You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend.
At-Will
Divine, Healing, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom +2 vs. Reflex
Hit: Until the end of your next turn, the target takes a –2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier.
You infuse your body with divine magic, enhancing your fighting ability
At-Will
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: 1[W] + 2 + Strength modifier damage.
Level 21: 2[W] + 4 + Strength modifier damage.
Weapon: If you’re wielding your weapon with both hands, you gain a +2 bonus to the damage roll.
As you surge into battle, you invoke a minor defensive prayer to fortify yourself or an ally.
At-Will
Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: You or one ally within 5 squares of you gains resistance to all damage until the end of your next turn. The resistance equals your Constitution modifier.
You lay into a foe, the attack revealing an opening that your ally can exploit.
At-Will
Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: One ally within 5 squares of you gains combat advantage against the target until the end of your next turn.
Your attack is a challenge to your foe and a divine sanction against battling anyone but yourself.
At-Wil
l Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: The first time the target attacks one or more of your allies before the start of your next turn, it takes damage equal to your Constitution modifier.
Your weapon glows as it threatens to turn a foe’s good fortune into bad.
At-Wi
ll Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier radiant damage.
Level 21: 2[W] + Wisdom modifier radiant damage.
Effect: The next time the target hits you or any of your allies before the end of your next turn, it takes radiant damage equal to your Constitution modifier.
Your attack calls on your god to grant the fleetness of a wild beast.
At-W
ill Divine, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: You or one ally within 5 squares of you can shift 1 square as a free action.
As you smash your foe with your weapon, you invoke your divine magic, and the weapon of one of your allies flares with power.
At-
Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: You or one ally within 5 squares of you gains a power bonus to his or her next damage roll against the target before the end of your next turn. The bonus equals your Constitution modifier.
Your weapon emits a cool radiance that scours your foe and gives you and your allies hope.
At
-Will Cold, Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier cold and radiant damage.
Level 21: 2[W] + Wisdom modifier cold and radiant damage.
Effect: Until the start of your next turn, you and each ally within 5 squares of you gain a +2 power bonus to saving throws.
Your weapon burns like a star as you draw upon the power of the sun to smite your foe and bolster an ally.
A
t-Will Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier radiant damage.
Level 21: 2[W] + Wisdom modifier radiant damage.
Effect: You or one ally within 5 squares of you can make a saving throw.
As your mace crashes into your foe, your enemy’s back and limbs sag as if burdened with a great weight, leaving it vulnerable to your allies’ attacks.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage and push the target 1 square.
Level 21: 2[W] + Wisdom modifier damage.
Effect: The next time you or an ally attacks the target before the end of your next turn, that character gains a +1 power bonus to the attack roll.
Your attack identifies a creature as your enemy, leaving it vulnerable to further attack.
At-Will Cold, Divine, Implement, Necrotic, Shadow
Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier cold and necrotic damage.
Level 21: 2d8 + Wisdom modifier cold and necrotic damage.
Effect: The target takes a -2 penalty to all defenses against the next attack made against it before the end of your next turn.
You channel the resolute, overwhelming power of stone. The magic you call forth protects you and your allies, while it imbues your weapon arm with great strength
.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: You or one ally within 5 squares of you gains a +2 power bonus to AC until the end of your next turn.
Your display of divine might forces your foe to kneel in aw
e.
At-Will Divine, Fear, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target falls prone.
Level 21: 2[W] + Wisdom modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.
With a fearless glare, you mark your foe as a target for allied attac
ks.
At-Will Divine, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage, and your allies gain a +1 power bonus to attack rolls against the target until the end of your next turn. If the target attacks you before the end of your next turn, the bonus increases to +3.
Increase damage to 2d8 + Wisdom modifier at 21st level.
You can decide which of your weapons to use at the last second. When you bring it forth, it pulses with divine po
wer.
At-Will Divine, Force, Radiant, Weapon
Standard Action Melee or Ranged weapon
Effect: Before the attack, you can sheathe one weapon and draw another one.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier force and radiant damage.
Level 21: 2[W] + Wisdom modifier force and radiant damage.
Your weapon strikes dread into your foe while emboldening a nearby
ally.
At-Will Divine, Fear, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier damage, and you can push the target 1 square.
Level 21: 2[W] + Wisdom modifier damage.
Effect: One ally adjacent to you can shift up to 2 squares as a free action and must end adjacent to the target.
You chant a prayer to bolster a nearby ally while you strike at you
r foe.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
Effect: One ally adjacent to you gains temporary hit points equal to your Wisdom modifier.
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s
attack.
At-Will Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
Level 21: 2d8 + Wisdom modifier radiant damage.
You utter a minor defensive prayer to protect a comrade as you attack with your
weapon.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you and one ally adjacent to you gains a +1 power bonus to AC until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Your attack heals a companion who strikes at the foe you
condemn.
At-Will Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the next ally who hits the target before the end of your next turn regains hit points equal to your Charisma modifier.
Level 21: 2[W] + Strength modifier damage.
You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity’s anger. By naming one of your allies when the symbol appears, you add divine power to that ally’s attacks against the br
anded foe.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
You bathe your enemy in sacred light, searing it in radiance. You call out to one of your comrades, invigorating him or her with the sight of
holy power.
At-Will Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to make a saving throw or to gain temporary hit points equal to your Charisma modifier + one-half your level.
Level 21: 2d6 + Wisdom modifier radiant damage.
You strike at your foe as you call on your god to grant your ally
protection.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: One ally adjacent to the target gains a +1 power bonus to all defenses until the end of your next turn.
Your arrow bites deep into your opponent. The next time the enemy is hit, the arrow shatters into a sho
wer of light.
At-Will Divine, Radiant, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bow.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the next ally to hit the target before the end of your next turn deals extra radiant damage equal to your Charisma modifier.
Your weapon sings with holy power and glows from the presence
of your deity.
At-Will Divine, Radiant, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier radiant and thunder damage.
Level 21: 2[W] + Wisdom modifier radiant and thunder damage.
Effect: The target takes a -2 penalty to attack rolls until the end of your next turn.
Your weapon is guided by your faith to strike true and weaken you
r enemy’s zeal.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal to your Charisma modifier.
Level 21: 2[W] + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.
You call out the litanies of the cleansing storm as rage overcomes you. Divine winds swirl around you, and with each strike, thunder and lightning explode f
rom your weapon.
At-Will Divine, Lightning, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier lightning and thunder damage.
Level 21: 2[W] + Wisdom modifier lightning and thunder damage.
Special: When charging, you can use this power in place of a melee basic attack.
You place an incandescent mote of sunlight upon
a nearby object.
At-Will Divine
Minor Action Melee 1
Target: One object or unoccupied square
Effect: The target sheds bright light that fills its space and squares within 4 squares of it. The light lasts for 1 hour, until you use this power again, or until you end the light as a free action.
The symbol of your god flares upon the flesh of your enemies, inflicting a
lingering anguish.
At-Will Divine, Implement, Psychic, Shadow
Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage.
Level 21: 2d8 + Wisdom modifier psychic damage.
Effect: Until the end of your next turn, the target takes a penalty to damage rolls equal to your Constitution modifier.
A whispered prayer connects your ally with the divine, guiding your friend’s hands and mind
toward the target.
At-Will Divine
Standard Action Close burst 5
Target: One ally in the burst
Effect: The target gains a +4 bonus to its next attack roll against an enemy before the end of your next turn.
Guided by your hand, your weapon becomes a divine tool that can deal mighty attacks or
defend your allies.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
Weapon: If you’re wielding a simple weapon, the attack deals 1d6 extra damage.
Effect: Until the end of your next turn, your allies gain a +2 power bonus to all defenses while adjacent to you.
You lay a divine curse upon your foe that shrouds it in
enervating shadows.
Encounter Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, the target takes a penalty to attack rolls and all defenses equal to 1 + your Charisma modifier.
Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing it
to instantly recoil.
Encounter Divine, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is compelled to take a free action to move as far away from you as it can, moving a number of squares equal to its speed + your Charisma modifier. It avoids hindering terrain and difficult terrain if it can. This movement is not considered forced movement, so it provokes opportunity attacks.
A cool breeze washes over you as a thick, magical mist fills
a vessel with water.
Encounter Divine
Minor Action Melee 1
Target: One empty cup, flask, or similar container that can hold up to 1 gallon of liquid
Effect: You cause the container to fill with fresh, potable water.
With a quick prayer, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heart
ened and guided by it.
Encounter Divine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage.
Effect: Each ally in the blast gains a +2 power bonus to attack rolls until the end of your next turn.
Your attack discourages your foe from confronting y
ou and your companions.
Encounter Divine, Fear, Psychic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and you can push the target 1 square. In addition, until the end of your next turn, the target takes 5 psychic damage the first time it willingly enters a square adjacent to you or any of your allies.
As your weapon slams into your enemy, shock waves of power emanate from it to bombard your foes with shards of stone. That same energy imbues you and your allies with superior e
ndurance and durability.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier damage, and enemies in a blast 3 that includes the target suffer damage equal to your Constitution modifier. The target also takes this damage.
Effect: You and each ally within 3 squares of you gain a +2 power bonus to AC and Fortitude until the end of your next turn.
The suffering of your enemy instills your comra
des with righteous vigor.
Encounter Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, the target gains vulnerability to all damage equal to your Wisdom modifier, and any ally who attacks the target gains temporary hit points equal to your Wisdom modifier.
Unseen energy lances out from you to your foes, granting you perception of the balan
ce between life and death.
Encounter Divine, Shadow
Minor Action Close burst 3
Target: Each bloodied enemy in the burst
Effect: You learn which targets have current hit point totals lower than your healing surge value.
Your weapon becomes limned in purple fire that leaps upon your foe, reveali
ng your enemy’s every move.
Encounter Divine, Fire, Radiant, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier fire and radiant damage.
Effect: Until the end of your next turn, the target cannot benefit from any concealment.
You call out your god’s might to your enemy as you strike, challenging your foe. Your deity bestows a minor blessing of
healing upon you or an ally
Encounter Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage, and you mark the target until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
Your successful strike is accompanied by holy light, which also enhances
your weapon for a short time.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier radiant damage.
Effect: Choose yourself or an ally within 5 squares of you. Until the end of your next turn, the chosen character gains a power bonus to damage rolls equal to your Constitution modifier.
You tap into the threads of fate that surround an enemy, so that the next assault against that fo
e will hasten it to the grave.
Encounter Divine, Shadow
Standard Action Melee 1
Target: One enemy
Effect: The next attack made against the target before the end of your next turn deals 2d8 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.
You take on a ferocious demeanor, se
eming taller and more menacing.
Encounter Divine, Shadow
Minor Action Personal
Effect: You gain a +2 power bonus to the next Intimidate check you make before the end of your next turn.
Thoughts run through the minds of you and your allies, each idea particular to the t
ask to which you set yourselves.
Encounter Channel Divinity, Divine
Minor Action Close burst 3
Target: You and each ally in the burst
Effect: The next time the target makes a skill check before the end of your next turn, the target gains a +2 power bonus to the check.
Special: You can use only one channel divinity power per encounter.
A burst of light flares around you, protecting your allies and maki
ng your foes feel Selûne’s wrath.
Encounter Channel Divinity, Divine
Standard Action Close burst 5
Effect: Until the end of your next turn, you and each ally in the burst gain resist 5 necrotic, and each enemy in the burst gain vulnerable 5 radiant.
Level 11: The resistance and the vulnerability equal 10.
Level 21: The resistance and the vulnerability equal 15.
Special: You can use only one channel divinity power per encounter.
Your mighty strike prevents the fo
e from making an effective attack.
Encounter Divine, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy hits an ally with an attack
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target deals half damage to your ally with the triggering attack.
Divine radiance blazes from your holy symbol as you strike your foe, form
ing a halo of protection about you.
Encounter Divine, Radiant, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage. The attack creates a zone of shielding light in a close burst 2. The zone lasts until the end of your next turn. You and your allies gain a +2 power bonus to AC while within the zone.
A brilliant light indicates a pathway for your ally to find
the right place to battle your foe.
Encounter Channel Divinity, Divine, Teleportation
Standard Action Close burst 10
Requirement: You must be adjacent to an enemy.
Target: One ally in the burst
Effect: You teleport the target to a square where it flanks an enemy adjacent to you. Until the end of your next turn, you and the target gain a +1 bonus to attack rolls against that enemy while you both flank it.
Special: You can use only one channel divinity power per encounter.
A glimpse into your enemy’s future allows you to guide your allie
s’ attacks with incredible precision.
Encounter Divine
Standard Action Ranged 5
Target: One enemy
Effect: The target grants combat advantage until the end of your next turn, and your allies gain a power bonus to damage rolls against the target equal to your Wisdom modifier until the end of your next turn. The next ally who misses the target before the end of your next turn can reroll the attack.
Your thundering attack serves as a clarion c
all for your allies to act in concert.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier thunder damage.
Effect: Each ally who hits or misses the target before the end of your next turn gains a +2 power bonus to all defenses until the end of his or her next turn.
A shimmering warrior steps from be
tween the worlds to defend your allies.
Encounter Conjuration, Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier radiant damage. You conjure a shield bearer in an unoccupied square adjacent to the target. The shield bearer lasts until the end of your next turn. The shield bearer occupies 1 square, and allies can move through it as if it were an ally. While adjacent to the shield bearer, any ally gains a +2 power bonus to all defenses.
Under the light of the sun, all ills fade. Your devotion gives
your ally the vigor needed to persevere.
Encounter Channel Divinity, Divine
Minor Action Close burst 2
Target: You or one ally in the burst
Effect: The target makes a saving throw with a +2 power bonus.
Special: You can use only one channel divinity power per encounter.
When grievous wounds hinder you or an ally, your pow
er bestows a temporary surge of vitality.
Encounter Channel Divinity, Divine, Shadow
Minor Action Close burst 2
Target: You or one ally in the burst; the target must be bloodied
Effect: The target gains 5 temporary hit points.
Level 11: 10 temporary hit points.
Level 21: 15 temporary hit points.
Special: You can use only one channel divinity power per encounter.
You and an ally vanish, only to emerge togethe
r a moment later from a ripple in the air.
Encounter Channel Divinity, Divine, Teleportation
Move Action Close burst 1
Target: You and one ally in the burst
Effect: Each target teleports up to 5 squares and must end adjacent to the other.
Special: You can use only one channel divinity power per encounter.
You reach down to touch the stone beneath you and at your u
rging, it tells you the tale of this place.
Encounter Divine
Minor Action Personal
Effect: You make a Perception check with a +5 power bonus to detect secret doors, hidden objects, and hidden creatures within 10 squares.
For a brief moment, you or a n
earby ally become a creature of living rock.
Encounter Channel Divinity, Divine
Minor Action Close burst 2
Target: You or one ally in the burst
Effect: The target gains resist 5 to all damage until the end of your next turn.
Level 11: Resist 10.
Level 21: Resist 15.
Special: You can use only one channel divinity power per encounter.
You gain a divine perspective into how a challenge can be surmount
ed, the thought arriving in the nick of time.
Encounter Divine
Immediate Interrupt Close burst 10
Trigger: You or one ally in the burst fails a skill check.
Target: The triggering creature
Effect: The target gains a power bonus to the skill check equal to your Wisdom modifier.
Light erupts from your weapon, scalding your foe while your
allies draw strength from the brilliant glow.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier radiant damage.
Effect: You and each ally within 5 squares of you gain 5 temporary hit points and can make a saving throw.
You cloak your weapon in divine magic and slam your foe, revealing
a gap in its defenses that your allies can use.
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: 2[W] + 2 + Strength modifier damage.
Weapon: If you’re wielding your weapon with both hands, you gain a +2 bonus to the damage roll.
Effect: Until the end of your next turn, you and each ally within 3 squares of you can make attacks against the target’s lowest defense, instead of the defense normally targeted by that attack.
You ask your god to bless your action as you swing your wea
pon, hoping to knock some sense into your enemy.
Encounter Divine, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier psychic damage.
Effect: Until the end of your next turn, the target takes a -2 penalty to attack rolls and its next saving throw.
With a prayer to the storm god, you imbue your weapon with the power of thunder. As you stri
ke, a thunderclap rumbles across the battlefield.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier thunder damage.
Effect: The next time you or an ally hits the target before the start of your next turn, the target takes 3 extra thunder damage.
Seeing your ally in pain, you
vow vengeance as you rain holy fire upon your foe.
Encounter Divine, Fire, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier fire damage, and the target takes a –2 penalty to all defenses until the end of your next turn. If you used healing word this turn, this attack deals extra radiant damage equal to your Charisma modifier.
You smite your foe, crushing its armor and leavi
ng a glowing rune that guides your allies’ attacks.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage. Until the end of your next turn, you and your allies have combat advantage against the target.
You lunge forward and deliver a ha
rd blow to your foe that disrupts its counterattack.
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 1d6 extra damage.
Effect: The target’s next attack before the end of your next turn deals only half damage.
Calling upon the divine anger of your god, you bring f
orth a thunderclap as you strike your foe, dazing it.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier thunder damage, and the target is dazed until the end of your next turn.
You brand a foe with
your god’s glowing symbol to drain power from its attacks.
Daily Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier radiant damage.
Effect: Until the end of your next turn, the target takes a penalty to damage rolls equal to 5 + your Charisma modifier.
Sustain Minor: The effect persists.
You imbue your weapon with divine fire and attack your enemy. Flames spread
from it to your foe, avenging each attack it dares to make.
Daily Divine, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends). If the target attacks on its turn, it can’t make a saving throw against the ongoing damage on that turn.
Miss: Half damage.
You release a burst of divine energy that weakens your foes even as it heals your allies. The energy lingers within your holy symbol f
or a short time, improving your ability to heal your allies.
Daily Divine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and each ally in the burst regain 5 hit points. Until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains 5 additional hit points.
You r
aise your holy symbol and sear your foe with divine radiance.
Daily Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerable 5 to all damage from your attacks (save ends).
Miss: Half damage.
Fate intervenes and consigns the enemy
to defeat as its attacks fail and its stratagems lead to ruin.
Daily Divine, Implement, Psychic
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Strength or Wisdom vs. Will
Hit: Whenever the target makes an attack roll, it rolls twice and uses the lower result (save ends).
Aftereffect: The target takes 10 psychic damage.
Miss: The target takes 10 psychic damage.
A whispered prayer brings forth a swirling silver light in the
eyes of you and your allies, granting you supernatural vision.
Daily Aura, Divine
Minor Action Personal
Effect: You activate an aura 5 that lasts until the end of the encounter. While in the aura, you and your allies gain low-light vision and a +2 power bonus to Perception checks.
A
glimmering rain showers enemies around you and saps their will.
Daily Divine, Implement, Zone
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target is dazed (save ends).
Effect: The burst creates a zone of shimmering energy that lasts until the end of your next turn. Any enemy that starts its turn within the zone takes a -2 penalty to attack rolls until the end of its next turn.
Sustain Minor: The zone persists.
Divine energy flows through yo
ur body, and you call out a fierce challenge to a foe facing you.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is marked until the end of the encounter.
Miss: Half damage, and the target is marked until the end of your next turn.
Special: You can use this attack in place of a melee basic attack when charging.
You conjure a ghostly guardian, which glows with your deity’s symbol. It emits a burst of p
ainful radiance against your enemies if they move too close to it.
Daily Conjuration, Divine, Implement, Radiant
Standard Action Ranged 5
Effect: You conjure a guardian in an unoccupied square within range. The guardian occupies its square, although creatures can move through it. The guardian lasts until the end of the encounter. Any enemy that ends its turn adjacent to the guardian is subject to a Wisdom vs. Fortitude attack. On a hit, the attack deals 1d8 + Wisdom modifier radiant damage.
Move Action: You move the guardian up to 3 squares.
Tiny black spiders ass
ault your enemy, burrowing into its skin and causing terrible pain.
Daily Divine, Implement, Necrotic, Poison
Standard Action Ranged 5
Target: One creature
Attack: Strength or Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier necrotic damage, and the target takes ongoing 5 poison damage and grants combat advantage (save ends both).
Miss: Half damage, and the target grants combat advantage (save ends).
C
alling upon the wrath of your deity, you wrack your enemy with pain.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[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.
With just a touch, your foe’s body is rent by horrid wounds.
Daily Divine, Implement, Necrotic, Shadow
Standard Action Melee 1
Target: One creature
Effect: The target takes 3d6 + your Wisdom modifier necrotic damage.
You glow with the wrath of your god.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier radiant damage.
Effect: You gain 10 temporary hit points. Until the end of the encounter, you gain a +1 power bonus to attack rolls, and any enemy that ends its turn adjacent to you takes radiant damage equal to your Constitution modifier.
Divine energy crack
les from your weapon as you deliver punishing judgment upon your enemy.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: Once before the end of the encounter, when an ally misses the target with an attack roll, you can use a free action to let that ally reroll the attack roll.
You call down a brilliant column of light that
drives your enemies to the ground and bolsters your allies against harm.
Daily Divine, Fear, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect persists.
The light of a full moon surrou
nds you, alighting on the weapon you touch to limn it with a silver glow.
Daily Divine
Minor Action Melee touch
Target: One held weapon
Effect: Until the end of the encounter, the weapon sheds bright light in a 5-foot radius, and it is considered a silvered weapon. In addition, any damage dealt by weapon attacks made using the weapon is radiant damage, unless the damage already has a type.
A nimbus of radiant energy flashes from your weapon, creating a pattern of glea
ming runes that offer protection to your allies and agony to your enemies.
Daily Divine, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier radiant damage.
Effect: Each ally within 2 squares of you gains a +2 power bonus to all defenses. The bonus lasts until the end of the encounter.
Slamming your weapon into the ground, you create a blast of force
that bowls over your foes. The energy then coalesces into a glowing shield.
Daily Divine, Force, Weapon
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier force damage, and you knock the target prone.
Miss: Half damage.
Effect: You or an ally within 5 squares of you gains a +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, you can transfer the bonus to yourself or a different ally within 5 squares of you.
You conjure a weapon of divine flame that duplicates the one you wield.
Daily Conjuration, Divine, Fire, Weapon
Standard Action Melee weapon
Effect: You conjure a weapon of astral flame in your space. The weapon lasts until the end of your next turn. When you move, the weapon moves with you, remaining in your space. The weapon makes the following primary attack when it appears.
Primary Target: One creature
Primary Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier fire damage, and the primary target takes a -2 penalty to attack rolls until the end of your next turn.
Sustain Minor: The weapon persists and makes a secondary attack.
Secondary Target: One creature
Secondary Attack: Strength vs. Reflex
Hit: 1[W] fire damage.
Your prayers bring the att
ention of ghostly minor angels, who stand and silently observe you in battle.
Daily Conjuration, Divine
Minor Action Close burst 10
Effect: You conjure a silent, ghostly angel in 1 square in the burst. The angel lasts until the end of your next turn and occupies its square. When an ally adjacent to the angel spends a healing surge, he or she regains 4 extra hit points. For each time you used healing word or a Channel Divinity power since the start of your last turn, you conjure an additional angel in a square that’s not adjacent to another ghostly angel.
Sustain Minor: The effect persists, and you can move each angel 3 squares.
You clothe
your ally in shining golden armor created from the essence of the Astral Sea.
Daily Divine
Standard Action Close burst 5
Target: One ally in the burst
Effect: The target gains a +4 power bonus to a defense of your choice until the end of the encounter.
A pulse of shadow leaves your hands to seek your ally,
granting vigor and strength but leaving a dark stain on that companion’s soul.
Daily Divine, Healing, Shadow
Minor Action Close burst 5
Target: One dying ally in the burst
Effect: The target can spend up to two healing surges. Until the end of the encounter or until the target is restored to full hit points, the target gains a +2 power bonus to attack rolls and damage rolls but grants combat advan
tage.
You beseech your deity to bless you and your allies.
Daily Divine
Minor Action Close burst 20
Target: You and each ally in the burst
Effect: Each target gains a +1 power bonus to attack rolls until the end of the encounter.
You utter a simple prayer, and your touch momentarily suff
uses you or a wounded creature with a dim silver light that heals minor injuries.
Daily Divine, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a healing surge.
You request your
deity to grant you or one of your allies the strength to overcome a hindrance.
Encounter Divine
Standard Action Ranged 5
Target: You or one ally
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
You gr
ant divine grace to bolster your ally’s prowess in a skill at a crucial moment.
Encounter Divine
Minor Action Close burst 5
Target: One ally in the burst
Effect: The target gains a power bonus to his or her next skill check before the end of the encounter. The bonus equals your Charisma modifier.
Glowing sigils blossom over your armor, forming a protective web.
Daily Divine
Standard Action Personal
Effect: Choose acid, cold, fire, lightning, poison, or thunder. Until the end of the encounter, you gain resist 5 to that damage type, and any ally who ends a move adjacent to you gains resist 5 to that damage type until the start of his or her next turn.
Bruises and lacerations appear on your body as they vanish from your patient.
Daily Divine, Healing
Standard Action Melee touch
Target: One creature
Effect: You take damage equal to your healing surge value, which can’t be reduced in any way. The target regains hit points equal to twice that value.
This healing pra
yer staunches wounds while also providing your ally with energy to redouble an attack.
Daily Divine, Healing
Minor Action Close burst 3
Target: You or one ally in the burst
Effect: The target can spend a healing surge. In addition, the target gains a +4 power bonus to damage rolls until the end of your next tur
n.
You snatch an ally from the brink of death.
Daily Divine, Healing
Immediate Interrupt Ranged 20
Trigger: An ally within 20 squares of you fails a death saving throw
Target: The triggering ally
Effect: The target succeeds on the death saving throw and can spend a healing surge.
The po
wer of your faith siphons life out of you and bolsters your ally with divine protection.
Daily Divine
Minor Action Melee touch
Target: One ally
Effect: You take damage equal to your surge value. This damage cannot be reduced by any means. The target gains temporary hit points equal to twice that value.
Y
ou cast a protective ward upon a creature that makes enemies’ attacks less effective.
Encounter Divine
Standard Action Ranged 10
Target: You or one creature
Effect: The target gains a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of your next turn.
A gleaming shield of
divine energy appears over you, granting you and nearby allies protection against attacks.
Daily Divine
Minor Action Close burst 5
Targets: You and each ally in the burst
Effect: Each target gains a +2 power bonus to AC until the end of the encounter.
You create a barrier of pure darkness that no light can enter.
Daily Divine, Shadow, Zone
Minor Action Area burst 1 within 10 squares
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight.
Sustain Minor: The zone persists until the end of your next turn.
Yo
ur attack channels the power of fate, granting your ally an edge for a follow-up attack.
Encounter Divine, Radiant, Weapon
Standard Action Melee or Ranged weapon
Target: One enemy
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier radiant damage.
Effect: Choose an ally within 5 squares of you. That ally can reroll his or her next attack roll against the target before the end of your next turn but must use the second roll.
You brandish your holy symbol and invoke the power of the gods to dazzle your foes.
Encounter Divine, Implement
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target is dazed until the end of your next turn.
You invoke your deity’s name, and holy light envelops your weapon. When you strike your foe, you br
and it with a beacon of blazing light that guides your allies’ distant attacks against it.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage, and ranged attack rolls against the target gain a +4 power bonus until the end of your next turn.
You utter a single command backed by divine will that r
equires obedience from your foe, directing it to move as you wish or to fall to the ground.
Encounter Charm, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dazed until the end of your next turn. In addition, you can either slide the target a number of squares up to 3 + your Charisma modifier or knock the target prone.
You prostrate your foe and inspire your allies to renew the attack if it stands.
Encounter Divine, Fear, Shadow, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and the target falls prone. Until the end of your next turn, the target provokes opportunity attacks whenever it stands up.
A burning column of light
engulfs your foe. Its brilliance burns your enemy and hinders its defenses for a short time.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier radiant damage.
Effect: One ally you can see gains combat advantage against the target until the end of your next turn.
The death of a nearby creature gr
ants you the energy to scar the minds of your foes, and fuels your allies’ grim determination.
Encounter Divine, Implement, Psychic, Shadow
Immediate Reaction Close burst 3
Trigger: A creature within 3 squares of you drops to 0 hit points.
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier psychic damage.
Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 temporary hit points.
You mark an enemy with a holy sigil and cause your ally to rise up and defeat this foe.
Encounter Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier radiant damage, and an ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. If you use healing word on that ally this turn, the ally also gains a +4 power bonus to damage rolls against the target until the end of your next turn.
One strike tran
sforms you into a living focus of building power that reveals itself in your ally’s next attack.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn or until an ally within 5 squares of you misses with a melee attack, each ally within 5 squares of you gains a power bonus to melee damage rolls equal to your Charisma modifier.
You invoke the power o
f earth to attack your enemy and call forth a shield of granite to protect your allies from harm.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W]+ Wisdom modifier damage and push the target 3 squares.
Effect: You gain an aura 2 that lasts until the end of your next turn. You and your allies gain resist 5 to all damage while in the aura.
Your inspired onslaught batters a foe, and your companions strike it with equal zeal.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage. When any ally hits the target before the start of your next turn, the target takes 1d6 extra radiant damage.
A strong wind reinforces your thunderous
weapon attack, slamming a foe backward and to the ground while ushering your allies into position.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier thunder damage, and you can push the target 1 square and knock it prone.
Effect: You slide each ally within 3 squares of you u
p to 2 squares.
Your strike directs your allies toward your target.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Effect: Whenever you or an ally attacks the target before the end of your next turn, the attacker gains temporary hit points equal to your Wisdom modifier.
Your foes’ resolve crumbles as your hymn bestows divine vigor on your allies.
Encounter Divine, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: The target takes a -2 penalty to all defenses until the end of your next turn. When any ally hits the target before the end of your next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
As you
strike your foe, you invoke a prayer of wrath that bolsters your allies’ endurance with divine power.
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: 2[W] + 2 + Strength modifier damage.
Weapon: If you’re wielding your weapon with both hands, you gain a +2 bonus to the damage roll.
Effect: You or one ally within 2 squares of you takes only half damage from any damage source, including ongoing damage, until the end of your next turn.
As you strike, your ally is granted a vision of the deadliest means of pressing his or her attack.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Effect: Choose one ally. Until the end of your next turn, that ally’s attacks against the target can score a critical hit on a roll of 18-20.
A web of gleaming strands cuts into your foes and defends your allies.
Encounter Divine, Implement, Radiant
Standard Action Area burst 1 within 5 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier radiant damage, and each ally in the burst gains a +2 power bonus to AC until the end of your next turn.
You call upon Sehanine to place great love in your enemy’s heart . . . and then yank it away.
Encounter Divine, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier + Charisma modifier psychic damage, and the target grants combat advantage until the end of your next turn.
A swing of your weapon brings with it the numbing cold of the umbral moon.
Encounter Cold, Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier cold and radiant damage.
Effect: The target is slowed until the end of your next turn.
A golden radiance flares as you strike, mending your wounds or those of an ally.
Encounter Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier radiant damage.
Effect: You or one ally within 5 squares of you can spend a healing surge.
Your weapon is limned in holy light, and a mantle of equal brilliance springs into existence around you.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage. Until the end of your next turn, each ally adjacent to you or to the target gains resistance to all damage equal to your Charisma modifier.
As you strike, you invoke ancient w
ords of holy wrath that rumble with the power of storm clouds, causing your foe to stumble backward and fall.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier thunder damage, and you push the target up to 2 squares and knock it prone.
Sometimes words
are enough to bring peace. When words fail, a stout blow to the head of an enemy or two usually does the job.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Weapon: If you’re wielding a simple weapon, the att
ack deals 1d6 extra damage.
Your deity answers your call and assaults your foe with divine energy.
Daily Divine
Minor Action Melee touch
Target: One ally's weapon
Effect: Until the end of the encounter, all attacks made with this weapon deal extra damage equal to your Strength modifier. When the weapon hits an enemy, that enemy grants combat advantage until the start of the wielder’s next turn.
You create a crackling web of radiant light upon
the ground around you. Enemies within thelight suffer the wrath of your deity, while you and your allies bask in it.
Daily Divine, Healing, Radiant, Zone
Standard Action Close burst 1
Effect: The burst creates a zone that lasts until the end of your next turn. Any enemy that starts its turn in the zone takes 1d6 + your Charisma modifier radiant damage. If you or any ally of yours is bloodied and starts his or her turn in the zone, he or she regains hit points equal to 1 + your Charisma modifier.
Sustain Minor: The zone persists until the end of your next turn.
Your prayer of castigation fuels your attack, leaving your foe at your mercy each time it lashes out against you.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever the target attacks you or any of your allies, it provokes an opportunity attack from you.
Your body surges with the manifestation of divine wrath, and even simple prayers make your onslaught more forceful.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, when you use a Channel Divinity or healing word power, the target takes damage equal to your Charisma modifier and you and each ally adjacent to you gain temporary hit points equal to your Charisma
modifier.
The power of your god draws an ally to your side, eager to share in victory.
Daily Divine, Healing, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: One ally within 5 squares of you can teleport adjacent to the target and make a melee basic attack against it as a free action. In addition, that ally can spend a healing surge.
A ring of faint light surrounds your enemy and punishes it for attacking you or your allies.
Daily Divine, Implement, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: The target is affected by your halo of consequence (save ends). Until the halo ends, the target takes a -4 penalty to attack rolls, and after the target attacks you or any ally, it is dazed until the end of its next turn. The target takes a -2 penalty to
saving throws against the halo.
With an impassioned prayer, you transfix your enemy to the spot.
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier damage. The target is dazed and immobilized (save ends both).
Miss: Half damage, and the target is slowed until the end
of your next turn.
Your attack allows your allies to move into more advantageous positions.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: Each ally within 2 squares of you can shift up to 2 squares as a free action. Any ally who ends this shift adjacent to the target can make a melee basic attack against it as a free action.
Tracing runes of denial in the air, you cause your foe’s weapons to become as brittle as glass.
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10.
Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5.
A narrow beam of brilliant blue-white light lances down to illuminate a foe that seeks the shadows.
Daily Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex. The attack ignores concealment and cover.
Hit: 3d6 + Wisdom modifier radiant damage.
Effect: The target takes ongoing 5 radiant damage and cannot become hidden (save ends both).
You smash your weapon into your foe, leaving behind a glowing rune that prevents your enemy from making attacks.
Daily Charm, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier damage, and the target cannot attack (save ends).
Miss: The target cannot attack you until the end of your next turn.
A dark wave of
necrotic energy washes over your foe, draining its life and planting within it a seed of shadow magic that will seal its fate.
Daily Divine, Implement, Necrotic, Shadow
Standard Action Ranged 5
Target: One enemy
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The first time the target dies before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), cannot heal, and takes a -2 penalty to all defenses.
You conjure a glowing weapon ado
rned with the symbol of your deity. The weapon attacks one of your foes and guides your allies’ attacks against that same enemy
Daily Conjuration, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. AC
Hit: 1d10 + Wisdom modifier damage.
Effect: You conjure a weapon in a square occupied by the target. The weapon lasts until the end of your next turn. Your allies have combat advantage against any enemy in the weapon’s square.
Move Action: You move the weapon up to 10 squares into the space of an enemy within range.
Sustain Minor: You can repeat the attack against an enemy in the weapon’s square, and the weapon persists until the end of your next turn.
Your prayer disconnects your enemies from their good fortune, and each success they have now brings them misery.
Daily Divine, Implement
Standard Action Area burst 1 within 5 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target is subjected to sundered fortune (save ends). While under the effect of a sundered fortune, the target takes a -2 penalty to attack rolls and takes damage equal to 5 + your Wisdom modifier each time it hits with an attack or succeeds at a saving throw (including the save against this power).
Effect: The target grants combat advantage until the
end of your next turn.
The weapon you touch glows with divine radiance, enhancing its attacks.
Daily Divine
Minor Action Melee touch
Target: One held weapon
Effect: Until the end of the encounter, the target deals 1d6 extra radiant damage when used to make a weapon attack. In addition, whenever an enemy is hit by a weapon attack using the target, that enemy takes a -2 penalty to AC until the end of the next turn
of the target’s wielder.
You invoke a prayer that instantly fortifies one of your allies.
Encounter Divine, Healing
Minor Action Ranged 10
Target: You or one ally
Effect: The target can spend a healing surge and regains additional hit points equal to your C
harisma modifier.
Your allies’ implements and weapons blaze with white-hot, consecrated flames.
Daily Divine, Fire, Radiant
Minor Action Close burst 5
Target: Each ally in the burst
Effect: The next time the target hits before the end of the encounter, that attack deals 1d6 extra fire and radiant damage.
You utter a simple prayer and gain the powe
r to instantly heal wounds. Your touch suffuses you or a wounded creature with a bright silver light that restores health and vigor.
Daily Divine, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it ha
d spent two healing surges.
Sacred light suffuses your comrade, bestowing your god’s blessing in battle.
Daily Divine, Healing
Standard Action Melee touch
Target: You or one ally
Effect: Until the end of the encounter, the target gains a +2 power bonus to attack rolls and damage rolls, and when the target is first bloodied, he o
r she can spend a healing surge.
You call upon your deity to invigorate you and your battle-weary allies.
Daily Divine
Minor Action Close burst 5
Targets: You and each ally in the burst
Effect: Each target regains the use of his or her
second wind.
You beseech the divine forces that shape destiny and fate to smile on your ally.
Encounter Divine
Minor Action Ranged 10
Target: One ally
Effect: The target makes a saving throw. If you used divine fortune this turn, the ally receives a bonus to the saving throw equal to the bonus your divine fortune grants.
You invoke the power of your god to claim the ground around you. Enemies that attempt to contest that ground pay for their temerity.
Daily Divine, Healing, Shadow, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that lasts until the end of the encounter. You and your allies gain a +2 power bonus to damage rolls against enemies in the zone. Whenever an enemy drops to 0 hit points in the zone, you and each ally in
the zone regain 5 hit points.
You imbue an ally with the confidence to advance against all impediments.
Encounter Divine
Minor Action Ranged 10
Target: You or one ally
Effect: Until the end of your next turn, the target ignores the effects of the immobilized, restrained, and slowed
conditions.
You conjure a beam of divine light that shines like a lantern, piercing shadows and deception.
At-Will Conjuration, Divine
Standard Action Ranged 3
Effect: You conjure a holy lantern in a square within range. The lantern sheds bright light in its square and within a 5-square radius. You and your allies gain a +2 power bonus to Insight checks and Perception checks while in the light. The lantern lasts for 10 hours or until you use this power again.
Minor Action: You move
the lantern up to your speed.
You call forth a mote of divine light that reveals and scours your foes.
Daily Divine, Radiant, Zone
Minor Action Close burst 1
Target: You and each ally in the burst
Effect: Each target gains a +5 power bonus to Insight checks and Perception checks until the end of your next turn. The burst also creates a zone of bright light that lasts until the end of your next turn. When any enemy in the zone makes an attack, that enemy takes 5 radiant damage.
Sustain Minor: The zone persists until the end of your next tu
rn.
You place a glowing glyph upon your foe, marking it for destruction at the hands of you and your allies.
Daily Divine
Minor Action Close burst 5
Target: One enemy in the burst
Effect: Until the end of the encounter, you and your allies gain a +2 power bonus to attack rolls and damage
rolls against the target.
You foster courage where fear reigns, and you provide strength where weakness rules.
Daily Divine
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: The target gains temporary hit points equal to 5 + your Wisdom modifier and gains a +2 power bonus to Will until the end of the encounter.
As your enemy expires, you cast a web of divine shadow magic across it, creating a cage that binds it to your command.
Daily Divine, Shadow
Free Action Personal
Trigger: An enemy dies within 5 squares of you.
Effect: Once before the end of your next extended rest, you can use a minor action to gain one of the following benefits.
* You can ask the dead enemy one question that it must answer truthfully. Its answer is limited to one hundred words.
* You gain a +5 power bonus to your next attack roll against an enemy.
* View one room, one similarly sized outdoor location, or one object that the enemy has seen within the past week. The image you see is drawn from the enemy’s memory, and so might no
t be entirely accurate.
A glowing figure appears at your command, casting an aura of health over your allies.
Daily Conjuration, Divine, Healing
Minor Action Ranged 10
Effect: You conjure a spirit of healing in 1 square within range. The spirit lasts until the end of your next turn. When an ally in the spirit’s square or adjacent to it hits an enemy, that ally regains hit points equal to your Wisdom modifier. As a move action, you can move the spirit 4 squares.
Sustain
Minor: The spirit persists.
Your life energy flows into a companion and grants your friend the vigor to fight on.
Daily Divine, Healing
Minor Action Personal
Effect: You take ongoing 5 damage (save ends). This damage can’t be reduced in any way. At the end of your turn, you can choose not to make a saving throw against this ongoing damage. Whenever you take the ongoing damage, an ally within 5 s
quares of you regains 15 hit points.
As you pass by your allies, your presence bolsters their spirits.
Encounter Divine
Move Action Personal
Effect: Move up to your speed. Each ally adjacent to you at any point during this move gains a +1 power bonus to AC until the end of your next turn. If you are bloodied, the bonus is instead +2.
You call on your deity’s immortal power, infusing your attack with supernatural energy that leaves your enemy momentarily frozen with terror.
Encounter Divine, Fear, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.
You cast dust in a circle around you. The dust swirls, distracting your enemy as your allies press the attack.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier damage.
Effect: The targ
et falls prone.
Your weapon crackles with divine lightning that arcs out to strike any who threaten your allies.
Encounter Divine, Lightning, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier lightning damage. Until the end of your next turn, any enemy takes 5 lightning damage if it ends its turn adjacent to any ally within 5 squares of you
.
You bathe your enemy in the agonizing radiance of your deity, stealing the strength from its impending attacks.
Encounter Charm, Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier radiant damage, and the target takes a penalty to attack rolls until the end of your next turn. The penalty eq
uals your Charisma modifier.
You pronounce a divine curse, and motes of darkness swirl around your enemy to hinder it.
Encounter Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, the target is dazed and takes a penalty to attack rolls and all defenses equal to your Charisma mod
ifier.
Your strike calls forth the spirit of a warrior, once a follower of your deity’s banner, to harry your foes.
Encounter Conjuration, Divine, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier psychic damage.
Effect: You conjure a spirit warrior in an unoccupied square adjacent to the target. The spirit lasts until the end of your next turn. The target grants combat advantage while adjacent to the spirit. When any enemy willingly leaves a square adjacent to the spirit for the first time, that enemy takes psychic damage equal to your Constitution m
odifier.
As your attack lands, you sense the reassuring presence of the unicorn and know that your foe cannot harm you.
Encounter Charm, Divine, Radiant, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier radiant damage. Until the end of your next turn, the target cannot target you with any attack, and it must make opportunity attacks against any creature within its reach that willingly attacks you.
The astral fire you call down limns your foe, possibly causing it to become sluggish, and it provides healing to an ally.
Encounter Divine, Fire, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier fire damage. If you’ve used a Channel Divinity power this encounter, you mark the target until the end of your next turn and an ally within 5 squares of you can spend a healing surge. If you haven’t, the target grants combat advantage and is slowed until the end of yo
ur next turn.
With an oath to your god and a threat to your foes, you shed the cold light of truth upon their souls.
Encounter Cold, Divine, Radiant
Standard Action Close burst 2
Target: Each enemy in the burst
Effect: The next time each target hits or misses you or any of your allies with an attack before the end of its next turn, it takes col
d and radiant damage equal to 5 + your Wisdom modifier.
Your enemy claws at its sightless eyes after daring to attack.
Encounter Divine, Implement
Immediate Reaction Ranged 5
Trigger: An enemy within 5 squares of you hits you or your ally
Target: The triggering enemy
Attack: Wisdom vs. Fortitude
Hit: The target is blinded until the end of y
our next turn.
Your hand becomes a spectral talon that tears through an enemy, its death shriek invigorating a nearby ally.
Encounter Divine, Healing, Necrotic, Shadow
Standard Action Melee 1
Target: One bloodied enemy
Effect: The target takes 5 + your Wisdom modifier necrotic damage. If this damage reduces the target to 0 hit points, you or one ally within 5 squares of you can
spend a healing surge.
When you invoke the power of your deity, a searing light flashes from your weapon to blind your foe.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier radiant damage, and the target is blinded until the end of
your next turn.
You raise your holy symbol and lance your foe with a blistering ray of light that blinds it for a short time.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
The great fi
ghting saints of old drew strength from their foes’ defiance. With this prayer, you draw upon the saints’ indomitable spirit and share it with 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: 2[W] + 2 + Strength modifier damage.
Weapon: If you’re wielding your weapon with both hands, you gain a +2 bonus to the damage roll.
Effect: Until the end of your next turn, you and your allies gain a +1 power bonus to attack rolls and damage rolls against the target. In addition, whenever you or one of your allies within 3 squares of you is hit or missed by an enemy’s attack, this bonus increases by 1, to a maximum bonus of +5.
You utter a solemn prayer as you attack your foe, invoking the power of your deity to physically bolster yourself and nearby allies.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. In addition, you and each ally adjacent to the target can spend a healing surge and regain additional hit points equal to your Charisma modifier.
Your attack visits pain upon your foe and ensures that you and your allies will be compensated if that foe dares to retaliate.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage.
Effect: The next time the target hits or misses an ally before the end of your next turn, one ally of y
our choice within 5 squares of the target regains 10 hit points.
With a deft step, you flank your foe and give your ally heart.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Effect: You can shift 1 square before the attack.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Effect: One ally flanking the target with you can spend a healing surge. Until the end of your next turn, you and that ally gain a +2 power bonus to attack rolls against enemies that you
both flank.
With a savage strike, you flood your enemy’s head with a thousand errant thoughts, confusing and disorienting the foe.
Encounter Divine, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier psychic damage, and the target is dazed until the
end of your next turn.
You whirl your weapon in a deadly arc, striking your foe and readying yourself to counter its next action.
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 1d6 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.
A scouring wind launches your weapon with divine strength. Then, with a pulse of thunder and flash of lightning, you appear at your enemy’s side.
Encounter Divine, Lightning, Teleportation, Thunder, Weapon
Standard Action Ranged 5
Requirement: You must use this power with a melee weapon.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier lightning and thunder damage.
Effect: You can teleport yourself or an ally within 5 squares of you to a square adjacent to the target. Your
melee weapon also returns to your hand.
You name your foe an enemy of your god. Divine power sears it and heals any who strike it.
Encounter Divine, Healing, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier radiant damage. The first time any ally hits the target before the end of your next turn, that ally can spend a healing surge.
You conjure a pair of ghostly soldiers bearing glowing weapons. They lash out against any of your enemies that would fail to heed them.
Daily Conjuration, Divine, Implement, Radiant
Standard Action Ranged 10
Effect: You conjure two soldiers, each one in a different unoccupied square within range. The soldiers occupy their squares, although creatures can move through them. The soldiers last until the end of the encounter. Each soldier has an opportunity attack that it can use without you taking an opportunity action. When an enemy triggers the attack, the soldier makes a Wisdom vs. Reflex attack against that enemy. On a hit, the attack deals 1d10 + Wisdom modifier radiant damage.
Move Action: You move o
ne soldier or both a total of 3 squares.
A barrier of whirling blades appears, slashing at those who come too close or try to pass through.
Daily Conjuration, Divine, Implement
Standard Action Area wall 5 within 10 squares
Effect: You conjure a wall of spinning astral blades that lasts until the end of your next turn. The wall can be up to 2 squares high. The wall’s squares are difficult terrain. Any creature that enters the wall or starts its turn there takes 3d6 + Wisdom modifier damage, plus ongoing 5 damage (save ends). A creature can take this damage only once per turn.
Sustain Minor: The wall persists until the end of your next turn.
Divine power flows out from your weapon to raze nearby foes, granting you strength as you take to the battlefield to champion your deity’s cause.
Daily Divine, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Effect: Until the end of the encounter, you gain a power bonus to melee damage rolls, to Str
ength checks, and to Athletics checks equal to your Constitution modifier.
The pain of your wounds only inspires you to greater heights.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Requirement: You must be bloodied.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You and each ally
within 5 squares of you can spend a healing surge.
Your weapon attack leaves a foe so terrified that your presence threatens to destroy it.
Daily Divine, Fear, Psychic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier psychic damage.
Miss: Half damage.
Effect: At the end of each of the target’s turns, it takes 5 psychic damage for each of your allies adjacent to it. Thi
s effect ends when the target ends its turn with none of your allies adjacent to it.
You utter a mighty shout and cast your enemy out of the world.
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Aftereffect: The target is dazed until the end of its next turn.
Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the targe
t returns to the nearest unoccupied space.
Your patron’s servants take notice of your struggle and reward companions while punishing your enemies.
Daily Divine, Healing, Radiant, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: The burst creates a zone of divine fury that lasts until the end of your next turn. When any ally within the zone hits an enemy, that ally regains 10 hit points.
Sustain Minor:
The zone persists.
You swing your weapon in a wide arc, driving back foes and creating a halo of divine energy that fortifies you and your allies.
Daily Divine, Healing, Radiant, Weapon
Standard Action Close burst 2
Target: Each enemy you can see in the burst
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier radiant damage, and you can push the target 1 square.
Effect: Until the end of the encounter, you have regeneration 5 while you are bloodied, and you a
nd each ally in the burst gain a +2 power bonus to AC.
The injuries sustained by your allies let you channel vengeance into a powerful attack.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, plus 5 damage per bloodied ally within 5 squa
res of you.
Miss: Half damage.
Calling upon the strength of your deity, you send waves of divine power through your foe, distracting it momentarily.
Daily Divine, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target grants combat advantage (sav
e ends).
Miss: Half damage, and target grants combat advantage until the end of your next turn.
A column of flame roars downward to engulf your foes.
Daily Divine, Fire, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier fire damage, and ongoing 5 + Wisdom modifier
fire damage (save ends).
Miss: Half damage.
Your divine power curses a foe, causing the creature to lash out at its allies when they come too close.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Effect: Any enemy that ends its turn adjacent to the targ
et takes 10 damage. The effect lasts until the end of the encounter.
With a fervent prayer, you purge all thoughts of battle from your enemy’s mind.
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target cannot attack (save ends). Until you or any ally attacks the target, it takes a -5 penalty to saving throws against this effect.
Miss: Th
e target cannot attack until the end of your next turn.
With a shout, you draw forth a howling horde of restless spirits to wreak havoc on your foes.
Daily Divine, Implement, Necrotic, Shadow, Zone
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of the encounter. Enemies grant combat advantage while in the zone.
With a touch, you send one of your allies to a sequestered location in the Astral Sea, where he or she can recuperate for a brief time before rejoining the battle.
Daily Divine, Healing
Standard Action Melee touch
Target: One willing ally
Effect: The target is removed from play. The target is gone for his or her next two turns and reappears at the start of the third. Until the target reappears, he or she can spend a healing surge on each of his or her turns, but cannot take any actions. When the effect ends, the target reappears in the
space he or she last occupied or in the nearest unoccupied space.
You turn the tide of battle by healing allies near you and filling them with courage.
Daily 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 a hea
ling surge. In addition, each target gains a +2 power bonus to attack rolls until the end of your next turn.
You bestow the ability to see through deception.
Daily Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target gains truesight 5 until the end of the encounter.
You lay a hand on your comrade’s brow, taking on his or her pain and suffering.
Encounter Divine
Standard Action Melee touch
Target: One ally
Effect: You transfer to yourself all effects on the target that a save can end. You gain a +4 b
onus to saving throws against those effects.
You conjure four ghostly knights, which carry shields emblazoned with the symbol of your deity.
Daily Conjuration, Divine
Standard Action Ranged 10
Effect: You conjure four ghostly knights, each occupying a different square within range. The knights last until the end of the encounter. They grant partial cover to you and your allies. Enemies can’t enter the knights’ spaces, but you and your allies can move through them. The knights can’t attack or be attacked or damag
ed.
Move Action: You move each knight up to 2 squares.
With a wave of your hand, healing motes of silver light engulf you and all nearby allies.
Daily Divine, Healing
Standard Action Close burst 5
Targets: You and each ally in the burst
Effect: Each target regains hit points equal to his or her healing surge value, plus additional hit poin
ts equal to your Charisma modifier.
Tendrils of shadow unfurl around you to wrap your allies, drawing off their health to grant superior strength and speed.
Daily Divine, Shadow
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: Each target loses a healing surge and gains temporary hit points equal to his or her healing surge value. In addition, until the end of the encounter, each target gains a +2 power bonus to speed an
d a +5 power bonus to Athletics checks and Acrobatics checks.
The enemy’s success is undone as you manipulate fate to protect yourself or an ally.
Encounter Divine
Immediate Interrupt Close burst 5
Trigger: An enemy in the burst scores a critical hit with an attack against you or an ally
Effect: The triggering enemy must re-roll the attack with a penalty to
the attack roll equal to your Charisma modifier.
A foe’s attack is suddenly blocked by a suit of shimmering radiant armor that fades as quickly as it appears.
Daily Divine
Immediate Interrupt Close burst 5
Trigger: You or an ally within 5 squares of you takes damage.
Target: The characte
r in the burst who takes the damage
Effect: The damage dealt to the target is reduced to 0. Any other effects still apply.
You summon a comrade to your side.
Encounter Divine, Teleportation
Move Action Ranged 20
Target: One ally
Effect: You teleport the target to a squ
are adjacent to you.
You blunt an attack against your comrade using only your devout will. Calling upon your deity allows you to perform this trick again.
Encounter Divine
Immediate Interrupt Close burst 5
Trigger: An ally within 5 squares of you takes damage from an attack
Target: The triggering ally in the burst
Effect: Reduce the triggering attack’s damage by 5 + your Charisma modifier.
Special: When you use your Channel Div
inity power you may regain the use of reverent mettle.
As long as you stand firm against the enemy, your companion draws on your strength to remain unbowed.
Daily Divine, Healing
Standard Action Melee touch
Requirement: You must not be bloodied.
Target: One ally
Effect: The ta
rget gains regeneration 10 until you are bloodied or until the end of the encounter.
You call out a quick prayer to instantly defend a nearby ally from harm.
Encounter Divine
Immediate Interrupt Ranged 5
Trigger: An ally within 5 squares of you is hit by an att
ack
Target: The triggering ally
Effect: The target gains a +4 power bonus to AC until the end of your next turn.
A servant of your deity appears before you.
Daily Conjuration, Divine
Standard Action Ranged 5
Effect: You conjure an advisor from your deity that appears in an unoccupied square within range. The advisor occupies 1 square and lasts until the end of your next turn. Allies within 5 squares of the counsel can roll twice
on all knowledge checks and keep either result.
Sustain Minor: The effect persists.
With a thought, you transform yourself or an ally into a wispy creature of shadow.
Daily Divine, Shadow
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target is insubstantial and weakened until the end of your next turn.
Sustain Minor:
The effect persists until the end of your next turn.
A wall of glittering shields, each inscribed with the symbol of your deity, appears between you and your foes.
Daily Conjuration, Divine
Standard Action Area wall 8 within 10 squares
Effect: You conjure a wall that lasts until the end of your next turn. The wall can be up to 4 squares high. While you or any ally is in the wall or adjacent to it, that character gains a +2 power bonus to AC. Any enemy that enters the wall is immobilized unti