With a ringing voice, you urge your companions to direct your god’s fury against your foes.
Encounter
Divine
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target gains a +2 power bonus to speed, attack rolls, and damage rolls, and can score a critical hit on a roll of 18–20.
You conjure a luminous winged angel with indistinct features that grants protection and the power of flight to an ally.
Daily
Conjuration, Divine
Standard Action Ranged 10
Effect: You conjure the likeness of an angel that occupies 1 square within range. The angel grants one ally you can see a fly speed of 8 and a +4 power bonus to AC against opportunity attacks. These benefits last until the angel disappears or until you grant them to a different ally, which you can do as a minor action. When the fly speed ends on an ally, that ally descends safely to the ground if he or she has no means of staying aloft. The angel can’t move or be attacked or damaged, and it lasts until the end of the encounter.
You beseech your deity for aid. In answer, a heavenly trumpet sounds, and you or an ally is whisked to your god’s dominion, restored to full health, and returned to the battlefield.
Daily
Divine, Healing
Standard Action Ranged 10
Target: You or one ally
Effect: The target is removed from play and regains all of his or her hit points. The target can perceive the surroundings of his or her previous location, but can’t take actions. At the start of the target’s next turn, he or she reappears in an unoccupied space chosen by you within 5 squares of his or her previous location.
You conjure a white cloud that coalesces into a chariot pulled by a winged horse that waits to carry your and your companions across the skies.
Daily
Conjuration, Divine
Standard Action Ranged 2
Effect: You conjure a chariot of cloudstuff that occupies a 2‑by-2 space within range, and a winged horse of cloudstuff that occupies a 2-by-2 space adjacent to the chariot. The horse and chariot have a fly speed of 8. You can move the chariot up to its speed as a move action. The chariot can carry up to four Small or Medium creatures, and the horse can hold one Small or Medium rider. The chariot grants partial cover to its occupants. The chariot and horse can’t attack or be separated, and they can’t be attacked or damaged. They last until you take an extended rest or until you dismiss them as a free action.
You pluck fate’s strings to alter the outcome of your ally’s attack.
Dail
y Divine
Immediate Interrupt Ranged 5
Trigger: An ally misses with an attack
Target: The triggering ally
Effect: The ally loses 1 healing surge and rerolls the attack with a bonus to the attack equal to your Wisdom modifier. If the ally doesn’t have a healing surge to lose, he or she instead loses hit points equal to his or her surge value.
Shimmering tendrils of energy extend from you to your ally, letting you weave a shield that binds her soul to your own.
Dai
ly Divine, Shadow
Minor Action Close burst 10
Requirement: You must have at least one healing surge remaining.
Target: One ally in the burst
Effect: You lose one healing surge. The first time the target drops to 0 hit points or fewer before the end of your next extended rest, the target instead drops to 1 hit point.
Bowing your head in prayer, you restore a desperately injured comrade to complete health.
Da
ily Divine, Healing
Standard Action Melee touch
Target: You or one ally
Effect: The target regains all his or her hit points.
Glimmering blue motes envelop you and your companions, staunching wounds.
D
aily Divine, Healing
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: Each target regains hit points as if he or she had spent two healing surges.
Each prayer you recite builds on the one before it, culminating in a great boon that makes you and your allies into a divine army.
Daily Divine
Minor Action Area burst 2 within 10
Target: You and each ally in the burst
Effect: The target gains a +2 power bonus to saving throws. If you used healing word this turn, the target also gains a +2 power bonus to all defenses. If you used a Channel Divinity power since the start of your last turn, the target also gains a +1 power bonus to attack rolls. The effect lasts until the end of the encounter.
Visions of imminent battle swim in your mind, and you invigorate your allies to prepare them for what is to come.
Daily Divine
No Action Close burst 5
Trigger: You roll initiative
Target: You and each ally in the burst
Effect: Each target gains a +2 bonus to the initiative check and temporary hit points equal to 10 + your Charisma modifier.
You wave a hand, releasing golden motes of light that strike nearby allies, ridding them of lingering afflictions
.
Daily Divine
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Every effect that a save can end is removed from each target.
Divine light encases you or your ally to thwart even the deadliest attacks.
E
ncounter Divine
Minor Action Close burst 20
Target: You or one ally in the burst
Effect: The target gains resist 25 to all damage until the end of your next turn.
You call back an ally from the clutches of dea
th.
Daily Divine, Healing
Standard Action Melee touch
Target: One bloodied or dying ally or a dead ally who died during this encounter
Effect: The target regains enough hit points to bring his or her current hit point total to his or her bloodied value. If the target is dead, he or she revives, then regains the hit points, and is considered not to have failed any death saving throws during this encounter.
With a distant boom audible to all, death’s door slams shut around an area you protect with your divine po
wer.
Daily Divine, Zone
Standard Action Area burst 2 within 10
Effect: This burst creates a zone that death cannot enter. When you or one of your allies within the zone is reduced to 0 hit points or fewer, you do not fall unconscious, begin dying, or die, and may continue to act normally (unconscious creatures within the zone when it is created remain unconscious as normal). No creature is required to make death saves while in the zone. When a creature exits the zone, it succumbs to whatever state its current hit points would put it in at the end of its next turn.
Sustain Minor: The zone persists until the end of your next turn.
You conjure an insubstantial spirit that hovers in the air nearby and heals your wounded comr
ades.
Daily Conjuration, Divine, Healing
Standard Action Ranged 10
Effect: You conjure a spirit that appears in 1 square within range. You or any ally adjacent to the spirit or in its square can spend a healing surge as a minor action. The spirit can heal one target per round and regains its healing ability at the start of each of your turns. Creatures can move through the spirit’s space. The spirit can’t move or be attacked or damaged, and it lasts until the end of the encounter
You invoke a holy phrase. Merciless blades of silvery light suddenly appear around your enemy and begin hacking at i
t.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 6d6 + Wisdom modifier radiant damage.
Your movement is so fluid and your attack so perfect that your foes can hardly bear to watch
it.
Encounter Divine, Psychic, Radiant, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier psychic and radiant damage, and the target is blinded until the end of your next turn.
Effect: Each enemy within 5 squares of you grants combat advantage until the end of your next turn.
Your hand becomes a brand of black energy, letting you reach deep into an enemy’s body and spirit as you claim its life as your
own.
Encounter Divine, Healing, Necrotic, Shadow
Standard Action Melee 1
Target: One bloodied enemy
Effect: The target takes 15 + your Wisdom modifier necrotic damage. If this damage reduces the target to 0 hit points, you and one ally within 10 squares of you can each spend a healing surge.
With a hushed prayer, you imbue your weapon with the divine might of your god and attack, sending your foe ree
ling.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Your god’s power flares from your weapon to bless you and a companion as you batter down an
enemy.
Encounter Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier radiant damage.
Effect: You and an ally within 10 squares of you can each spend a healing surge.
Filled with divine power, you strike your enemy with unmatched fury, letting it know that it will pay a price for ignori
ng you.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Weapon: If you’re wielding a simple weapon, the attack deals 2d6 extra damage.
Effect: Until the end of your next turn, whenever the target shifts or makes an attack that does not include you as a target, it provokes an opportunity attack from you. In addition, until the end of your next turn, you gain a +4 power bonus to the attack rolls and damage rolls of opportunity attacks against the target.
As you strike your foe, you intone a prayer to the gods which causes chains of stone to wrap around you
r enemy.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3[W] + Wisdom modifier damage.
Effect: The target is knocked prone and cannot stand until the end of your next turn.
You strike your enemy hard with your weapon and invoke an ancient divine curse that makes him more vulnerable to a subsequen
t attack.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 4[W] + Strength modifier damage. The next attack roll you make against the target gains a +2 power bonus.
Your holy symbol ignites with divine light that sears your foes and bathes you and your friends in a protective, hea
ling glow.
Encounter Divine, Healing, Implement, Radiant
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage.
Effect: You and each ally in the burst gain a power bonus to AC equal to your Charisma modifier until the end of your next turn. In addition, you and each ally in the burst can spend a healing surge and regain additional hit points equal to your Charisma modifier.
You slam your weapon to the ground, unleashing a blast of light that emulates the tidal forces o
f the moon.
Encounter Divine, Healing, Radiant, Weapon
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: 3[W] + Wisdom modifier radiant damage, and you push the target up to 3 squares.
Effect: Each ally in the blast can spend a healing surge.
You smash your foe and overwhelm it with fear of imm
inent death.
Encounter Divine, Fear, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target moves its speed away from you, taking the safest path possible.
As your weapon strikes home, a flash of light as bright as the sun itself bli
nds your foe.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
You reproach your foe, and your allies brutally punish
its violence.
Encounter Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The first time the target makes an attack before the end of your next turn, each ally within 10 squares of you can make a basic attack against the target as an opportunity action.
After you deliver this powerful strike, your enemies’ attacks fuel the magic of this prayer, lending strength
to your allies.
Encounter Divine, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a simple weapon.
Target: One creature
Attack: Strength + 1 vs. AC
Hit: 4[W] + 4 + Strength modifier damage.
Weapon: If you’re wielding your weapon with both hands, you gain a +4 bonus to the damage roll.
Effect: Until the end of your next turn, you and your allies gain a +2 power bonus to attack rolls and damage rolls against the target. In addition, whenever you or one of your allies within 5 squares of you is hit or missed by an enemy’s attack, this bonus increases by 1, to a maximum bonus of +5.
Your attack sends your foe sprawling, causing you and your allies to take hea
rt at the sight.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and you push the target up to 2 squares and knock it prone.
Effect: You and each ally adjacent to the target after the attack can spend a healing surge.
At the same time that your attack hits home, it sends a message to an ally to get in a quick
follow-up strike.
Encounter Divine, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier psychic damage, and one ally of yours adjacent to the target can make a melee basic attack against the target as a free action.
Effect: Until the end of your next turn, the target takes a penalty to attack rolls equal to the number of its enemies flanking it.
Raising your holy symbol high, you call down a great pulse of divine fire against your foes and restore yourself
and your friends.
Encounter Divine, Fire, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier fire damage.
Effect: You end the following conditions on yourself: blinded, dazed, immobilized, slowed, stunned, and weakened. In addition, each ally in the blast can choose to have one of these conditions ended on himself or herself.
You unleash a howling host of warrior spirits to aid you and your allies while p
unishing your foes.
Encounter Divine, Psychic, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage plus 2d8 psychic damage.
Effect: The burst creates a zone in a close burst 2 that lasts until the end of your next turn. Enemies in the zone grant combat advantage. When any enemy willingly leaves the zone, it takes psychic damage equal to your Constitution modifier.
You hurl your weapon with a thunderous strength that shatters the space around you, drawing you and your allies tow
ard your chosen foe.
Encounter Divine, Lightning, Teleportation, Thunder, Weapon
Standard Action Ranged 10
Requirement: You must use this power with a melee weapon.
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier lightning and thunder damage.
Effect: Your melee weapon returns to your hand. You can then teleport yourself and up to three allies within 10 squares of you to squares adjacent to the target.
You drive back the foe who injured your ally and dissuade it fro
m further aggression.
Encounter Divine, Implement, Radiant
Immediate Reaction Ranged 5
Trigger: An enemy within 5 squares of you hits your ally
Target: The triggering enemy
Attack: Wisdom vs. Will
Hit: You push the target 3 squares. If the target makes an attack roll before the end of your next turn, it takes radiant damage equal to 20 + your Wisdom modifier.
A shroud of wraithlike shadow coalesces around your enemies, draining their strength and
channeling it through you.
Daily Divine, Implement, Necrotic, Shadow, Zone
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: 5d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of your next turn. When any enemy ends its turn in the zone, that enemy is weakened until the end of its next turn, and you and each ally in the zone gain 5 temporary hit points.
Sustain Minor: The zone persists until the end of your next turn.
A radiant blast knocks your enemies to the ground and imbues you with t
he power to sear your foes.
Daily Divine, Radiant
Standard Action Close burst 2
Target: Each enemy in the burst
Effect: Each target falls prone. Until the end of the encounter, you gain a power bonus to melee damage rolls, to Strength checks, and to Athletics checks equal to your Constitution modifier. Also, until the end of the encounter, any enemy that ends its turn adjacent to you takes 10 radiant damage.
You pull your friend out of the way, taking the brunt of the attack onto yourself. Your furious rebuke stea
ls the sight from your foes.
Daily Divine, Implement, Teleportation
Immediate Interrupt Close burst 5
Trigger: An enemy makes an attack roll against your ally within 5 squares of you, and you are not a target of that attack
Primary Target: The triggering ally
Effect: You teleport yourself and the primary target, swapping positions with him or her, and the triggering enemy makes the attack roll against you instead. If you take damage from the attack, the primary target gains temporary hit points equal to that damage. You then make the following secondary attack.
Secondary Target: Each enemy adjacent to you
Attack: Wisdom vs. Fortitude
Hit: The secondary target is blinded (save ends).
The power of your deity works its way through each foe you strike, caus
ing it to slacken and falter.
Daily Divine, 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 weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.
You smite your enemy with wrathfu
l fire that feeds on its soul.
Daily Divine, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier fire damage. The target takes ongoing 10 fire damage and a penalty to all defenses equal to 1 + your Charisma modifier (save ends both).
Miss: Half damage. The target takes ongoing 5 fire damage and a -2 penalty to all defenses (save ends both).
Your foe is left reeling from your weapon assault, shrouded by a tangible fear t
hat draws your allies’ attacks.
Daily Divine, Fear, Shadow, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Wisdom vs. AC
Hit: 5[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: Whenever the target makes an attack before the end of the encounter, it provokes opportunity attacks from any of your allies who are not targets of the attack.
Tiny lanterns appear next to your foes and bedazzle them with divine light, whic
h can heal your friends’ wounds.
Daily Conjuration, Divine, Healing, Implement
Standard Action Ranged 5
Target: One, two, or three creatures
Attack: Wisdom vs. Will
Hit: The target is weakened (save ends).
Effect: For each target, you conjure a life lantern, which appears in 1 square occupied by that target and lasts until the end of the encounter. Any enemy that starts its turn in a life lantern’s square is dazed until the start of its next turn. Any ally who starts or ends his or her turn in a life lantern’s square can regain hit points as if he or she had spent a healing surge. Doing so destroys that lantern.
Your attack illuminates your foe with a radiant glow, g
uiding future attacks against it.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: The target takes a -2 penalty to all defenses (save ends).
You declaim an inspirational prayer as you march among your foes, l
eading your allies to strike true.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you hit an enemy with a melee attack, one ally adjacent to that enemy gains a +3 power bonus to his or her next melee attack roll against that enemy. In addition, whenever you move on your turn, one ally within 5 squares of you can shift 2 squares as a free action.
Divine power wells up within you, and you see
m to tower over your god’s enemies.
Daily Divine, Weapon
Standard Action Melee weapon
Effect: Until the end of the encounter, your reach increases by 1, your melee attacks deal 1d6 extra damage, and you gain a +1 power bonus to speed and a +2 power bonus to AC. Then make the following attack.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
You utter a single word of divine power that damag
es and stuns the enemies around you.
Daily Divine, Implement, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d10 + Wisdom modifier psychic damage, and the target is stunned until the end of your next turn.
Miss: Half damage.
Faintly glowing sy
mbols encircle your foe, trapping it.
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier damage, and the target is stunned and can’t be affected by any attack other than this one until the end of your next turn.
Sustain Standard: You take 15 damage, and the target remains stunned and protected against all other attacks until the end of your next turn. You can’t sustain this power if you are bloodied.
You trace a circle of faintly glowing symbols with your weapon. The circle halts your enemies and pro
tects you and your allies from attack.
Daily Divine, Radiant, Weapon, Zone
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier radiant damage.
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 bonus to AC while in the zone. Any enemy that enters the zone ends its current movement.
Sustain Minor: The zone persists until the end of your next turn.
A flash of bright light leaves the area rippling with tiny arcs of gold
en lightning that leap and crawl about.
Daily Divine, Healing, Implement, Lightning, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone of sparking electricity until the end of your next turn. Enemies that enter the zone or start their turns there take 2d10 + Wisdom modifier lightning damage (an enemy can take this damage only once per turn). If an enemy is reduced to 0 hit points while within the zone, you or an ally of your choice can spend a healing surge without taking an action to do so. When you or an ally takes lightning or thunder damage while within the zone, whoever took the damage can use an immediate interrupt to spend a healing surge.
Sustain Minor: The zone persists.
As your weapon crashes into your foe, a pulse of divine force smashes into enemi
es that thought they had you surrounded.
Daily Divine, Force, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier force damage, and the target is dazed (save ends).
Miss: Half damage.
Effect: Each enemy within 2 squares of the target takes 10 force damage.
The signs reveal an opportunity fo
r you to undo the failure of an ally.
Encounter Divine, Implement
Immediate Reaction Ranged 5
Trigger: An ally misses a target
Target: The triggering target creature
Attack: Wisdom vs. Will
Hit: 2d8 + Charisma modifier damage. The target takes a -2 penalty to all defenses until the end of your next turn, and the ally can reroll the attack against the target.
As you strike with your weapon, your deity sends forth a decree that resonates across
the battlefield and aids your allies.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and each ally within 5 squares of you can make a saving throw against one effect that a save can end.
You utter a scathing curse that cr
ushes your enemy’s spirit with despair.
Encounter Divine, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier psychic damage, and the target is stunned until the end of your next turn.
Aftereffect: Until the end of your next turn, the target is dazed and takes a penalty to attack rolls equal to 1 + your Charisma modifier.
As you deliver this crushing attack, you impart a divine curse upon your enemy, allowing your comrades’ att
acks to find their mark against the foe.
Encounter Divine, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a simple weapon.
Target: One creature
Attack: Strength + 1 vs. AC
Hit: 4[W] + 4 + Strength modifier damage.
Weapon: If you’re wielding your weapon with both hands, you gain a +4 bonus to the damage roll.
Effect: Until the end of your next turn, your allies can treat each attack roll against the target as a 10 instead of rolling the attack.
As you lead the assault against your enemies, the magic of earth and stone swirls aro
und your allies to shield them from harm.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3[W] + Wisdom modifier damage, and enemies in a blast 3 that includes the target suffer damage equal to 5 + your Constitution modifier. The target also takes this damage. All enemies damaged by this attack are knocked prone.
Effect: You and each ally within 5 squares of you gain a +2 power bonus to AC and Fortitude until the end of your next turn.
Your shout confounds your enemies
and fills your ally with renewed strength.
Encounter Divine, Healing, Implement
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target is stunned until the end of your next turn.
Effect: One ally in the burst can spend a healing surge and regain additional hit points equal to 3d6 + your Wisdom modifier.
A nimbus of black energy surrounds your
enemy, telling it that its demise is near.
Encounter Divine, Shadow
Standard Action Close burst 5
Target: One enemy in the burst
Effect: The target grants combat advantage until the end of your next turn. The next attack made against the target before the end of your next turn deals 4d8 extra damage on a hit or a miss, even if the attack normally deals no damage on a miss. This extra damage cannot benefit from bonuses to damage rolls.
With your weapon held aloft, you summon the light of creation. From the radiance, you and your allies gain renewed
vigor, while your enemies suffer its wrath.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier radiant damage.
Effect: You and each ally within 10 squares of you gain 20 temporary hit points and can make a saving throw.
With a simple prayer, you gain a sudden clarity of purpose and empower your wea
pon with the indomitable might of your deity.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 4 vs. AC
Hit: 4[W] + Strength modifier damage.
As you spill the blood of your enemy, you whisper a prayer to your deity, who rewards
you and your allies with a blessing of health.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. In addition, you and each ally within 10 squares of you can spend a healing surge and regain additional hit points equal to your Charisma modifier.
You utter a divine phrase that lashes your enemy, rob
bing it of its aggressiveness for a short time.
Encounter Divine, Implement, Necrotic
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d10 + Wisdom modifier necrotic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
The shining power of your faith consumes your foe as you attack a
nd lances out to assail others who threaten you.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier radiant damage, and the target and each enemy within 2 squares of it gain vulnerable 5 to all damage until the end of your next turn.
The blow from your weapon leaves your enemy reeling, even as the ble
ssing of your god expands to include your allies.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier radiant damage, and the target is dazed until the end of your next turn.
Effect: Until the end of your next turn, you and each ally within 5 squares of you gain a power bonus to damage rolls equal to your Constitution modifier.
At once, multiple ghostly weapons lash out from your attack. For e
ach blow that draws blood, an ally’s health soars.
Encounter Divine, Force, Healing, Weapon
Standard Action Melee or Ranged weapon
Target: One, two, or three creatures
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier force damage.
Effect: You can spend a healing surge. For each target you hit, a different ally within 10 squares of you can spend a healing surge.
Your weapon opens a tear in the fabric of the cosmos
that consumes the strength of the enemy you strike.
Encounter Divine, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier necrotic damage, and the target is weakened until the end of your next turn. If the target has resistance or immunity to necrotic damage, it takes no damage and is stunned instead of weakened.
Your holy symbol blazes brightly, restoring your allies
and blinding your foes with its irresistible glare.
Encounter Divine, Implement, Radiant
Standard Action Close burst 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
Effect: You and each ally in the blast make a saving throw. Also, each enemy in the blast cannot benefit from invisibility until the end of your next turn.
You invoke an ancient prayer for succor and retribution, and a brilliant burst of light explodes in front
of you, healing your allies and searing your enemies.
Encounter Divine, Healing, Implement, Radiant
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage.
Effect: You and each ally in the burst regain hit points equal to 10 + your Charisma modifier and can make a saving throw.
Your enemy falls prostrate in terror, y
our divine power causing it to see foes at every turn.
Encounter Divine, Fear, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is immobilized until the end of your next turn and falls prone. Until the end of your next turn, the target provokes opportunity attacks whenever it stands up.
With the touch of your weapon, you cause your ene
my to comprehend the horror of fighting Oghma’s chosen.
Encounter Divine, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn.
Effect: Until the end of your next turn, the target takes a -2 penalty to attack rolls and its next saving throw.
You invoke the greatest of the divine storms, capturing echoe
s of its wrath and weaving them into your weapon attack.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier thunder damage, and the target is dazed until the end of your next turn.
Effect: The next time you or an ally hits the target before the start of your next turn, the target takes 10 extra thunder damage.
With a roar of triumph, you lead
your allies in a glorious onslaught against your enemies.
Encounter Divine
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: Each target can charge or make a basic attack as a free action. Until the end of your next turn, each target gains a power bonus to all defenses equal to your Constitution modifier.
You lash out at your enemy and mark it with a powerful di
vine curse that promises vengeance for its transgressions.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding a simple weapon, the attack deals 2d6 extra damage.
Effect: The first time the target attacks before the end of your next turn, it takes damage equal to that attack’s damage roll immediately after the attack. This damage ignores resistances and immunities.
Your strike hurls your enemy deep into the Astral Sea.
Daily Divine, Radiant, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier radiant damage, and the target disappears into the Astral Sea (save ends). When this effect ends, the target reappears in a space of your choice within 5 squares of its original space.
Aftereffect: The target is dazed (save ends).
Miss: Half damage, and the target is dazed (save ends).
You unleash a terrible storm upon your en
emies, raining ice, fire, lightning, and thunder down upon them.
Daily Cold, Divine, Fire, Implement, Lightning, Thunder, Zone
Standard Action Area burst 3 within 20 squares
Primary Target: Each enemy in the burst
Primary Attack: Wisdom vs. Reflex
Hit: 4d10 + Wisdom modifier cold, fire, lightning, and thunder damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn.
Sustain Minor: The zone persists until the end of your next turn, and you can make the secondary attack.
Secondary Attack Keywords: (Divine, Implement, Lightning)
Secondary Target: Each enemy in the zone
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier lightning damage.
Miss: Half damage.
You exhale the cold, pale light of th
e Astral Sea, driving back your enemies and healing your friends.
Daily Cold, Divine, Healing, Implement, Radiant
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier cold and radiant damage, and you push the target 5 squares. The target is dazed (save ends).
Effect: Each ally in the blast regains hit points as if he or she had spent a healing surge. Each dying ally in the blast instead regains hit points equal to his or her bloodied value.
Glowing chains enwrap your foe and interfere with its attacks.
Daily Divine, Implement
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Will
Hit: The target takes a -5 penalty to attack rolls and is weakened (save ends both).
Aftereffect: The target takes a -5 penalty to attack rolls until it hits with an attack.
Miss: The target takes a -5 penalty to attack rolls and is weakened until the end of your next turn.
Divine will e
choes in your voice as you command your enemy to lay down its arms.
Daily Charm, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dominated (save ends).
Aftereffect: Each ally within your line of sight gains a +5 power bonus to attack rolls and damage rolls against the target until the end of its next turn.
Miss: Each ally within your line of sight gains a +5 power bonus to attack rolls and damage rolls against the target until the end of your next turn.
You call on the direct power of your deity, causi
ng your weapon to burst with brilliant light as you strike your foe.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier radiant damage.
Miss: Half damage.
As you attack, divine magic sweeps across the b
attlefield like a hurricane, twisting fate to guarantee your victory.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 7[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever any ally makes an attack roll against the target, he or she makes two attack rolls and uses either result.
You become an instrument of death, capable of killing with a touch.
Daily Divine, Necrotic, Shadow
Standard Action Melee 1
Requirement: You must have at least one healing surge remaining.
Target: One creature
Effect: You lose a healing surge, and the target takes necrotic damage equal to your bloodied value.
Your weapon imposes blind
ing pain on a foe, cursing it and its fellows with your god’s disfavor.
Daily Divine, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 3[W] + Strength modifier damage, and ongoing 10 damage (save ends). Whenever the target takes the ongoing damage, it and each enemy adjacent to it are blinded until the end of the target’s next turn.
Aftereffect: Ongoing 5 damage.
As you raise your weapon, you force your enemy to gaze upon the face of your god, causing the enemy’s flesh t
o wither and its mind to crumble. The creature cannot help but bow down.
Daily Divine, Fear, Necrotic, Psychic, Weapon
Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 6[W] + Wisdom modifier necrotic and psychic damage.
Miss: Half damage.
Effect: The target falls prone.