The sight of one of your friends dying propels you into sudden action.
Daily
Martial
Minor Action Personal
Requirement: An ally within 10 squares of you must be dying, and you must not have spent an action point during this encounter.
Effect: You gain an action point that you must spend this turn.
When you draw upon your reserves, your fury rises and adds terrible weight to your attacks.
Encounter
Martial, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you would regain hit points, you gain any hit points in excess of your maximum value as temporary hit points. Each time you regain hit points, you gain a bonus to your next damage roll equal to your Constitution modifier.
The tougher the battle becomes, the harder you fight. You shrug off minor wounds and resist even the worst effects.
Daily
Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a power bonus to saving throws equal to your Wisdom modifier, and while you are bloodied you gain resistance to all damage equal to 5 + your Constitution modifier.
You respond to pain with a lionhearted shout and wild-eyed watchfulness.
Daily
Fear, Martial
Immediate Reaction Close burst 5
Trigger: An enemy damages you with a melee attack
Targets: Each enemy in the burst you can see
Effect: The target is marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one. Until this mark ends, the target grants combat advantage to you.
Flush with success, you take a deep breath and relocate for your next attack.
Encounte
r Healing, Martial
Free Action Personal
Trigger: An enemy marked by you is reduced to 0 hit points
Effect: You can spend a healing surge and shift 3 squares.
You quickly try to shake off whatever’s holding you.
At-Wi
ll Martial
Minor Action Personal
Effect: You can make an escape attempt, or you can make a saving throw against an effect that immobilizes or restrains you and that a save can end.
With a moment’s focus, you renew your vigor before unleashing a powerful assault against your foes.
Encoun
ter Healing, Martial
Minor Action Personal
Requirement: You must be bloodied.
Effect: You can spend a healing surge. In addition, you gain a +2 power bonus to attack rolls and saving throws. The bonus lasts until the end of your next turn.
Your fighting expertise and experience allow you to use your most familiar attacks with unmatched accuracy.
Encou
nter Martial, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you use a fighter at-will attack power or basic attack that has the weapon keyword, you may reroll the attack roll. Use the second roll, even if it’s lower.
Special: This stance ends if you spend a healing surge. You can end this stance as a free action during your turn.
You refuse to go down, turning a death blow into a chance for victory.
Daily Healing, Martial
No Action Personal
Trigger: You drop to 0 hit points or fewer
Effect: You regain enough hit points to bring you to half your maximum hit points. However, you take a -2 penalty to attack rolls until the end of the encounter.
You appear to raise your shield to block your foes’ attacks even before the creatures swing.
Daily Martial, Stance
Minor Action Personal
Requirement: You must be using a shield
Effect: Until the stance ends, whenever an enemy adjacent to you hits you, you can gain a bonus to AC and Reflex against the attack equal to your Wisdom modifier as an immediate interrupt.
As the fight winds on, you channel your pain into each attack you make.
En
counter Martial
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of your next turn, whenever you hit or miss with a melee attack, the target of the attack takes damage equal to your Dexterity modifier. This damage is in addition to any damage dealt normally by the hit or miss.
Standing resolutely, you let nothing cause you to falte
r.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, when an attack causes you to take an effect that a save can end, you can make a saving throw against that effect as an immediate reaction.
As you release your grip on a foe, you smash your hand into its face, sending the creature reeli
ng.
Daily Martial
Free Action Melee 1
Trigger: You stop grabbing an enemy
Target: The enemy you released
Effect: You knock the target prone, and the target is dazed (save ends).
You call a creature out, and it has no choice except to focus its attention on you.
Encounter Martial
Minor Action Melee 1
Target: One or two creatures marked by you
Effect: Until the end of your next turn, the target cannot make any attack that does not include you as a target.
Pain just goads you to greater heights of her
oism.
Daily Healing, Martial
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: You spend two healing surges and restore your hit points to their maximum value.
Special: If you are a dragonborn, you also gain a +1 power bonus to attack rolls and all defenses until the end of your next turn.
You emulate the warmaster gladiators of Urik with an aggressive stance that lets you punish enemies that come too
close.
Daily Martial, Stance
Minor Action Personal
Effect: You assume the Urikite warmaster stance. Until the stance ends, you can use an opportunity action to deal damage equal to 5 + your Dexterity modifier to any enemy that ends its turn adjacent to you. In addition, while you are in this stance and adjacent to an enemy, you can shift 3 squares as a move action to a square adjacent to that enemy.
You gain a surge of confidence and vigor each time a foe falls befo
re you.
Daily Healing, Martial, Stance
Minor Action Personal
Effect: Until the stance ends, each time you reduce an enemy to 0 hit points, you can use a free action to spend a healing surge, make a saving throw, or both. You gain a bonus to the saving throw equal to your Wisdom modifier.
You hack into your foe, leaving it defenseless for a critical moment. As another foe closes to attack, you ready your shield to deflect the attack into your tar
get.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is dazed until the end of your next turn. The next time an attack hits you before the end of your next turn, the target is also hit by that attack if it is adjacent to you. This benefit does not apply to attacks that target both you and your target.
You rush your foe and drive the creature to its knees with a powerful
blow.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier, and you knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.
After landing a decisive blow, you skillfully use your weapon to entangle your opp
onent.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier damage.
Weapon: If you’re wielding a flail and you are adjacent to the target at the end of your turn, the target is restrained until the start of your next turn.
You deal a mighty blow that sends your enemy stag
gering.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you push the target a number of squares equal to your Constitution modifier.
Weapon: If you’re wielding an axe, a hammer, or a mace, you also knock the target prone.
You thrash your opponent, leaving him barely able
to move.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is slowed and weakened until the end of your next turn.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier, and you knock the target prone.
After you hit your enemy with a telling blow, you hold your weapon ready for a killing stroke if the enemy tries t
o escape.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. You gain a +5 power bonus to attack rolls and damage rolls with opportunity attacks against the target until the end of your next turn.
You lunge forward and slash one enemy, then spin around and strike another foe with deadly
ferocity.
Encounter Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Make the secondary attack.
Weapon: If you’re wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier.
Secondary Target: One creature adjacent to the primary target and within reach
Secondary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Weapon: If you’re wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier.
Your weapon is busy parrying the enemy’s attacks, so you smash your fist into
its vitals.
Encounter Martial, Weapon
Immediate Reaction Melee touch
Requirement: You must have a hand free.
Trigger: An enemy misses you with a melee attack
Target: The triggering enemy
Attack: Strength vs. Fortitude (unarmed)
Hit: 1[W] + Strength modifier damage, and the target is immobilized and weakened until the end of its next turn.
You swing your weapon in deadly arcs, relentlessly hacking and slashing
at your foe.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Your weapon crashes down on your adversary, forcing nearby enemies to acknowledge the thr
eat you pose.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and each enemy adjacent to the target is marked until the start of your next turn.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Your weapon flashes quickly, letting you move your opponent exactly where you want it as it tries to dodge
your attacks.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Weapon: If you’re wielding a light blade, heavy blade or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier.
Hit: 3[W] + Strength modifier damage, and you slide the target a number of squares equal to your Dexterity modifier (minimum 1 square). In addition, the target is immobilized until the end of your next turn.
Your precision allows you to strike at a tiny hole in yo
ur foe’s armor.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage.
Weapon: If you’re wielding a spear or a light blade, the attack deals extra damage equal to your Dexterity modifier.
Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
Your first foray against the enemy is ruse, ripening the foe for sub
sequent attacks.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 1[W] + Strength modifier damage.
Effect: Make a secondary attack against the target.
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier damage.
Effect: Until the end of your next turn, you can use the Opportunist's Trap Attack power.
At-Will Martial, Weapon
Opportunity Action Melee weapon
Requirement: The power Opportunist's Trap must be active in order to use this power.
Trigger: The target makes an attack roll
Effect: Before your attack, you shift your speed.
Attack: Strength vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage, and you knock the target prone.
With a sharp thrust of your weapon, you leave your enemy momentarily pa
ralyzed with pain.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Weapon: If you’re wielding a pick, a polearm, or a spear, you can score a critical hit on a roll of 18–20.
Hit: 3[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.
You smash your weapon heavily into your foe, leaving it
dazed and reeling.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Weapon: If you’re wielding a hammer or a mace, you gain a bonus to the damage roll equal to your Constitution modifier, and the target is blinded until the end of your next turn.
Your weapon tears through your foe, allowing you to follow up with a forceful kick to send
the enemy sprawling.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you make a secondary attack against the same target.
Secondary Attack: Strength vs. Fortitude
Special: If you are bloodied, you gain a +4 bonus to your attack roll.
Hit: You push the target a number of squares equal to your Constitution modifier and the target falls prone.
Swinging from high to low, you build momentum as you
smash into each foe.
Encounter Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC. You gain a +1 cumulative bonus to the attack roll against each target after the first.
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding an axe or a hammer, the attack deals extra damage equal to your Constitution modifier.
You follow a hard cut from your weapon with an attempt to seize a nearby enemy i
n a debilitating grip.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must have a hand free.
Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Make a secondary attack against the target.
Secondary Attack: Strength vs. Reflex (unarmed)
Hit: 1[W] + Strength modifier damage, and you grab the target. The target grants combat advantage until the grab ends.
You make a quick parry on your ally’s behalf, take a swift jab at his assailant, and then sp
in into a new position.
Encounter Martial, Weapon
Immediate Interrupt Melee 1
Trigger: An enemy adjacent to you hits an ally with a melee attack
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can shift 2 squares and must end adjacent to the target.
Effect: The ally takes only half damage from the triggering attack.
You call your opponents toward you and strike
out with lashing blows.
Encounter Martial, Weapon
Standard Action Close burst 4
Target: Each enemy you can see in the burst
Attack: Strength vs. Will
Hit: You pull the target up to 3 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 2[W] + your Strength modifier damage.
You make a passing attack, throwing your foe off balance. With a shove, you send him stumbling away as you s
witch positions with him.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage per attack. If one attack hits, you can swap places with the target. If both attacks hit, you can swap places with the target and slide it 3 squares. If you have combat advantage against the target, each attack deals extra damage equal to your Dexterity modifier.
Like a bolt fired from a ballista, you hurtle
forward, transfixing your foe.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends). Make a secondary attack against the target.
Weapon: If you’re wielding a spear, the target is also dazed (save ends).
Secondary Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and you knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.
Your strike causes blood to flow into your enemy’s face, and the foe lashes out blindly at anyone nearby as you cal
l for your allies to back away.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target is blinded (save ends). Until this condition ends, whenever any creature starts its turn adjacent to the target, the target must use a free action to make a melee basic attack against that creature.
Effect: You and each ally adjacent to the target can shift 2 squares as a free action.
You open a bleeding cut that obscures your enemy’s vision. You then goad your sight
less foe into attacking blindly.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target is blinded (save ends). Until the target is no longer blinded, whenever it misses with a melee attack, you can slide the target 1 square as an opportunity action, and the target then makes a melee basic attack against one creature of your choice as a free action.
Miss: Half damage, and the target is blinded until the end of your next turn.
You intercept the foe’s weapon with such force that it becomes stuck in your shield. You then
deliver a stinging counterattack.
Daily Martial, Reliable, Weapon
Immediate Reaction Melee weapon
Requirement: You must be using a shield.
Trigger: An enemy misses you with a melee attack
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and the target drops one weapon it is wielding. You can choose to catch the dropped weapon in a free hand or have it land on the ground at your feet (in your square). The target grants combat advantage to you (save ends).
With a thunderous blow, you beat your adversary to the ground and send shock waves through the earth. Tho
se waves toss other enemies aside.
Daily Invigorating, Martial, Reliable, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is knocked prone and dazed until the end of your next turn. Make a secondary attack.
Weapon: If you’re wielding an axe, a hammer, or a mace, the primary attack deals extra damage equal to your Constitution modifier.
Secondary Target: Each enemy within 2 squares of the primary target
Secondary Attack: Strength vs. Fortitude
Hit: Strength modifier damage, and you knock the secondary target prone.
You brutalize your enem
y and take heart from your prowess.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 5[W] + Strength modifier damage.
Effect: If you have used all your encounter attack powers, you regain the use of a fighter encounter attack power you have used during this encounter.
Where others might fold beneath the agony of the enemy’s attacks, you allow that pai
n to spur you on to greater efforts.
Daily Martial, Stance
Minor Action Personal
Prerequisite: You must be trained in Endurance.
Effect: Until the stance ends, whenever you make a melee basic attack, you can use any of your at-will melee attack or melee encounter attack powers in place of the basic attack.
You strike with your weapon and then use the weapon’s pommel to knock your op
ponent backward, rattling its senses.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must have a hand free.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you push the target 3 squares. The target is stunned (save ends).
Miss: Half damage, and you push the target 1 square. The target is stunned until the end of your next turn.
You hack at your foe and then seize hold of it, preventing th
e creature from attacking effectively.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must have a hand free.
Target: One creature
Primary Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage. Make an unarmed secondary attack against the target.
Secondary Attack: Strength vs. Reflex (unarmed)
Hit: You grab the target. In addition to the normal effects of a grab, the target is restrained until the grab ends.
Miss: Half damage.
You knock your foe to the gro
und and drive your weapon into its gut.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 3[W] + Strength modifier damage, and you knock the target prone. Make a secondary attack against the target.
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier damage, and ongoing 15 damage (save ends).
With a volley of precise attacks, you wound nearby adversaries, showing them that this fight will end badly for the
m if they fail to take you down quickly.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.
Miss: Half damage.
Effect: The target is marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one.
Your weapon strikes nearby enemies with uncanny precision, i
nciting chaos while attacking with order.
Daily Martial, Weapon
Standard Action Close burst 1
Target: All enemies in the burst
Attack: Strength vs. Reflex
Weapon: If you’re wielding a light blade, heavy blade or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier.
Hit: 3[W] + Strength modifier damage.
Effect: The target grants combat advantage to you (save ends).
Every enemy within your reach falls victim to the ruthless precision of
your attacks and suffers bleeding wounds.
Daily Martial, Stance, Weapon
Minor Action Personal
Effect: You assume the reaper’s stance. Until the stance ends, whenever you use a fighter attack power, you can score a critical hit on a roll of 19–20, and you gain a power bonus to damage rolls equal to your Dexterity modifier. In addition, any enemy that starts its turn adjacent to you takes 1[W] damage, plus ongoing 10 damage (save ends), but only if you can make opportunity attacks.
After smashing your foe with a crushing strike, you cast your baleful glare upon the enemies that still
stand before you, promising the same fate.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage, and you mark each enemy you can see until the end of your next turn.
Without pity, you butcher a foe already at a
disadvantage, provoking your other enemies.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One bloodied or prone creature
Attack: Strength + 2 vs. AC
Hit: 6[W] + Strength modifier damage.
Effect: Each enemy within 3 squares of you, other than the target, is marked until the end of your next turn. If the attack reduced the target to 0 hit points, those enemies are instead marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one.
Your weapons pound into your foes to give you the roo
m you need to face off with your true target.
Daily Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Primary Target: Each enemy in the burst you can see
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is pushed 2 squares.
Miss: No damage, and the target is pushed 1 square.
Effect: You shift a number of squares equal to your Dexterity modifier and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and ongoing 10 damage (save ends).
Miss: Half damage.
You are a blur, attacking your enemy so quickly it
barely has time to do more than defend itself.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage. Until the end of your next turn, the only attacks that the target can make are basic attacks.
You’ ve battled this enemy long enough: Putting all your strength behind the attack, you fling the foe away and then leap
after it to bring the battle to a bloody close.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target a number of squares equal to your Constitution modifier.
Miss: Half damage, and you push the target 2 squares.
Effect: You make a charge attack against the same target as a free action. If this attack hits, in addition to the damage from the attack, you push the target a number of squares equal to your Constitution modifier and your target falls prone.
Your remorseless and skilled attack wounds flesh and confidenc
e, giving you a lasting edge against your enemy.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target is marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one. Until this mark ends, the target grants combat advantage to you.
Your powerful strike breaks through your foe’s slow defenses like a
dagger through parchment, leaving it reeling.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier damage, and the target takes a -2 penalty to AC until the end of your next turn.
Your first attack causes your foe to double
over in pain, allowing you to attack its eyes.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 3[W] + Strength modifier damage, and the target grants combat advantage to you until the end of your next turn.
Effect: Make a secondary attack against the target.
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier damage. If you have combat advantage against the target, it is blinded until the end of your next turn.
Filled wit
h bloodlust, you leap into the thick of battle.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. If the target is bloodied when you make the attack, the attack deals extra damage equal to your Constitution modifier.
Special: When charging, you can use this power in place of a melee basic attack.
You fling your weapon at the retre
ating foe, hobbling him as he tries to get away.
Encounter Martial, Weapon
Immediate Reaction Ranged 5
Trigger: An enemy marked by you leaves an adjacent square
Requirement: You must be wielding a melee weapon.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is immobilized until the end of your next turn. Your weapon falls into a square of your choice adjacent to the target.
You swing your weapon in a wide arc, carving into adjacent foes and causing them to scream in agony. Without warning, yo
u reposition and follow up with a spinning sweep.
Encounter Martial, Weapon
Standard Action Close burst 1
Primary Target: Each enemy you can see in the burst
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You can shift 2 squares, and then make the secondary attack.
Secondary Target: Each enemy you can see in the burst
Secondary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
After knocking down nearby foes once, you ready your weapon to
upend any creatures that try to escape your wrath.
Encounter Martial, Weapon
Standard Action Close burst 1
Effect: Before the attack, you move your speed.
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you knock the target prone.
Effect: Until the start of your next turn, any enemy that willingly leaves a square adjacent to you falls prone.
You
strike wildly, frantic to finish off your opponent.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and you take a –2 penalty to attack rolls until the end of your next turn.
Special: If you are a human, the attack deals extra damage equal to your Wisdom modifier.
Your shield becomes your staunchest ally.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you take only half damage from the target’s attacks until the end of your next turn.
Effect: You gain a +2 power bonus to AC until the end of your next turn.
You land two vicious blows on your enemy, gaining a rush of c
onfidence from the proof of your style’s superiority.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage per attack. If both attacks hit, the target grants combat advantage to you for the first attack you make against it before the end of your next turn.
A powerful blow attracts your foe’s attention. Wh
en you move off and taunt the creature, it chases you.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Effect: After the attack, you shift 3 squares. If you hit the target, you pull it adjacent to you.
You will not be denied your enemy’s blood, and other foes that witness
your savage attack know the ill fate that awaits them.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Effect: You mark each enemy within 10 squares of you until the end of your next turn.
With a roa
r, you let out a flurry of attacks that invigorates you.
Encounter Invigorating, Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier + Constitution modifier damage.
You slash fo
rward, and then bring your weapon around in a deadly arc.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Make a secondary attack.
Secondary Target: Each enemy within 1 square of you
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
You roil like a storm cloud, raining sharp bl
ows on all enemies foolish enough to stand in your shadow.
Encounter Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in the burst you can see
Attack: Strength vs. AC. If you’re wielding two melee weapons, you can attack each target with both your main weapon and your off-hand weapon.
Hit: 1[W] + Strength modifier damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.
The fighter distracts him, and you shut him down.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling
Targets: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn. If the target is marked by any of your allies, it is stunned instead of dazed.
Your weapon moves with
astonishing speed, leaving those you strike reeling in pain.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One, two, or three creatures
Attack: Strength -2 vs. AC
Hit: 2[W] + Strength modifier + Constitution modifier damage, and the target grants combat advantage to you until the end of your next turn.
Your weapon strikes your enemy an
d sends it spinning, leaving you free to move in and grapple.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must have a hand free.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you slide the target 1 square to a square adjacent to you. You grab the target, and the target drops one weapon it is wielding. You can choose to catch the weapon in a free hand or have it land on the ground at your feet (in your square). If the target is not wielding a weapon, it instead grants combat advantage to you until the end of your next turn. The grab ends automatically at the end of your next turn.
You crash forward with the unrelenting fury of a landslide, letting your weapo
n be your guide and having no concern other than burying your foe.
Daily Invigorating, Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 8[W] + Strength modifier damage.
Miss: Half damage.
Effect: You grant combat advantage to all enemies until the start of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
You weave through
your foes, your weapon flashing as you strike through their ranks.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier + Dexterity modifier damage, and the target is dazed (save ends).
Miss: Half damage, and the target is not dazed.
Effect: You can shift 3 squares and repeat the attack against a second target. You can then shift 3 squares and repeat the attack against a third target.
The b
runt of your mighty swing sends your enemy bowling into another foe.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Primary Target: One creature
Primary Attack: Strength vs. Fortitude
Hit: 4[W] + Strength modifier damage, and you push the target a number of squares equal to 1 + your Constitution modifier and knock it prone. Then make a secondary attack.
Secondary Targets: One creature adjacent to the primary target
Secondary Attack: Strength vs. Fortitude
Hit: 1d10 + Strength modifier damage, and you push the secondary target 2 squares and knock it prone. Then repeat the secondary attack against a creature adjacent to the secondary target.
Miss: Half damage, you push the target 1 square, and no secondary attack.
You become
a tempest of violence, launching a barrage of lightning-fast attacks.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC, three attacks
Hit: 2[W] + Strength modifier damage per attack. If you hit twice, you deal 1d10 extra damage to the target. If you hit three times, you instead deal 2d10 extra damage to the target.
Miss: Half damage per attack.
You deliver a series of shield bashes that keeps your enemy
on the defensive and prevents it from unleashing any skilled attacks.
Daily Martial
Minor Action Melee 1
Requirement: You must be using a shield.
Target: One creature
Attack: Strength + 6 vs. Fortitude
Hit: 6d6 + Strength modifier damage, and you push the target a number of squares equal to your Strength modifier. The target can use only basic attacks to attack (save ends).
Miss: Half damage, and the target can use only basic attacks to attack until the end of your next turn.
Your opponent falls back beneath your attack’s ferocity, b
ut it can’t escape you: You step forward to finish the job you started.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC. Make the attack four times, twice with your main weapon and twice with your off-hand weapon.
Hit: 3[W] + Strength modifier damage on the first hit. On each additional hit, the target instead takes 1[W] damage. If all four attacks hit, the target takes 10 extra damage. You then push the target 1 square per hit and can shift 2 squares into a square the target occupied.
Special: If you score a critical hit with this power, you can’t score another critical hit with it on the same turn.
You rush at the ene
my, feeling a fierce exhilaration that allows you to ignore your wounds.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you can spend a healing surge.
Effect: You can make a saving throw against each effect on you that a save can end. Until the end of the encounter, you have regeneration 15 while you are bloodied.
Special: When charging, you can use this power in place of a melee basic attack.
You call out a challenge to your enemy. If it answers your summons, you bring your weapon around in a wicked strike. Otherwise
, you charge toward it, delivering an assault that leaves a gaping wound.
Daily Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy able to take actions and within 4 squares of you makes an attack that doesn’t include you as a target.
Effect: The triggering enemy can shift 6 squares as a free action to a square adjacent to you. If the enemy makes this shift, you make the following attack. Otherwise, you charge the enemy and make the following attack in place of a melee basic attack.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and ongoing 15 damage (save ends).
Miss: Half damage.
Your skill with your weapon is so great that every thrust, parry, and counterattack takes its toll on your foes. Some of yo
ur attacks are so ingrained within you that they require almost no effort.
Daily Martial, Stance, Weapon
Minor Action Personal
Effect: You assume the force the battle stance. Until the stance ends, your fighter at-will and encounter weapon attack powers deal 1[W] extra damage. In addition, once per round when an enemy starts its turn adjacent to you, you can use a fighter at-will attack power against it as a free action, but only if you are able to make opportunity attacks.
As your enemies fall beneath your blade, you become the ver
y image of death—a menacing presence sparking terror in all who behold you.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength -2 vs. AC
Hit: 5[W] + Strength modifier + twice your Constitution modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain combat advantage against any enemy marked by you.
You open your up foe, unleashing a fountain of vitality from the wound.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and ongoing 20 damage (save ends). Until the target saves against this ongoing damage, the target has a –2 penalty to saving throws.
After a wicked
slash from your weapon, you seize your foe’s throat and try to snap its neck.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must have a hand free.
Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you grab the target. The target is restrained until the grab ends. You can make the following secondary attack against the target as a standard action or as an immediate interrupt when the target attempts to escape the grab.
Secondary Attack: Strength vs. Fortitude (unarmed)
Hit: 6[W] + Strength modifier damage, and the grab ends.
Miss: 4[W] + Strength modifier damage, and the grab ends.
You are a force o
f destruction on the battlefield, delivering devastating blows upon your foes.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage.
You hack your enemies to pieces with a savage series of brutal cuts.
Daily Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One, two, or three creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals 1[W] extra damage against prone targets.
You
r skill is supreme, allowing you to rain destruction upon multiple foes at once.
Daily Martial, Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
When your ally lands
a telling blow, you sense opportunity. You quickly leap in to finish off the foe.
Daily Martial, Weapon
Free Action Melee 1
Trigger: An enemy within 2 squares of you is bloodied by your or your ally’s attack or suffers a critical hit from you or your ally
Effect: You shift your speed to a square adjacent to the triggering enemy.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and the target is dazed and weakened (save ends both).
Weapon: If you’re wielding an axe, a hammer, a mace, or a pick, you also knock the target prone.
Miss: Half damage, and the target is dazed and weakened until the end of your next turn.
Your blow hits with ungodly force, knocking the sense out of your foe.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier damage, and the target is stunned (save ends).
Weapon: If you’re wielding a hammer, the attack deals extra damage equal to your Constitution modifier.
Miss: Half damage, and the target is dazed (save ends).
Special: When charging, you can use this power in place of a melee basic attack.