets.
Encounter Force, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier force damage. This damage ignores the insubstantial quality.
You strike hard and then lay into enemies all around you.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage. Until the start of your next turn, you can use a free action to deal 1[W] damage (off-hand weapon) to any enemy that starts its turn adjacent to you.
Whirling Slayer: Add your Dexterity modifier to the offhand weapon damage.
The enemies fall before your weapon’s wide arc, like wheat to the scythe.
Encounter Fear, Healing, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst that you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, the target falls prone, and you regain 1 hit point.
Thaneborn Triumph: You can push the target 1 square.
Your anger sw
eeps over every nearby enemy, drawing blood to fuel the tide of your assault on one of them.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. The attack deals 1 extra damage for each enemy adjacent to you.
Rageblood Vigor: The attack instead deals 1 extra damage for each enemy within a number of squares of you equal to your Constitution modifier.
Channeling the spirit of the black dragon’s ca
ustic heart, your attack erupts in searing acid. As you rage, acid sears the eyes of nearby foes.
Daily Acid, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the black dragon. Until the rage ends, at the start of each of your turns, each enemy adjacent to you is blinded until the end of your turn.
Your axe rises in
time with the ocean’s pounding waves. Your axe falls with power borrowed from each crashing death.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of Carver’s glory. Until the rage ends, whenever you reduce any enemy to 0 hit points, your next attack deals 5 extra damage.
You attack your foes with incredible speed a
nd strength, becoming a vortex of whirling strikes that seek out any foe that unwisely ignores you.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, your defender aura expands to an aura 2, and you can shift 1 square as a free action before making a melee basic attack granted by your vengeful guardian power.
Coiling, spitting, and darting, you react to the enemy’s charge with brutal swiftness.
Daily Primal, Rage, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy charges you or an ally
Effect: Before the attack, you shift 6 squares.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the flying serpent. Until the rage ends, you can shift 2 squares as a move action. In addition, after making a charge attack on your turn, you can take further actions during that turn.
You are so consumed with primal fury that you enter a self-destructive rampage.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the frenzied beast. Until the rage ends, once per round as a minor action you can take 5 damage to deal 5 + your Constitution modifier damage to an enemy adjacent to you. The damage you take cannot be reduced or negated.
The ancient spirit of the oak knocks your foe to the g
round. As you rage, you knock foe after foe down to the earth, then strike them with the earth’s fury.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You enter the rage of the oak hammer. Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals extra damage equal to your Constitution modifier.
Your strike awakens
a rage within you that urges your allies to move about the battlefield with impunity whenever you hit.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target gains vulnerable 5 to all damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the battle tyrant. Until the rage ends, when you hit any enemy with a primal attack power, one ally within 2 squares of that enemy can shift 1 square as a free action.
As
you strike, robbing your foe of its strength, you awaken a spirit that commands your enemies’ attention.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.
Effect: You enter the rage of the death spirit. Until the rage ends, as the first action of each of your turns, you can use a free action to mark each enemy within 2 squares of you until the end of your next turn. In addition, you gain a +2 bonus to attack rolls against enemies marked by you.
You manifest shrieking spirits
as you strike your enemy. While the spirits remain, your foes can’t bring themselves to rush your allies.
Daily Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 3 squares.
Miss: Half damage, and you push the target 1 square.
Effect: You enter the rage of the primal banshee. Until the rage ends, enemies cannot charge any ally who is within a number of squares of you equal to your Charisma modifier.
Scale-shaped tattoos form on your arms, and you st
rike with a suddenly envenomed weapon. From then on, your rage-flushed markings distract those you damage.
Daily Poison, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier poison damage, and ongoing 5 poison damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the serpent fang. Until the rage ends, any enemy you hit grants combat advantage until the end of your next turn.
The spirit of the ston
e bear that hunts at the mountains’ roots courses through you, and its fury blunts the pain of your wounds.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the stone bear. Until the rage ends, you gain resistance to all damage equal to your Constit
ution modifier.
The power wells up from deep within the unassailable earth.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and target is slowed (save ends).
Miss: Half damage.
Effect: You enter the rage of Stoneroot. Until the rage ends, you gain resist 5 to all damage.
The spirit of the white tiger empow
ers your attack, freezing your enemy in place. As the tiger’s rage fills you, winter’s chill slows your foes.
Daily Cold, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: You enter the rage of the white tiger. Until the rage ends, any enemy that starts its turn adjacent to you is slowed until the end of its turn.
Your rage is like
that of the howling storm. When you attack, you violently sweep aside the foe that dared to stand in your way.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You push the target up to 4 squares and knock it prone.
Submerging conscious thought, you cut through the fog that threatens to envelop your mind.
Daily Primal
Immediate Interrupt Personal
Trigger: You are subjected to a dazing or a stunning effect
Effect: If the effect would have dazed you, you aren’t dazed. If the effect would have stunned you, you are dazed instead.
You ruin your foe, and the spirit of triumph steels you against a hindrance.
Encounter Primal
Free Action Personal
Trigger: You bloody an enemy or reduce it to 0 hit points
Effect: You make a saving throw against one effect that a save can end, with a bonus equal to your Charisma modifier (minimum +1).
You command your allies to clear out a space, allowing you to draw an enemy’s focus to yourself.
Encounter Martial
Minor Action Melee 1
Target: One enemy subject to your defender aura
Effect: As a free action, each of your allies adjacent to the target can shift up to 2 squares to a square that is not adjacent to the target. Additionally, until the start of your next turn, when you hit the target with an opportunity attack or a vengeful guardian attack, you immobilize it until the end of its next turn
.
The darkness will not swallow you until you have finished what you set out to do.
Daily Primal
Immediate Interrupt Personal
Trigger: You drop to 0 hit points or fewer and don’t die
Effect: You are dying but don’t fall unconscious because of that condition. At the end of your next turn, you fall unconscious if you are still dying.
Your errant blow fuels your anger, empowering your strikes for a few moments.
Encounter Primal
Free Action Personal
Trigger: You miss with an attack while raging
Effect: You gain a +2 power bonus to melee attack rolls and melee damage rolls until the end of y
our next turn.
You put the weight of your spirit behind every swing of your weapon.
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you hit with an at-will attack power, the attack deals extra damage equal to your Charisma modifier.
You snarl nearly incomprehensible orders to your allies, and they hasten to obey.
Encounter Primal
Move Action Close burst 5
Target: One ally in the burst, or each ally in the burst if you have reduced an enemy to 0 hit points during this turn
Effect: You slide each target 2 squares.
You then shift 3 squares.
You sink your spirit into the earth to stand your ground.
Daily Primal, Stance
Immediate Interrupt Personal
Trigger: You are pulled, pushed, or slid
Effect: You negate the forced movement. Until the stance ends, you can negate forced movement against you.
You rel
ease a howl that blocks out the whispers of your enemies and fills you with a fury that gives you a clarity of purpose.
Daily Primal
No Action Personal
Trigger: You start your turn subject to a dazing or dominating effect.
Effect: You end the triggering effect. Until the end of your next turn you are immune to effects that daze or dominate you.
As you set aside caution for relentlessness, glowing totemic symbols begin carving themselves across your skin.
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, you take a –2 penalty to all defenses but gain a +1 bonus to attack rolls.
You draw on a fount of primal energy to renew your strength and your focus.
Encounter Primal
Minor Action Personal
Effect: You gain temporary hit points equal to one-half your level + your Constitution modifier. In addition, if you are marked, that condition ends.
Your tattoos, scars, and markings burn with primal energy, guiding and empowering a deadly blow.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, you can take 3d6 damage. If you do so, you gain a +1 bonus to the attack roll and do not expend this power if you miss.
Rageblood Vigor: If you take the damage, you also gain a bonus to the damage roll equal to your Constitution modifier.
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Driven by st
rength and will, your weapon sweeps in a mighty arc that cuts every foe around you and drives them back from your fury.
Encounter Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Rageblood Vigor: You also push the target 1 square.
You deliver a brutal wound to your enemy, offering the result of your bloodlust to the spirits that fuel your rage.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + 2d8 + Strength modifier damage.
Your heavy blow draws blood and undermines the enemy’s resolve in the face of greater damage.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target gains vulnerable 5 to all damage until the end of your next turn.
Thaneborn Triumph: The vulnerability equals 3 + your Charism
a modifier.
You slam your weapon against the skull of your foe, leaving it disoriented.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
You drive your weapon into your foe with such ferocity that it staggers away and crashes to the ground.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you slide the target up to 2 squares and knock it prone.
You strike at an odd angle, gambling that your enemy will react by maneuvering into the force of your blow.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. You can reroll the attack. If the reroll hits, the attack deals 1[W] extra damage. If the reroll misses, the attack deals 1[W] less damage.
You deliver a telling blow, then issue a battle cry so ferocious that it causes your foes’ defenses to weaken.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You then howl in a blast 3 that includes the target. Each enemy in the blast takes a penalty to all defenses equal to your Constitution modifier until the end of your next turn.
Thunderborn Wrath: The penalty to all defenses equals 1 + your Constitution modifier.
You deliver a telling blow, then issue a battle cry so ferocious that it causes your foes’ defenses to weaken.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You then howl in a blast 3 that includes the target. Each enemy in the blast takes a penalty to all defenses equal to your Constitution modifier until the end of your next turn.
Thunderborn Wrath: The penalty to all defenses equals 1 + your Constitution modifier
.
The enemy recoils from your strike, shrinking away from you in terror to its own detriment.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, you can slide the target 1 square, and the target gains vulnerable 5 to the next attack that hits it before the start of your next turn.
Thaneborn Triumph: You can slide the target a number of squares equal to your Charisma modifier instead of 1.
The long haft of your weapon allows you to strike with enough force to shatter armor and shields like brittle glass.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed reach weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target takes a penalty to AC equal to your Constitution modifier until the end of yo
ur next turn.
You lift your weapon again and again, each blow’s impact fueling the next swing.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Repeat the attack until you miss or until you make three attacks. As soon as an attack misses, this power end
s.
As you smite your foe, you utter a terrible howl that strikes terror into your enemies’ hearts.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier damage. Make a secondary attack that is a close burst 1.
Secondary Target: Each enemy in the burst
Secondary Attack: Charisma vs. Will
Hit: The secondary target moves 2 squares away from you as a free action and takes a -2 penalty to attack rolls until the end of your next turn.
Thaneborn Triumph: The penalty to attack rolls equals your Charisma modifier.
You lo
wer your shoulder, dipping your weapon beneath your opponent’s guard and driving it up into the foe’s body to knock it off balance.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target 1 square and knock it prone.
Special: When charging, you can use this power in place of a melee basic attack. If you charge and hit, the number of squares you push the target equals your Constitution
modifier.
You hew at your enemy, and the spirits of ancestral warriors rise up to aid you.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the ancestral war band. Until the rage ends, you gain combat advantage against any enemy when making primal melee attacks against it. In addition, whenever you roll a 1 on a damage die for a primal attack, the roll changes to the die’s maximum value.
You sprint over the intervening ground, then drive your weapon into your enemy with an unnatural strength that cannot be denied.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage.
Miss: Half damage.
Special: When charging, you can use this power in place of a melee basic attack.
The spirit of the red dragon
imbues your attack with fiery wrath, scorching your foe. As you rage, the fire of the dragon’s heart lashes out at those that strike you.
Daily Fire, Primal, Rage, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier fire damage, and ongoing 5 fire damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the red dragon. Until the rage ends, any creature that hits you with a melee attack takes fire damage equal to 5 + your Constitution modifi
er.
Your weapon becomes icy as you strike. Afterward, the ice spreads over you, shielding you from harm.
Daily Cold, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier cold damage, and the target is slowed (save ends).
Miss: Half damage.
Effect: You enter the rage of the frost hide. Until the rage ends, you gain resistance to all damage equal to your Constitution modifier.
You channel the spirit of the hunting lion into a mighty blow. As you rage, the lion’s spirit makes the most of every advantage.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the hunting lion. Until the rage ends, you gain a +2 power bonus to attack rolls against any target that is granting combat advantage to you.
E
ven the iron that sleeps in the earth has its primal spirits, which fuel your mighty attacks to dash your foes against walls and large trees.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target a number of squares equal to your Strength modifier.
Miss: Half damage, and you push the target 1 square.
Effect: You enter the rage of the iron hammer. Until the rage ends, whenever you hit a creature with a melee attack, you push that creature 2 squares. If the creature is adjacent to blocking terrain at the end of the push, the creature takes damage equal to your Strength
modifier.
Your strike rings out, and your wrath boils over. You inspire your allies to strike true.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the war bringer. Until the rage ends, any ally who has line of sight to you gains a bonus to melee damage rolls equal to your Charisma modifier.
You batter a f
oe to the ground, and you channel the spirit of the scytheclaw drake. Even as you swing your weapon, you kick and punch to keep your foes back.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You knock the target prone. You enter the rage of the scytheclaw drake. Until the rage ends, you can push an enemy adjacent to you 2 squares as a minor action once per round.
Even though surrounded by foes, you become a whirlwind of death, hurting and incapacitating every one of them.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.
Miss: Half damage.
The howlin
g winds of the tornado enhance your whirling strike. As the fury of the tornado fills you, your fury reaches out to strike at any who oppose you.
Daily Primal, Rage, Weapon
Standard Action Close burst 2
Requirement: You must be wielding a two-handed reach weapon.
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the slashing tornado. Until the rage ends, at the start of each of your turns, deal damage equal to your Constitution modifier to each enemy within 2 squares of you.
Charging at your foe and knockin
g it to the ground, you call on the spirit of the thunderfury boar to drive you into a frenzy. In your rage, you lash out at foes that attack you.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You enter the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to you hits or misses you, you can make a melee basic attack against that enemy as an immediate reaction.
You swing your weapon in an arc, and waves of fury issue forth. You then overpower your foes, moving them around the battlefield.
Daily Primal, Rage, Weapon
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you slide the target 4 squares.
Miss: Half damage, and you slide the target 1 square.
Effect: You enter the tidal rage. Until the rage ends, once per round, when you hit an adjacent enemy with a primal power, you slide each enemy adjacent to you 1 square.
A shifting aura of moons and stars outlines y
our form. As blood drips from your blade and from the enemy who never saw your cut coming, you can hear the wicked laughter of the trickster spirit.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and deal the same amount of damage to a different enemy within 5 squares.
Miss: Half damage.
Effect: You enter the rage of Whisper’s blades. Until the rage ends, once per round when you hit with a melee attack on your turn, you can choose to reduce the damage of that attack by 1
0 and deal 10 damage to another creature within 5 squares of you.
Your bloodlust pulls you from the brink of death.
Daily Healing, Primal
No Action Personal
Trigger: You are dying at the start of your turn
Effect: You spend a healing surge, and you can stand up as a free action. Until the end of
your next turn, you gain a +2 bonus to attack rolls and a +4 bonus to damage rolls.
You bound past your foes.
Encounter Primal
Move Action Personal
Effect: You shift 5 squares and can move through enemies’ spaces during the shift.
You bolt into the fray, bellowing a battle cry that distracts your foe long enough for your comrades to move away.
Encounter Martial
Move Action Personal
Effect: You shift up to half your speed. If you end this shift adjacent to an enemy, each of your allies adjacent to that enemy can shift up to 3 squares as a free action to a square that is not adjacent to that enemy.
You lower your weapon, allowing your opponent to score a glancing blow, but the pain only fuels your rage and adds strength to your own attacks.
Encounter Primal
Minor Action Personal
Effect: Each enemy adjacent to you can make an opportunity attack against you. Until the end of your next turn, you gain a bonus to attack rolls equal to +2 for each enemy that makes the opportunity attack
.
As you slam your foot into the ground, primal energy pours through you, buckling the ground beneath you with its power.
Daily Primal
Minor Action Close burst 5
Effect: Each square in the burst becomes difficult terrain unti
l the end of your next turn.
You wrench your weapon from the corpse and call out to your comrades to end this fight.
Encounter Primal
Free Action Close burst 3
Thaneborn Triumph: The burst is equal to 1 + your Charisma modifier.
Trigger: You reduce an enemy to 0 hit points
Target: Each ally in the burst that can hear you
Effect: The target gains a +2 power bonus to attack rolls and deals 1d6 extra damage on melee and ranged attacks until the end of your
next turn.
You lunge forward with such quickness and grace that you pounce on your foe before it sees you coming.
Daily Primal
Move Action Personal
Effect: You shift up to twice your speed. During this shift, you can make Athletics checks to climb, jump, and swim. If you end this shift adjacent to an enemy, that enemy g
rants combat advantage to you until the end of your next turn.
You stand untouched by the magical energy of your foes.
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, you gain resist 10 against a damage type of your choice: acid, co
ld, fire, lightning, or thunder.
While your foe’s attention is drawn to your comrade, you maneuver for a telling blow.
Encounter Primal
Minor Action Personal
Effect: Until the end of your turn, y
ou gain combat advantage against any enemy that is marked by an ally of yours.
No one can escape the reach of your rage.
Encounter Primal
Free Action Personal
Requirement: You must be wielding a two-handed reach weapon.
Trigger: You score a critical hit with a barbarian attack power
Effect: You have threatening reach with the weapon used in the triggering attack until the end of your next turn. You also gain a bonus to damage rolls with opportunity attacks equal to 3 + your Constitution modifier until the end of your next turn.
As your lifeblood drains from you, the scent of it awakens primal power, strengthening your blows and aiding your recuperation.
Encounter Primal
Immediate Reaction Personal
Trigger: An enemy bloodies you
Effect: Until the end of your next turn, you gain a bonus equal to your Constitution modifier to damage rolls and y
our healing surge value.
Just as in the natural world, death leads to new life: killing your foe spurs you to further action.
Daily Primal
Free Action Personal
Trigger: You reduce an enemy to 0 hit points during your turn
E
ffect: You take a standard action.
The wound burns, but that pain merely adds to the devastation of your blows.
Encounter Primal
Free Action Personal
Trigger: You take ongoing damage
Effect: Until the end of your turn, you gain a bonus to damage rolls equal to the ongoing damage (if you are taking multiple types of
ongoing damage, the bonus equals the highest of them).
You whirl around, bathing your enemies in their own blood.
Encounter Primal, Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each creature in the burst
Attack: Strength vs. AC (main weapon)
Whirling Slayer: The attack can target Reflex instead of AC.
Hit: 2[W] +
1[W] (off-hand weapon) + Strength modifier damage.
Your savage strike compels you to loose a terrifying scream at your enemies.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you make a close blast 3 secondary attack.
Secondary Target: Each enemy in the blast
Secondary Attack: Charisma vs. Will
Hit: You push the target 3 squares, and the ta
rget takes a -2 penalty to attack rolls until the end of your next turn.
Your powerful blow shatters your target’s defenses.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target takes a -2 penalty to AC until the end of your next turn.
Thaneborn Triumph: The penalty
to AC equals your Charisma modifier.
Your attack is driven by the power of the spirits, sending foes near your enemy reeling.
Encounter Force, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. In addition, each enemy adjacent to the target takes 5 force damage and i
s pushed up to 2 squares from the target.
Your savage strike and maddened gaze wither the resolve of the enemies around you.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and each enemy adjacent to you takes a –2 penalty to attack rolls until the end of your next turn.
Thaneborn Triumph: The penalty to attack ro
lls equals 1 + your Charisma modifier.
Straining your muscles to the point of agony, you channel the pain into a devastating blow.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, you can take 2d8 damage. If you do so, the attack deals 2d8 extra damage.
Rageblood Vigor: You can take 1d8 damage instead of 2d8.
Attack: Strength vs. AC
Hit: 4[W] + Str
ength modifier damage.
You bring your weapon down in a great overhead arc, rooting your foe in place with the weight of your blow.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is immobilized and gra
nts combat advantage to you until the end of your next turn.
You lower your shoulder into your foes, driving them across the ground.
Encounter Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Special: When charging, you can use this power in place of a melee basic attack. If you charge, you gain a bonus to the primary attack roll equal to your Constitution
modifier.
Your strike draws on the strength of the earth and is followed by a thunderous battle cry that rattles your enemies.
Encounter Primal, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You then howl in a blast 3 that includes the target. Each enemy in the blast takes 2d6 thunder damage and grants combat advantage until the end of your next turn.
Thunderborn Wrath: Add your Constitution modifier to the thun
der damage.
Your fierce attack brings you into your opponent’s reach, ensuring that it can’t attack you or escape without reprisal.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Whenever the target shifts or makes an attack roll against you before the end of your next turn, you can make an opport
unity attack against it.
You strike your target and then continue to track it, remaining in step with it no matter where it goes.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. In addition, at the end of the target’s next turn, if it is not adjacent to you, you can shift up to your speed
+ 2 to a square adjacent to the target as a free action.
You strike your foe with a mighty assault that bolsters you against attacks.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you gain temporary hit points equal to one-half your level.
Rageblood Vigor: The number of temporary hit points you gain equals one-half your level + your C
onstitution modifier.
Using the momentum of your strike, you cut across the battlefield, eluding blows and then imperiling your foes.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage. You shift 3 squares and then deal 2[W] damage (off-hand weapon) to each enemy adjacent to you.
Whirling Slayer: The number of squares you shift equals 1 + your Dexterity modifier.
A desert wind rises in the wake of your strike, blinding your foe. The sirocco then expands and settles in, scouring even distant enemies.
Daily Fire, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is blinded until the end of your next turn.
Miss: Half damage.
Effect: You enter the rage of the desert wind. Until the rage ends, at the start of each of your turns, you deal 5 + your Strength modifier fire damage to each enemy within 5 squares of you.
Hurtling at an enemy, you make an inescapable attack. The spirit of the tuskbrother boar inspires you, adding to the force of your charges.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and you push the target a number of squares equal to your Constitution modifier.
Miss: Half damage.
Effect: You enter the rage of the elder tuskbrother. Until the rage ends, whenever you charge an enemy and hit, you push that enemy a number of squares equal to your Constitution modifier.
Special: When charging, you can use this power in place of a melee basic attack.
Som
etimes good luck leads directly to bad, and when your foe is lucky enough to make an extraordinarily effective attack, you’re right there to slam that luck back down its throat.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the fortune’s ravager. Until the rage ends, you can repeat the rage’s attack as an immediate interrupt that targets any enemy adjacent to you that rolls a critical hit with an attack.
The spirit of the ghost viper infuses you, sending venom coursing through the veins of your foe. As you rage, the viper’s spirit throws nearby foes off guard.
Daily Poison, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and ongoing 10 poison damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next to you grants combat advantage to you and your allies until the end of its next turn.
Your overwhelming attack leaves your target staggered, and the spirit of the hydra courses through you. As you rage, your weapon darts and bites like the hydra’s many heads.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target is dazed (save ends).
Miss: Half damage.
Effect: You enter the rage of the hydra. Until the rage ends, once per round when you make an attack t
hat misses, you can make a melee basic attack as a free action.
The spirits of an ancient war band spiral around you, distracting your foes.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the primal war band. Until the rage ends, each enemy within 5 squares of you grants c
ombat advantage.
Your overwhelming strike calls the spirit of the great rock tree, rooting you and allowing you to lash out at approaching enemies.
Daily Primal, Rage, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy enters a square adjacent to you
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the rock tree. Until the rage ends, when any enemy enters a square adjacent to you, you can make an opportunity attack against that enemy. In addition, if you are pulled, pushed, or slid, you can reduce the distance of the forced movement by 2 squares.
Lightning cascades around you and flows into your enemy. As you rage, lightning lashes out at any foe that strikes you, knocking it to the ground.
Daily Lightning, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier lightning damage, and ongoing 10 lightning damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the storm drake. Until the rage ends, any enemy that hits you with a melee attack t
akes 5 lightning damage and is knocked prone.
You land a mighty blow and face your enemies, terrifying them with the visage of your battle lust.
Daily Fear, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter or until your defender aura ends, enemies in your defender aura grant combat advantage and cann
ot make opportunity attacks.
The spirits spur you into action, giving you the speed and fury to sweep across the battlefield like a windstorm.
Daily Primal, Weapon
Standard Action Melee weapon
Effect: You shift up to your speed. During the shift, you can make the following attack once against each creature to which you move adjacent.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damag
e.
Miss: Half damage.Barbarian Attack 19
You swing mightily, and spirit predators arise, empowering your blows whenever you leave an enemy’s body in your wake.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. If the target is already bloodied, the attack deals 1[W] extra damage.
Miss: Half damage.
Effect: You enter the rage of the voracious predator. Until the rage ends, when you reduce any enemy to 0 hit points with an attack, you gain a +2 power bonus to your next weapon attack roll, and that next attack deals 1[W] extra damage if it hits.
Your blow erupts in grasping frost as the spirit of the winter phoenix enters you. As you rage, vitality surges through you to ward you from death.
Daily Cold, Healing, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier cold damage, and ongoing 10 cold damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the winter phoenix. Until the rage ends, you gain regeneration 5 + your Constitution modifier. In addition, the first time you drop to 0 hit poin
ts or fewer, you can spend a healing surge as an immediate interrupt.
You are drawn to foes closer to death, and their wounds fortify you.
Encounter Primal
Move Action Personal
Requirement: No enemies are adjacent to you.
Effect: You shift your speed. You gain 1d8 + your Constitution modifier temporary hit points, plus 1d8 temporary
hit points for each bloodied enemy adjacent to you at the end of the shift.
Absorbing a mighty blow, you turn your pain into power for a short time.
Encounter Primal
Immediate Reaction Personal
Trigger: An enemy scores a critical hit against you
Effect: Yo
u gain a +4 power bonus to attack rolls until the end of your next turn.
Your allies are heartened by your relentlessness and move to assist you.
Encounter Primal
Free Action Close burst 3
Trigger: You hit or miss an enemy with a charge attack
Target: Each ally in
the burst
Effect: As a free action, each target can shift 3 squares to a square closer to the enemy.
As death looms before you, you push yourself to battle on.
Daily Primal
Immediate Interrupt Personal
Trigger: You drop to 0 hit points or fewer and don’t die
Effect: You are dying but don’t fall unconscious because of that condition. At the end of your next turn, you fall unconscious if you are still d
ying.
Sustain Minor: You take 5 damage and don’t fall unconscious.
No enemy is beyond your reach, and you let no obstacle stop you from reaching a foe.
At-Will Martial, Primal
Move Action Personal
Effect: You move up to your speed. During this movement, you can jump horizontally a number of squares up to your speed without needing to make an Athletics check, and you can climb and swim at full speed rather than half speed. Your total distance moved cannot exceed your speed. Additionally, any falling damage you take is reduced by 20 until
the end of the turn.
Special: You can use this power only once per round.
You close your eyes and strike, guided more by your instincts than by your senses.
Daily Primal
Minor Action Personal
Effec
t: You gain blindsight 10 until the end of the encounter.
Infused with primal energy, you draw on the power of your opponent’s attack to spur your will to live.
Daily Primal
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you gain resistance to
all damage equal to one-half your level + your Constitution modifier.
The spirits rejoice in your enemy’s errant blow, and their exultation invigorates you.
Daily Healing, Primal
Immediate Reaction Personal
Trigger: An enemy misses you with an attack
Effec
t: You spend a healing surge and regain additional hit points equal to your Constitution modifier.
An astonishing strike opens up new opportunities for you.
Daily Primal
Free Action Personal
Trigger: You score a critical hit with a barbarian attack power and haven’t used Rampage during this round
Effect: In place of making a melee basic attack as a result of Rampage, yo
u can take an additional standard action on your next turn.
Primal energy from the earth and the air courses through you, cleansing you of the dire effects of battle.
Daily Primal
Minor Action Personal
Effect: You make a saving throw against each effect on you that a save can end. You gain a bonus to each saving throw equal to your Cons
titution modifier.
Spirits of wind and storm carry your weapon across the battlefield to smite your target, then linger around that foe to hinder its movement.
Encounter Primal, Weapon
Standard Action Ranged 5/10
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and the target is slowed until the end of your next turn.
Special: When you use this power, you can make the attack with a melee weapon as if it were a heavy thrown weapon. If it is a magic weapon,
it returns to your hand after the attack is resolved.
You strike deeply, then extend your weapons in a whirl of rage, striking foes that venture too close.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 3[W] + Strength modifier damage. Until the end of your next turn, you deal 1[W] damage (off-hand weapon) to any enemy that starts its turn adjacent to you.
Whirling Slayer: Add
your Dexterity modifier to the offhand weapon damage.
You shout your fury as you strike your foe, sending fear like daggers into the hearts of nearby enemies.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and each enemy adjacent to you takes a -2 penalty to attack rolls until the end of your next turn.
Thaneborn Triumph: The penalty to attack roll
s equals your Charisma modifier.
You swing your weapon in a great underhand arc and then drive it up into your opponent, sending the foe flying back through the air.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target 3 squares and knock it prone. This forced movement ignores hindering terrain, such as a pit, between the target’s starting square and its destination. If you push the target through squares occupied by other enemies, those enemies are knocked prone.
Special: When charging, you can use this power in place of a melee basic attack. If you charge,
the number of squares you push the target equals your Strength modifier.
You knock away nearby enemies, then dash across the battlefield to attack a single foe.
Encounter Primal, Weapon
Standard Action Close burst 1
Primary Target: Each enemy in the burst
Primary Attack: Strength vs. Fortitude
Hit: You push the primary target 2 squares and knock it prone.
Effect: You move your speed. Then make a secondary attack.
Secondary Target: One creature other than the primary targets
Secondary Att
ack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
As your weapon strikes home, you shatter your enemy’s defenses in addition to dealing it a vicious blow.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier
damage. This attack ignores the insubstantial quality and the target’s resistances.
Your powerful attack, like the coming of winter, puts an end to growth and healing.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target cannot regain hit points until the start of your next turn.
Rag
eblood Vigor: The attack deals extra damage equal to your Constitution modifier.
Your weapon is a swirling vortex of destruction, biting deep into every foe beside you.
Encounter Primal, Weapon
Standard Action Close bu
rst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
The battle cry that follows your strike scatters your foes.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. You then howl in a blast 3 that includes the target. You slide each enemy in the blast 3 squares.
Thunderborn Wrath: The number of squares you slide each enemy equals 2 + your Constitutio
n modifier.
Focusing all of your strength and the terrible power generated by your weapon into one monumental blow, you smash your enemy clear across the battlefield.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be using a two-handed reach weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you slide the target 2 squares and knock it prone.
You recklessly stalk a distant enemy and are emboldened by attacks on the way.
Encounter Primal, Weapon
Standard Action Melee weapon
Effect: You grant combat advantage until the start of your next turn. You then move your speed and make the following attack. If an enemy makes an opportunity attack against you as a result of this movement, your attack deals 1[W] extr
a damage.
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
With a quick, instinctive strike, you knock your opponent senseless.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target is
stunned until the end of your next turn.
Taking advantage of an enemy focused on one of your allies, you deliver a mighty strike, which turns that enemy’s focus to you.
Encounter Primal, Weapon
Standard Action Melee weapon
Effect: Until the end of your next turn, you gain a +2 power bonus to attack rolls against any enemy marked by any of your allies. Then make the following attack.
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and you mark the enemy until the end of your next turn.
Rageblood Vigor: Until the mark ends, you gain a bonus to da
mage rolls against the target equal to your Constitution modifier.
The enemies gather around you, but you throw them back with a roar and a wide sweep of your weapon.
Encounter Fear, Healing, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst that you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, you push the target 3 squares and knock it prone, and you regain 2 hit points.
Thaneborn Triumph: You push the
target a number of squares equal to 2 + your Charisma modifier instead of 3 squares.
You slash at your foe, dealing it a wound that causes great pain when your enemy moves.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of your next turn, the target takes damage equal to your Strength modifier for each square of voluntary movement it
undertakes.
You pull the unyielding might of the forest into your weapon and drive your foe back. As you rage, you draw vitality through your rooted connection to the ground.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage, and you push the
target a number of squares equal to your Constitution
modifier.
Miss: Half damage, and you push the target 1 square.
Effect: You enter the rage of the ash hammer. Until the rage ends, whenever you hit with an attack, you gain temporary hit points equal to 10 + your Charisma modifier. If that attack already grants temporary hit points to you, add your Charisma modifier to the number of temporary hi
t points you gain.
Your fierce attack leaves your target reeling. As you rage, the Primal Beast surges in your blood, drawing on the carnage around you to empower your attacks.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier, and the target is dazed (save ends).
Miss: Half damage.
Effect: You enter the blood hunger rage. Until the rage ends, you gain a bonus to attack rolls equal to the number of bloodied creatures within 3 squares o
f you.
Your weapon surges with lightning like the blue dragon’s horn. As you rage, the spirit of the blue dragon courses through you, and your blows erupt in bursts of lightning.
Daily Lightning, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and ongoing 10 lightning damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the blue dragon. Until the rage ends, once per round when you hit a target with a melee attack, each enemy adjacent to that targ
et takes 10 lightning damage.
You spin, hacking at your enemies. The image of the circle of blood used in your initiation rites grips your mind, empowering your later attacks.
Daily Primal, Rage, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the circle of blood. Until the rage ends, you gain a power bonus to attack rolls with barbarian at-will attack powers and rage strike equal to the number of creatures you targe
ted with this power.
You strike a mighty blow, then draw the enemy close. The shadowy presence of the Great Bear grows within you, roaring into full frenzy as you clench a foe.
Daily Primal, Rage, Weapon
Standard Action Melee 1
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you grab the target.
Miss: Half damage.
Effect: You enter the rage of the clawed ancestor. Until the rage ends, you can make a grab attempt as a minor action once per round. You add your weapon’s enhancement bonus to this grab attempt. In addition, if an enemy begins its turn grabbed by you, it takes 10 +
your Strength modifier damage.
Your strike savages your foe’s defenses and looses your inner beast, quickening your reflexes and causing pain to any foe that draws near.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target takes a penalty to AC equal to your Constitution modifier (save ends).
Miss: Half damage, and the target takes a penalty to AC equal to your Constitution modifier until the end of your next turn.
Effect: You enter the rage of the unbridled beast. Until the rage ends, when any enem
y enters a square adjacent to you, you can make a melee basic attack against that enemy as an opportunity action.
With the vision of a bird of prey, you strike with deadly accuracy.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. You make two attack rolls and use either result.
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the raptor’s eye. Until the rage ends, you can reroll a single damage die each time you roll d
amage.
Like the mighty storms that shake the earth, your attack crashes into your foe and brings it to the ground. As you rage, your fury turns your attacks into devastating wounds.
Daily Primal, Rage, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier thunder damage, and you knock the target prone.
Miss: Half damage.
Effect: You enter the rage of the ston
e tempest. Until the rage ends, you can score a critical hit on a roll of 18–20.
You strike down your foe with such focus and poise that it seems as though your attacks cannot miss.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage.
Berserker Fury: This attack gains the primal keyword and deals 2[W] extra damage.
Miss: Half damage.
Effect: Until the end of the encounter, while you have no unused encounter attack powers, whenever you make
an attack roll for a melee basic attack or a barbarian at-will attack power, you can roll twice and use either result.
The blood of your foes fills you with a thirst for more violence.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. You gain a +2 bonus to the attack roll if the target is bloodied.
Hit: 5[W] + Strength modifier damage, and you gain a +2 bonus to attack rolls until the end of your next
turn.
Rageblood Vigor: The bonus to attack rolls equals your Constitution modifier.
You twist and lean into your weapon just as your opponent tries to pull away, rending flesh and bone.
Encounter Primal, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy leaves a square adjacent to you
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 4[W] + Strength modifi
er damage, and the target takes 10 damage if it moves more than 1 square during the movement that this attack interrupts.
No attack will come toward you without being answered in kind.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage. Until the end of your next turn, you can make a melee basic attack as a free action against any enemy adjacent to you that hits or misses you.
Thaneborn Triumph: Until th
e end of your next turn, you gain a power bonus to basic attack rolls equal to your Charisma modifier.
Your strike demoralizes your enemy, leaving it more vulnerable to ensuing blows.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target gains vulnerable 5 to all damage until the start of your next turn.
Thaneborn Triumph: The vulnerability equals 3 + your Charisma modifier.
Special: When charging, you can use this power in place of a melee basic attac
k.
You channel the primal power around you into your weapon and strike. The attack not only causes immense damage, it leaves your enemy devoid of its natural protection for a time.
Encounter Force, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + 3d8 + Strength modifier fo
rce damage, and the target loses all resistances until the end of your next turn.
You slam your enemy with your weapon and then whirl toward other foes to give them a taste of the pain.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 4[W] + Strength modifier damage. You shift 3 squares and then deal 2[W] damage (off-hand weapon) to each enemy a
djacent to you.
Whirling Slayer: Add your Dexterity modifier to the off-hand weapon damage.
You become a tempest of steel, ripping through your foes in a horrific display of carnage.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: St
rength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Make the attack three more times against the same target or different ones.
You put your enemy down on the ground—and keep it there.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you knock
the target prone. Until the end of your next turn, the target provokes opportunity attacks whenever it stands up.
Your ferocious swing chills your foe, leaving it ripe for further punishment.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and the target takes a –2 penalty
to attack rolls and grants combat advantage until the end of your next turn.
Your strike causes the enemy to panic, but no matter where it turns, your allies are there to confound its escape.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you slide the target 1 square. Whenever the target is damaged by an attack before the start of your next turn, the target ta
kes 1d6 extra damage and you slide the target 1 square.
Like a terrible dragon, you dominate the battlefield, knocking aside the lesser foes to pit your strength against the strongest.
Encounter Primal, Weapon
Standard Action Melee weapon
Primary Target: One or two creatures
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the primary target 1 square.
Effect: You move your speed and then make a secondary attack.
Secondary Target: One creature other than the primary tar
get
Secondary Attack: Strength + 1 vs. AC
Hit: 3[W] + Strength modifier damage.
You feel the pain of your own fury, causing your strike to be even more life-threatening to your foe.
Encounter Primal, Weapon
Standard Action Melee weapon
Effect: Before the attack, you can take 5d6 damage to gain a +2 bonus to the attack roll. If you do so, you do not expend this power if you miss.
Rageblood Vigor: You can take 3d6 damage instead of 5d6.
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and you
gain a +2 power bonus to attack rolls until the end of your next turn.
You engage the enemy, and your thunderous battle cry crashes over your enemies, rattling them so much that they can’t move.
Encounter Primal, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier thunder damage. You then howl in a blast 3 that includes the target. Each enemy in the blast is immobilized until the end of your next turn.
Thunderborn Wrath: Until the end of your next turn, yo
u gain a bonus to attack rolls against immobilized enemies equal to your Constitution modifier.
You inflict a devastating blow, and the spirits of your forebears empower your other attacks.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the ancient forebears. Until the rage ends, whenever you roll 1 or 2 on a damage die for a primal attack, the roll changes to the die’s maximum value.
Your mighty blow erupts in flame to engulf your nearby foes as the spirit of the crimson phoenix enters you. As you rage, fire bursts from your weapon with every strike, and vitality surges through you to ward you from death.
Daily Fire, Healing, Primal, Rage, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier fire damage, and ongoing 10 fire damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the crimson phoenix. Until the rage ends, your at-will attack powers deal 1[W] extra fire damage on a hit. In addition, w
henever you drop to 0 hit points or fewer, you can spend a healing surge as an immediate interrupt.
You execute a series of strikes so blindingly fast that your enemies fall before you or are driven back.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Berserker Fury: This attack gains the primal keyword and deals 2[W] extra damage.
Miss: Half damage.
Effect: You can
choose to either push the target up to 2 squares or knock it prone.
Waves of force issue from your blow, injuring surrounding enemies.Your rage erupts, immediately punishing enemies that wound you.
Daily Force, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and each enemy, other than the target, within 5 squares of you takes 2[W] force damage.
Miss: Half damage.
Effect: You enter the rage of retribution. Until the rage ends, whenever a single attack deals 20 damage or more to you, you can deal 10 damage to each enemy within 5 squares of you
as a free action.
The Primal Beast awakens within you, and your attack leaves your foe bleeding. As you rage, you feed on the presence of your foes; overwhelming numbers only make you stronger.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and ongoing 10 damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the Primal Beast. Until the rage
ends, you gain a bonus to attack rolls equal to the number of enemies you can see.
You channel your attack to awaken the rage of the thundering rhino. When you hit a foe, you send it flying.
Daily Primal, Rage, Thunder, Weapon
Standard Action Melee weapon
Effect: Before the attack, you move your speed to a square adjacent to an enemy.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 5[W] + Strength modifier thunder damage, and you push the target a number of squares equal to your Constitution modifier. The target and each creature adjacent to it are then knocked prone.
Miss: Half damage, and you push the target 1 square.
Effect: You enter the rage of the thundering rhino. Until the rage ends, whenever you hit an enemy
with a basic attack, that attack deals 1[W] extra thunder damage, and you push that enemy 1 square.
You hit your foe with a shocking strike, sparking a rage that causes thunder to boom over your enemies.
Daily Lightning, Primal, Rage, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and ongoing 15 lightning damage (save ends).
Miss: Half damage, and ongoing 5 lightning damage (save ends).
Effect: You enter the rage of the thunderstorm. Until the rage ends, once per round when you make an attack roll against an enemy and hit, you can make the attack roll a second
time against that enemy. If the second attack roll hits, the attack deals 2[W] extra thunder damage.
You hit your foe with a shocking strike, sparking a rage that causes thunder to boom over your enemies.
Daily Lightning, Primal, Rage, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and ongoing 15 lightning damage (save ends).
Miss: Half damage, and ongoing 5 lightning damage (save ends).
Effect: You enter the rage of the thunderstorm. Until the rage ends, once per round when you make an attack roll against an enemy and hit, you can make the attack roll a second time against that enemy. If the second attack roll hits, the attack deals 2[W] extra thunder damage.
You smash your weapon into your foe with all your strength as the spirit of the World Serpent courses through you. As you rage, your spirit’s coils keep your enemies close and empower your attacks against them.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the World Serpent. Until the rage ends, you can make a melee basic attack as a free action against any enemy adjacent to you that shifts. In addition, on your turn, you gain a +5 bonus to damage rolls against any enemy that was adjacent to you at the start of your turn.
Special: When charging, you can use this power in place of a melee basic attack.