CLASS TRAITS
Role: Leader.
Power Source: Primal.
Key Abilities: Wisdom, Constitution
Armor Proficiencies: Cloth, leather, hide; light shields.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Staffs, totems
Bonus to Defense: +2 Fortitude.
Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.
Trained Skills: Nature. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis).
Class features: Acolyte of the Natural Cycle, Animal Companion, Combined Attack, Druid Wilderness Knacks, Healing Word, Level 1 Sentinel At-Will Power, Level 1 Sentinel Daily Power, Primal Guardian (Sentinel).
As a sentinel, you use primal power to shelter your allies and defeat those that would disrupt the balance of the natural world. Some sentinels take up the profession with the expectation of becoming the leader or advisor of a frontier village. Others become hermits or wanderers, which leads naturally to the adventurer’s life. However, all sentinels use their mastery of primal magic to help the people of the frontier survive hardships and maintain a respectful relationship with the natural world.
As a sentinel, you draw power from the primal spirits—ancient guardians of the world that represent the countless aspects of nature. Although many denizens of the wild feel a connection to the primal spirits, you take that connection to its highest level. You are a creature of both the natural world and the spiritual world, whose task it is to stand against the forces that threaten both.
ACOLYTE OF THE NATURAL CYCLE
At 1st level, each sentinel chooses a season that demonstrates his or her affinity for that aspect of nature’s power. Your choice of season determines some of your class features, including the animal companion you gain.
Druid of Spring
You gain the following benefits.
Your animal companion is a wolf.
You gain proficiency with the scimitar.
You gain a +1 bonus to attack rolls with scimitars, spears, daggers, and sickles.
You gain a +2 bonus to Heal checks.
Druid of Summer
You gain the following benefits.
Your animal companion is a bear.
When wielding a one-handed mace, you use a d10 for its weapon damage. When wielding a staff or a two-handed mace, you use a d12 for its weapon damage
.
You gain a +2 bonus to Athletics checks.
Druid of the Wastes
You gain the following benefit
s:
Your animal companion is a living zeph
yr.
When wielding a spear or a staff, you gain a +1 shield bonus to AC and Ref
lex.
You gain a +2 bonus to Endurance checks.
ANIMAL COMPANION
You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature.
Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be.
You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics.
Your animal companion’s level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block.
Your animal companion shares your healing surge total. Whenever an effect requires your animal companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short rest, your animal companion regains all its hit points.
If you die or your animal companion drops to 0 hit points, it disappears as the primal magic that sustains it dissipates. You have two ways of calling your companion back:
* Minor Action: You take a minor action and lose a healing surge. Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value.
* Short or Extended Rest: You lose a healing surge at the end of a rest. Doing so causes your animal companion to appear in the nearest unoccupied space, with full hit points.
As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter.
Standard Actions: To take a standard action, your animal companion needs you to take a standard action to command it to do so.
Move Actions: Whenever you take a move action, your animal companion can also take a move action. Alternatively, you can stay put but take a move action to command your animal companion to take a move action.
Minor Actions: To take a minor action, your animal companion needs you to take a minor action to command it to do so.
Free Actions: Your animal companion can take free actions without you taking an action to command it.
Triggered Actions: If one of your animal companion’s triggered actions is triggered, the companion can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your companion provokes an opportunity attack from it, you must take an opportunity action to command your companion to make the attack.
In situations where you can’t give commands to your animal companion, it can act independently. For example, if you are unconscious or if you are more than 20 squares away from your companion, it doesn’t sit around waiting for you to show up (unless that’s what you have previously commanded it to do).
An animal companion acting independently can take either a standard, a move, or a minor action on its turn. It can also take opportunity actions and free actions, but it cannot take immediate actions.
Druid of Spring: Wolf
You gain a wolf animal companion.
Druid of Summer: Bear
You gain a bear animal companion.
Druid of the Wastes: Living Zephyr
You gain a living zephyr animal companion.
COMBINED ATTACK
You gain the combined attack power.
Your animal companion waits for the signal of your own attack, then pushes in with a devastating follow-up that your foe never sees coming.
En
counter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 17: 2[W] + Wisdom modifier damage.
Level 27: 3[W] + Wisdom modifier damage.
Effect: Your animal companion can take a free action to move up to its speed and then use its animal attack.
DRUID WILDERNESS KNACKS
You gain two of the following abilities of your choice.
Beast Empathy (Druid)
You gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against beasts. You can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey you. With a successful Insight check (DC determined by the DM), you can read a creature’s body language and vocalizations enough to understand basic messages from it.
Herb Lore (Druid)
You and each ally can add 2 to his or her healing surge value when spending heading surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at 11th level and 6 at 21st level.
Mountain Guide (Druid)
Whenever you succeed on an Athletics check to climb, you reduce the DC of that climb by 2 for your allies until the end of the encounter. Only allies who see you make the climb gain this benefit.
Watchful Rest (Druid)
When you take an extended rest, you and any allies also taking the rest do not take the –5 penalty to Perception checks for sleeping.
Wilderness Tracker (Druid)
During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.
HEALING WORD
You gain the healing word power.
You utter a soothing word that mends wounds of the body and spirit.
Encounter (
Special) Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Update (4/21/2011)
Updated to match Class Compendium.
LEVEL 1 SENTINEL AT-WILL POWER
You gain one of the following powers of your choice.
Your attack channels the primal vitality of a great leaping beast to grant an ally a burst of speed
.
At-Will Primal, 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 the target can take a free action to move a number of squares up to your Constitution modifier, gaining a +5 power bonus to Athletics checks during the move.
Your primal power courses through a foe, wracking it with pain the next time it avoids an attac
k.
At-Will Primal, 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 next time an ally misses the target with an attack before the end of your next turn, the target takes damage equal to your Constitution modifier.
Primal energy summoned by your attack courses through a chosen ally to grant a burst of stami
na.
At-Will Primal, 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 the target gains temporary hit points equal to your Constitution modifier.
LEVEL 1 SENTINEL DAILY POWER
You gain one of the following powers of your choice.
Fire erupts from the weapon you touch, creating a brand of fire to scorch your en
emies.
Daily Fire, Primal
Minor Action Melee 1
Target: One axe, flail, heavy blade, light blade, pick, or spear
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes 5 fire damage. This benefit lasts until the end of the encounter.
You imbue the weapon you touch with primal strength, causing the weapon to drive those it strikes to their
knees.
Daily Force, Primal
Minor Action Melee 1
Target: One hammer, mace, or staff
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes 2 force damage and falls prone. This benefit lasts until the end of the encounter.
A burst of primal power trails after your weapon as you swing it, causing a halo of primal magic to surro
und you.
Daily Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, enemies grant combat advantage while adjacent to you.
PRIMAL GUARDIAN (SENTINEL)
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
LEVEL 2 SENTINEL UTILITY POWER
You gain one of the following powers of your choice.
Primal energy surges through your ally, granting him or her the strength of a wi
ld beast.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* +2 power bonus to damage rolls that include the target’s Strength modifier.
* +2 power bonus to Athletics checks and Strength ability checks.
* The target’s Strength increases by 4 for the purpose of determining carrying capacity.
You imbue an ally with the quick reflexes and fast strike of the j
ungle cat.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* +1 power bonus to Reflex.
* +2 power bonus to initiative checks, Dexterity-based skill checks, and Dexterity ability checks.
You imbue an ally with the endurance and steadfast determination
of an elk.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* A healing surge.
* +1 power bonus to Fortitude.
* +2 power bonus to Endurance checks and Constitution ability checks.
Primal power threads through you, coalescing into a golden seed ripe with he
aling magic.
Daily Healing, Primal
Minor Action Personal
Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain hit points equal to 10 + your healing surge value.
LEVEL 3 IMPROVED COMBINED ATTACK
You gain one more use of combined attack per encounter, but you can still use it only once per turn.
LEVEL 5 SENTINEL DAILY POWER
You gain one of the following powers of your choice.
You infuse your enemy’s wound with primal magic that makes your all
ies stronger.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, your allies gain a power bonus to damage rolls while adjacent to the target. The bonus equals your Constitution modifier.
As you slash at your foe, vines and the stalks of plants grow suddenl
y to grasp it.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: The target is immobilized and grants combat advantage (save ends both).
You draw life energy out of your enemy, converting it to renewed vitality
for your ally.
Daily Healing, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: One ally within 5 squares of the target regains hit points as if he or she had spent a healing surge.
LEVEL 6 SENTINEL UTILITY POWER
You gain one of the following powers of your choice.
You invoke primal magic to bestow the majestic presence of the eagle upon y
ou or your ally.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* +1 power bonus to Charisma attack rolls.
* +1 power bonus to Will.
* +2 power bonus to Charisma-based skill checks and Charisma ability checks.
Wind spirits hurl tempests of leaves in a swirling mass that disorients enemies while concea
ling your allies.
Daily Conjuration, Primal
Minor Action Area wall 5 within 10 squares
Effect: You conjure a leafy wall that lasts until the end of the encounter. The wall can be up to 4 squares high and must be on a solid surface. You or any ally has partial concealment while in the wall. Enemies grant combat advantage while in the wall or adjacent to it.
Your primal magic grants your ally the wisdom and insight of an owl, sharpening willpower and granti
ng superior sight.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* Low-light vision.
* +1 power bonus to Will.
* +2 power bonus to Wisdom-based skill checks and Wisdom ability checks.
Your ally gains the serpent’s cunning, a power that hones his mind
to a razor’s edge.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* +1 power bonus to Intelligence attack rolls.
* Training in one skill of the target’s choice.
* +2 power bonus to Intelligence-based skill checks and Intelligence ability checks.
HEAR THE VOICE OF NATURE
Once per day during a short rest, you can ask up to three questions of nonhostile natural beasts and mundane plants (but not plant creatures) in your vicinity. The beasts and plants answer fully, but they are limited in their knowledge by their experiences and mobility. For example, a plant knows only about its immediate surroundings, and a fish can describe only what it has perceived in its watery environment.
LEVEL 7 IMPROVED COMBINED ATTACK
You gain one more use of combined attack per encounter, but you can still use it only once per turn.
RESTORE LIFE
You gain the restore life power.
The restorative power of primal magic grants you mastery
over life and death.
Daily Primal
Standard Action Melee 1
Requirement: You must use this power at the end of an extended rest.
Target: One creature that died no more than 24 hours ago
Effect: The target is restored to life with full hit points and healing surges. You lose four healing surges. Up to four allies (other than the target) within 5 squares of you can each take a free action to lose one healing surge in your place. Healing surges lost to this effect can’t be regained until the character who lost the surge reaches three milestones or takes three extended rests.
LEVEL 9 SENTINEL DAILY POWER
You gain one of the following powers of your choice.
Your attacks seem to harvest your enemies’ life essence, transferri
ng it to your allies.
Daily Healing, Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, bloodied allies who start their turn adjacent to you regain hit points equal to your Constitution modifier.
When you strike at your foes, the very plants of the ground rise up to
grasp at your enemies.
Daily Aura, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of the encounter. The aura is difficult terrain for your enemies, which grant combat advantage while in it.
You slash your weapon while binding the withering spirit of winter to you, causing maladies to fall
away from your allies.
Daily Aura, Cold, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier cold damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of the encounter. While in the aura, your allies ignore difficult terrain and gain a +2 power bonus to saving throws.
LEVEL 10 SENTINEL UTILITY POWER
You gain one of the following powers of your choice.
Calling forth the essence of the primal world, you infuse your ally with the po
wer of life and renewal.
Daily Healing, Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: Until the end of the encounter, the target has regeneration 5 while bloodied.
As primal energy washes over your allies, effects that would hinder them fall away li
ke chaff on the wind.
Encounter Primal
Minor Action Close burst 3
Target: You and each ally in the burst
Effect: Each target can make a saving throw with a +2 power bonus.
You infuse mundane berries with primal power, letting those who consume them take advantage
of their curative energy.
Daily Healing, Primal
Minor Action Personal
Effect: You create four goodberries. Each lasts until it is consumed or until the end of your next extended rest. A creature can take a minor action to consume a goodberry either to regain 10 hit points, to make a saving throw, or to gain 10 temporary hit points.
Update (11/16/2010)
Updated to match Essentials data.
PARAGON OF THE NATURAL CYCLE
Gain a benefit related to your druid's chosen season.
Paragon of the Natural Cycle (Spring)
When you or your animal companion reduces a nonminion enemy to 0 hit points, you and your animal companion each regain 10 hit points.
Paragon of the Natural Cycle (Summer)
Your reach increases by 1 for melee weapon attacks.
Paragon of the Wastes
The first time each encounter that you or your living zephyr companion becomes bloodied, you can use an immediate reaction to become insubstantial and shift up to 5 squares. You are insubstantial until the start of your next turn.
LEVEL 15 SENTINEL DAILY POWER
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 1st level.
You swing your weapon in a wide arc, and behind it erupt thorn-cov
ered vines of primal magic.
Daily Aura, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of the encounter. Enemies grant combat advantage and cannot shift while in the aura.
The weapon you touch seems to change color, ta
king on a sickly green tint.
Daily Poison, Primal
Minor Action Melee 1
Target: One axe, heavy blade, light blade, pick, or spear
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes 8 poison damage and is slowed until the end of the attacker’s next turn. This benefit lasts until the end of the encounter.
A weapon you touch hardens to become so strong that it strikes w
ith the weight of a mountain.
Daily Primal
Minor Action Melee 1
Target: One flail, hammer, mace, or staff
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes 4 damage and falls prone. This benefit lasts until the end of the encounter.
LEVEL 16 SENTINEL UTILITY POWER
You gain one of the following powers of your choice.
Winds swirl around the target, carrying it aloft and giving it the
ability to soar like a falcon.
Daily Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target gains a fly speed of 6 until the end of the encounter.
Your skin turns as tough as well-weathered
hide, protecting you from harm.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: Until the end of your next turn, the target gains resist 5 to all damage and a +2 power bonus to AC.
Sustain Minor: The effect persists until the end of your next turn.
Energy swirls around your allies to heal their wounds and help the
m shake off harmful afflictions.
Daily Healing, Primal
Standard Action Close burst 2
Target: You and each ally in the burst
Effect: Each target can spend a healing surge either to regain hit points or to remove one effect from himself or herself that a save can end.
ANIMAL COMPANION POWER
You gain a power associated with your animal companion.
Druid of Spring: Dire Wolf Knockdown
You gain the dire wolf knockdown power.
Your wolf companion’s savage attack lets you lash out with power that knocks t
he wounded foe to the ground.
Encounter Primal
Free Action Close burst 5
Trigger: Your wolf animal companion hits an enemy with animal attack. The enemy must be within 5 squares of you.
Target: The enemy in the burst
Effect: The target falls prone.
Druid of Summer: Dire Bear Stamina
You gain the dire bear stamina power.
You instill vigor into your bear animal companion, allowing it to shr
ug off even the worst attacks.
Encounter Primal
Minor Action Close burst 5
Target: Your bear animal companion in the burst
Effect: The target gains resist 10 to all damage until the end of your next turn.
Druid of the Wastes: Zephyr Carry
You gain the zephyr carry power.
Your companion is a concentrated gust that you can direct to bring its target through
the air and into your clutches.
Encounter Primal
Free Action Special
Trigger: Your living zephyr animal companion hits an enemy within 5 squares of you with animal attack.
Effect: You slide the living zephyr up to 3 squares, and then slide the enemy up to 5 squares to a square adjacent to the zephyr.
LEVEL 19 SENTINEL DAILY POWER
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 5th level.
You have come for the harvest. The mor
e you reap, the greater your reward.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: If the attack reduces the target to 0 hit points, you gain an extra standard action during your current turn.
You call forth the plants from the earth, beseech
ing them to hold your enemy in place.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is restrained (save ends)
Miss: Half damage, and the target is restrained until the end of your next turn.
As you slash at your enemies, you p
lant destructive primal magic in them.
Daily Necrotic, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: A target takes 10 necrotic damage the next time you or one of your allies hits and damages it before the end of the encounter.
LEVEL 22 SENTINEL UTILITY POWER
You gain one of the following powers of your choice.
Toadstool rings appear at your command, carrying with them the magic to whis
k a creature from one ring to the next.
Daily Primal, Teleportation
Minor Action Close burst 20
Effect: You create ten fey circles in ten unoccupied squares in the burst. When you or an ally enters a fey circle’s square, that character can teleport to another fey circle’s square as a free action, as long as the destination square is unoccupied. Then both fey circles disappear. The fey circles last until the end of the encounter if they aren’t used.
Update (11/16/2010)
Updated to match Essentials data.
As you place your hand on a creature, motes of green energy swirl around i
t to heal even the most grievous wounds.
Daily Healing, Primal
Minor Action Melee 1
Target: One creature
Effect: The target regains hit points as if it had spent two healing surges. It also gains 40 temporary hit points.
TIMELESS BODY
You no longer age, and you gain immunity to all diseases of your level or lower.
LEVEL 25 SENTINEL DAILY POWER
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 9th level.
Your weapon freezes over with the chill of a north wind, in
flicting the bite of winter on your foes.
Daily Aura, Cold, Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier cold damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of the encounter. While in the aura, enemies grant combat advantage, and damage rolls against them gain a +5 power bonus.
You slash at your foe and draw power from the bl
ood you spill to give your allies renewal.
Daily Aura, Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of the encounter. Any ally who starts his or her turn in the aura can end one effect on himself or herself as a free action. The effect must contain one of the following conditions: dazed, immobilized, restrained, or slowed.
NATURE'S BOUNTY
Whenever you use your second wind, choose one ally within 10 squares of you. That ally gains a benefit determined by the season you chose for your Acolyte of the Natural Cycle class feature.
Blessing of the Wastes
Whenever you use your second wind, choose one ally within 10 squares of you. That ally ends one ongoing damage effect that he or she is currently suffering, and the ally gains partial concealment until the end of your next turn.
Nature's Bounty: Spring
Whenever you use your second wind, choose one ally within 10 squares of you. The chosen ally gains resist 10 to all damage until the end of your next turn.
Nature's Bounty: Summer
Whenever you use your second wind, choose one ally within 10 squares of you. The chosen ally gains a +5 power bonus to damage rolls until the end of your next turn.
LEVEL 29 SENTINEL DAILY POWER
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 15th level.
The weapon you touch drips with acid and poison, cor
roding anything it comes into contact with.
Daily Acid, Poison, Primal
Minor Action Melee 1
Target: One axe, heavy blade, light blade, pick, or spear
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes ongoing 15 acid and poison damage (save ends). This benefit lasts until the end of the encounter.
The weapon you touch crackles with lightning and emi
ts the low rumble of a distant thunderstorm.
Daily Lightning, Primal, Thunder
Minor Action Melee 1
Target: One flail, hammer, mace, or staff
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes 8 lightning and thunder damage and is dazed until the end of the attacker’s next turn. This benefit lasts until the end of the encounter.
Published in Heroes of the Forgotten Kingdoms.