With a battle cry, you throw your whole body behind your attack.
At-Will
Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength +2 vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Effect: You grant combat advantage to the target until the start of your next turn.
You hit one enemy, then cleave into another.
At-Will
Martial, Weapon
Standard Action Melee weapon
Targets: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes damage equal to your Strength modifier.
Level 21: 2[W] + Strength modifier damage.
The feel of your weapon crunching against the enemy puts your heart back in the fight.
At-Will
Invigorating, Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
You lash out quickly and follow up faster, delivering two small wounds.
At-Will
Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 1[W] damage.
Level 21: 2[W] damage
Effect: Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] damage.
Level 21: 2[W] damage
You press the attack, engaging your enemy before falling back and drawing him after you.
At-Wil
l Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
Increase damage to 2[W] + Strength modifier at 21st level.
You hew your foe with a simple attack and then grab it with your empty hand to keep it from escaping.
At-Wi
ll Martial, Weapon
Standard Action Melee touch
Requirement: You must have a hand free.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Brawler Style: When making an opportunity attack, you can use this power in place of a melee basic attack.
Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.
At-W
ill Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.
You smash your weapon into your foe so hard that the enemy loses its footing.
At-
Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: Strength modifier damage, and you knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.
You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy’s defenses.
At
-Will Martial, 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.
Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier.
As you slash into your foe, you pull your shield into a defensive position between the two of you, guaranteeing that it absorbs at least some of your enemy’s attack.
A
t-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain resist equal to your Constitution modifier against the target’s attacks until the end of your next turn.
Increase damage to 2[W] + your Strength modifier at 21st level.
With subtle movements and misdirection, you use your shield to keep your opponent unsure about your next attack.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain a +3 power bonus to your next attack roll against the target before the end of your next turn.
Level 21: 2[W] + Strength modifier.
You follow up a quick slash of your weapon with a powerful punch from your free hand.
At-Will Martial, Weapon
Standard Action Melee touch
Requirement: You must have a hand free.
Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 1[W] damage. Make a secondary attack against the target.
Level 21: 2[W] damage.
Secondary Attack: Strength vs. Reflex (unarmed)
Hit: 3 + Strength modifier damage.
Level 21: 8 + Strength modifier damage.
You trade power for precision
.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1[W] damage.
Level 21: 2[W] damage.
You storm into the midst of your foes, ensuring that their attacks are directed against yo
u.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage, and you mark each enemy adjacent to you until the end of your next turn.
Level 21: 2[W] damage.
Special: When charging, you can use this power in place of a melee basic attack.
After each swing, you use your shield to shove your foe backward, and then you surge ahe
ad.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can push the target 1 square if it is no larger than one size category larger than you. You can then shift 1 square into the space that the target left.
Level 21: 2[W] + Strength modifier damage.
You smash into your opponent with such force that a nearby enemy can’t help but take not
ice.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you mark an enemy adjacent to you until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
You shift your tactics to match your weapon’s strengths, maximizing its advantages to gain an edge against your
foe.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield.
Axe: The target takes extra damage equal to your Constitution modifier.
Mace: You slide the target 1 square.
Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the target’s attacks.
Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.
Your weapon might be cumbersome, but it packs quite a punch when it con
nects.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature marked by you
Attack: Strength -2 vs. AC
Hit: 1[W] + Strength modifier + Constitution modifier damage.
Level 21: 2[W] + Strength modifier + twice your Constitution modifier damage.
Special: You can use the power in place of a melee basic attack.
You slam your weapon through your foe’s defenses, creating an opening. You then step in and trap your e
nemy.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must have a hand free.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square to a square adjacent to you. You grab the target, and until the grab ends, it takes a penalty to attack rolls equal to your Dexterity modifier. The grab ends automatically at the end of your next turn.
You smash your weapon into your enemy, jarring his v
itals.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 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 damage equal to your Constitution modifier.
You launch a ferocious attack at your enemy, allowing one of your allies to safely retreat f
rom it.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and an ally of yours adjacent to the target can shift up to 2 squares as a free action.
Your flurry of feints and strikes leaves your foe’s defenses u
nsteady.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target grants combat advantage to you until the end of your next turn.
Weapon: If you’re wielding two melee weapons, the attack deals extra damage equal to your Dexterity modifier.
With snakelike strikes, you force two of your enemies to move where you w
ant them.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Targets: Two creatures
Attack: Strength vs. AC (main weapon and off-hand weapon), one attack per target
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square.
After a swift strike, you step to the side and draw another one or two foes into
your trap.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you shift 2 squares. In addition, you mark one or two enemies adjacent to you until the end of your next turn.
You hack an enemy with one stroke and then slash at another with your
next swing.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Your opponent is showing weakness, and your shrewdness allows you to
exploit it.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is bloodied, the attack deals extra damage equal to your Wisdom modifier
You lunge at a foe that thought it was beyon
d your reach.
Encounter Martial, Weapon
Standard Action Melee weapon +1 reach
Target: One creature
Attack: Strength -1 vs. AC
Hit: 2[W] + Strength modifier damage.
You strike at one foe, allowing your momentum to carry you forward into a second strike against
another enemy.
Encounter Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make the secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage.
As you charge into battle, your weapon opens a path to y
our chosen foe.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon. You must charge and use this power in place of the melee basic attack.
Effect: Any enemy that attacks you with an opportunity attack triggered by your charge takes damage equal to your Constitution modifier.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Constitution modifier damage.
Like a striking snake, your weapon flashes and catches the li
mbs of your foe.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Dexterity modifier.
Weapon: If you’re wielding a flail, you grab the target. The grab ends automatically at the end of your next turn.Fighter Attack 1
You knock your adversary off balance with your shield and follow
up with a strike.
Encounter Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Target: One creature
Attack: Strength +2 vs. Reflex
Hit: 1d10 + Strength modifier damage, and you push the target 1 square and knock it prone.
Special: If you are a dwarf, the attack deals extra damage equal to your Wisdom modifier.
Special: When charging, you can use this power in place of a melee basic attack.
Sweeping an attack aside, you strike with your shield while your foe i
s out of position.
Encounter Martial
Immediate Reaction Melee 1
Requirement: You must be using a shield.
Trigger: An enemy adjacent to you hits or misses you or an ally with a melee attack
Target: The triggering enemy
Attack: Strength + 3 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Hit: 1d10 + Strength modifier damage, and you push the target 1 square. You then shift 2 squares to a square adjacent to the target.
You spin beneath your enemy’s guard with a slashing strike, and then sweep your leg through your foe an instant later, knockin
g it to the ground.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
You lash out with the speed of a striking serpent, hitting your foe in a vulnerable area that h
inders its movement.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed and cannot shift until the end of your next turn.
You slash at your enemy’s head and bring in your off-hand weapon with a
fast, deadly strike.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Primary Attack: Strength vs. Reflex (main weapon)
Hit: Strength modifier damage, and the target grants combat advantage to you until the end of your next turn. Make a secondary attack against the target.
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] + Strength modifier damage.
You bash your foe with a vicious attack and then drag the creatu
re down to the ground.
Encounter Martial, Weapon
Standard Action Melee 1
Requirement: You must have a hand free.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.
You throw your arms wide and strike two foes, ea
ch with a different weapon.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, the primary target cannot gain combat advantage from flanking you.
Effect: Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, the secondary target cannot gain combat advantage from flanking you.
You deliver a powerful blow that re
nds flesh and shatters bone.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
A timely strike against a hated foe invigorates you, giving you the stre
ngth and resolve to fight on.
Daily Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can spend a healing surge.
You drive back your a
dversary with a hail of blows.
Daily Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target.
Secondary Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and you push the target 2 squares and knock it prone.
Miss: Half damage, and you push the target 1 square.
The presence of so many enemies overwhelms your foe, giving you the opport
unity to land a vicious attack.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature you’re flanking
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. For each ally adjacent to the target, the attack deals extra damage equal to your Dexterity modifier.
Miss: Half damage.
Your forceful attack promises your foe a pursuit that can end onl
y when one of you is victorious.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage
Effect: Until the end of the encounter, if the target moves, you can shift a number of squares equal to your Dexterity modifier as an immediate reaction.
By smashing into your opponent’s legs, you make even the t
hought of moving painful for him.
Daily Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends).
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Miss: Half damage, and the target is not slowed or immobilized.
Following up your challenge with a solid attack, y
ou force your enemy to engage you.
Daily Martial, Reliable, 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 or until you are knocked unconscious. No mark can supersede this one.
Your extensive experience helps you pick out the flaws in your opponent’s technique, letting yo
u move to meet the enemy’s attacks.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Until the end of the encounter, whenever the target willingly moves to a square adjacent to one of your allies, you can use an opportunity action either to make a melee basic attack against the target or to charge the target.
You attack your foe and then
use your shield to pin it in place.
Daily Martial, Weapon
Standard Action Melee 1
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and if the target is adjacent to you and to blocking terrain, it is restrained (save ends). The condition also ends if you are no longer adjacent to the target.
Miss: Half damage, and if the target is adjacent to you and to blocking terrain, it is immobilized until the end of your next turn.
Your weapons move with incredible speed a
nd open deep gashes in your opponent.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 1[W] + Strength modifier, and ongoing 5 damage (save ends).
Miss: Half damage.
Effect: You make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier, and ongoing 5 damage (save ends).
Miss: Half damage.
Your enemy falls back beneath your savage att
ack, but you pursue to finish the job.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Effect: Before the attack, you slide the target 1 square, and you shift into the square the target vacated.
Attack: Strength –2 vs. AC
Hit: 3[W] + Strength + Constitution modifier damage.
Miss: Half damage.
You grab your foe to make certain of your aim. Then yo
u plunge your weapon into the creature.
Daily Martial, Reliable, Weapon
Standard Action Melee 1
Requirement: You must have a hand free.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and you grab the target. The target cannot attempt to escape the grab until the end of its next turn.
As you push away the foe in front of you, you greet anoth
er with the cold surface of your shield.
Daily Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Primary Target: One creature
Primary Attack: Strength + 3 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Hit: 2d10 + Strength modifier damage, and you push the primary target a number of squares equal to 1 + your Wisdom modifier. You can shift 1 square into the space your target occupied.
Miss: Half damage, and you push the primary target 1 square.
Effect: Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength + 3 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Hit: Strength modifier damage, and the secondary target is dazed (save ends).
You lunge from enemy to enemy, giving
each a taste of your weapon as you pass.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.
Effect: You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.
You swing with such fury that your foe
s are steadily driven back
with each blow.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you hit any creature with a melee weapon attack, you push that creature 1 square and can shift 1 square to a square the creature vacated.
Choosing a worthy foe, you wound it with a strong initial attack, and then conti
nue to harry it for the rest of the battle.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: You gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.
You throw your full weight into each attack, ruining your defenses but sc
oring a crippling blow with each strike.
Encounter Martial, Stance
Minor Action Personal
Effect: You gain a +2 power bonus to damage rolls with weapon attacks but suffer a -2 penalty to AC. The bonus damage from this stance increases to +4 at 11th level and +6 at 21st level.
Special: This stance ends when you spend a healing surge. You can end this stance as a free action during your turn but not on the same turn that you activated it.
Your leadership experience lets you enable nea
rby allies to move safely through combat.
Encounter Martial
Move Action Close burst 2
Prerequisite: You must have training in Diplomacy.
Target: Each ally in the burst
Effect: Each target can shift 1 square as a free action.
You shake off the worst of your wounds.
Daily Healing, Martial, Stance
Minor Action Personal
Effect: You assume the boundless endurance stance. Until the stance ends, you have regeneration while you are bloodied. The regeneration equals 2 + your Constitution modifier.
As your foe falls, yo
u quickly move on to challenge a new enemy.
Encounter Martial
Immediate Reaction Personal
Trigger: An adjacent enemy marked by you drops to 0 hit points
Effect: You move a number of squares equal to your Dexterity modifier. You can mark one enemy that is adjacent to you after this movement. The mark lasts until the end of your next turn.
You draw your enemy
’s attention, allowing an ally to slip away.
Encounter Martial
Minor Action Melee 1
Target: One creature
Effect: The target is marked until the end of your next turn. The target can then make a melee basic attack against you as a free action, with a –2 penalty to the attack roll. One ally adjacent to the target can shift its speed as a free action.
You roll with your foe’s feeble attack, ca
using it to lash out at another nearby enemy.
Encounter Martial
Immediate Reaction Melee 1
Prerequisite: You must have training in Streetwise.
Trigger: An enemy misses you with a melee attack.
Target: One creature other than the triggering enemy
Effect: The target takes damage equal to 3 + your Dexterity modifier.
Dropping into a cautious stance, you maneuver ar
ound your opponent’s attacks to get into position.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you are slowed and gain a +2 power bonus to AC. Whenever an enemy misses you with a melee attack, you can shift 1 square as an immediate reaction. You can end this stance as a free action.
Using your tale
nt for teleportation, you take an ally’s place.
Encounter Arcane, Martial, Teleportation
Move Action Close burst 3
Prerequisite: You must be eladrin.
Target: You and one ally in the burst
Effect: Each target teleports, swapping positions.
You dig your fingers into a foe and drag
the struggling opponent across the battlefield.
Encounter Martial
Move Action Personal
Requirement: You must have a creature grabbed.
Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.
You lunge forward, hitting a spot wel
l beyond where your foes thought you could reach.
Encounter Martial
Minor Action Personal
Effect: The reach of the next melee weapon attack you make before the end of your turn increases by 1.
You pull one
of your allies into a more advantageous position.
Encounter Martial
Move Action Melee 1
Target: One ally
Effect: You slide the target up to 2 squares to a square adjacent to you.
Your intimidating presence distracts
your enemies as they attempt to attack your allies.
Encounter Martial
Minor Action Close burst 2
Prerequisite: You must have training in Intimidate.
Target: Each enemy in the burst
Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.
Y
ou gather your strength for a truly impressive jump.
Encounter Martial
Free Action Personal
Effect: Until the end of your turn, you gain a +5 power bonus to Athletics checks to jump. In addition, any jump you make is considered to have a running start, and you can make an Athletics check instead of an Acrobatics check to reduce falling damage.
Your ability to withs
tand hardship grants you a temporary boost in combat.
Encounter Martial
Minor Action Personal
Prerequisite: You must have training in Endurance.
Requirement: You must be bloodied.
Effect: You gain 5 temporary hit points.
Level 11: 10 temporary hit points.
Level 21: 15 temporary hit points.
You raise your
weapon or shield to block an opening in your defenses.
Encounter Martial
Immediate Interrupt Personal
Trigger: An enemy attacks you and has combat advantage against you.
Effect: You don’t grant combat advantage for the attack.
With perfect
timing, you slip by your foe without dropping your guard.
At-Will Martial
Move Action Personal
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
Through careful timing and balanced f
ootwork, you avoid your enemies’ attacks as you advance.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Athletics.
Effect: You shift up to 3 squares to a square adjacent to an enemy.
You quickly try to shake off whatever’s holding you.
Encounter Martial
Minor Action Personal
Effect: You make an escape attempt, or you make a saving throw against an effect that immobilizes or restrains you and that a save can end.
You whirl with your sh
ield, concentrating on closing any holes in your defenses.
Encounter Martial
Minor Action Personal
Requirement: You must be using a shield.
Effect: Until the end of your next turn, you gain a +2 power bonus to AC and Reflex and do not grant combat advantage to creatures flanking you.
You shove an ally out of harm’s way with your shield.
Encounter Martial
Minor Action Melee 1
Requirement: You must be using a shield.
Target: One ally
Effect: You push the target 3 squares. Then you can mark an enemy adjacent to you until the end of your next turn.
An enem
y’s attack lands, but you spot a way to better your tactics.
Encounter Martial
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: You can shift a number of squares equal to your Wisdom modifier.
The enemy closes
to strike, but you duck away and ready a nasty counterstrike.
Encounter Martial
Opportunity Action Personal
Trigger: An enemy ends its move in a square adjacent to you.
Effect: You shift 3 squares to a square adjacent to the triggering enemy. You gain a +2 power bonus to your next attack roll against the triggering enemy before the end of your next turn.
Your fury in battle causes a nearby foe to quake with fear.
Encounter Fear, Martial
Minor Action Ranged 5
Prerequisite: You must have training in Intimidate.
Target: One enemy
Effect: The target grants combat advantage to you until the end of your next turn.
When you’re knocked off balance, you grab hold of th
e enemy in front of you and bring it staggering along with you.
Encounter Martial
Immediate Reaction Close burst 10
Trigger: An enemy adjacent to you knocks you prone or forces you to move
Target: The triggering enemy in the burst
Effect: If the target forced you to move, you can pull it to a square adjacent to you. If the target knocked you prone, you knock it prone.
You put on a burst of speed as you launch yourself toward a foe.
Encounter Martial
Minor Action Personal
Prerequisite: You must have training in Athletics.
Effect: You move a number of squares up to your Dexterity modifier to a square adjacent to an enemy.
You let your adrenaline surge carry you through the battle.
Daily Martial
Minor Action Personal
Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.
W
hen the foe crumples, you move forward to find your next opponent.
Encounter Martial
Move Action Personal
Requirement: You must have reduced a nonminion enemy to 0 hit points during this turn.
Effect: You shift up to your speed and gain a bonus to your next damage roll made before the end of your next turn equal to the number of squares you moved from your starting position.
You spring forward to make a quick attack.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, you can shift 1 square.
Weapon: If you’re wielding a light blade or a spear, you can either shift 2 squares before the attack or shift 1 square before and 1 square after.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.
You drive your weapon through a weak point in your foe’s defenses.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Weapon: If you’re wielding a light blade or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier.
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding a light blade or a spear, you gain a bonus to the damage roll equal to your Dexterity modifier.
A sharp blow leaves your enemy seeing only stars.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: The target is blinded until the end of your next turn.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals damage equal to your Constitution modifier.
You run into your enemy, taking a brutal swing. Your force knock
s your enemy backward and to the ground, allowing you to step forward.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target.
Secondary Attack: Strength vs. Fortitude
Hit: You knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.
Taking a full swing, you deliver a brutal blow to your foe.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Weapon: If you’re wielding an axe, a hammer, or a mace, you gain a bonus to the damage roll equal to your Constitution modifier.
Testing your enemy’s defenses as you weave your weapon in
and out, you lash out with a sudden attack that leaves your foe in pain.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding a polearm or a heavy blade, the target is immobilized until the end of your next turn.
You bring d
own your rage upon an enemy, frightening nearby foes with your brutality.
Encounter Fear, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. The target and each enemy adjacent to either you or the target take a -2 penalty to attack rolls until the end of your next turn.
As you hammer y
our foe with an attack, you move your shield to deflect its counterattack.
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. The next time the target attacks you before the end of your next turn, one other enemy adjacent to you suffers damage equal to your Strength modifier.
You flick your weapon one way, then the next, slashing your oppo
nent and making it unclear from which direction your next attack will come.
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: 2[W] + Strength modifier damage, and the target grants combat advantage to you until the end of your next turn.
An attack gets through, but before the att
acker can withdraw, you smash your shield down upon it with crippling force.
Encounter Martial
Immediate Interrupt Melee 1
Requirement: You must be using a shield.
Trigger: An enemy adjacent to you hits you or an ally with a melee attack
Target: The triggering enemy
Attack: Strength + 3 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Hit: 1d10 damage, and the target is weakened until the end of your next turn.
You parr
y an attack and quickly counter with your own, throwing your foe off balance.
Encounter Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy misses you or an ally with a melee attack
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Y
ou trade damage for accuracy to make sure you land an attack on your opponent.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 4 vs. AC
Hit: 1[W] + Strength modifier damage.
With a careful strike, you find a weak spot in your enemy’s defenses.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and you gain a +4 power bonus to attack rolls against the target until the end of your next turn.
Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
You become a blur of motion, raining a series of blows upon your opponent.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. Make the attack twice against the target.
Hit: 1[W] damage.
Weapon: If you’re wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature
.
Your mighty swing embeds your weapon in your foe.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target moves before the end of your next turn, it takes extra damage equal to your Constitution modifier.
Weapon: If you’re wielding an axe or a pick, you can shift 1 square after the attack. You pull the target to the square you vacated.
Your weapon impacts with a satisfying crunch, filling you with new confidence.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: Strength -2 vs. AC
Hit: 1[W] + Strength modifier + Constitution modifier damage, and before the end of your next turn, you can use your second wind as a minor action.
Rushing into the thick of battle, you smash your foes with your eager attack.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must charge and use this power in place of a melee basic attack. If you’re using a shield, the movement during your charge does not provoke opportunity attacks.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
You block your foe’s atta
ck with a quick slam of your shield’s edge, striking a powerful blow in the process.
Encounter Martial
Immediate Interrupt Melee 1
Requirement: You must be using a shield.
Trigger: An enemy adjacent to you hits or misses you with a close or a melee attack
Target: The triggering enemy
Effect: The target takes a –4 penalty to the attack roll.
Attack: Strength + 2 vs. Fortitude
Level 11: Strength + 4 vs. Fortitude
Hit: 2d6 + Strength modifier damage.
You foll
ow up a successful attack by slamming your shield into the enemy, knocking him aside.
Encounter Martial
Free Action Melee 1
Trigger: You hit an enemy with a melee attack
Requirement: You must be using a shield.
Target: The triggering enemy
Attack: Strength + 2 vs. Fortitude
Hit: You push the target 1 square and knock it prone.
You yank your grabbed
foe across the battlefield. Upon reaching your destination, you slam it to the ground.
Encounter Martial, Weapon
Standard Action Melee 1
Target: One creature grabbed by you
Effect: You move your speed. For each square you move, you slide the target 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the target during this movement.
Attack: Strength vs. Fortitude (unarmed)
Hit: 1[W] + Strength modifier damage, and you knock the target prone. If the target is adjacent to blocking terrain, add your Dexterity modifier to the damage.
Seeing your ene
mies press in, you swing your weapon in a wide arc, striking many of your foes at once.
Encounter Martial, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Weapon: If you’re wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier.
Hit: 1[W] + Strength modifier damage.
You whirl your main weapon in an ove
rhead cut that forces your foes to step back. You then follow up with your other weapon.
Encounter 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. Reflex (main weapon)
Hit: You push the primary target 1 square.
Effect: You shift 1 square and make a melee secondary attack.
Secondary Target: One creature targeted by the primary attack
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] + Strength modifier damage.
Your attack hits your adversary in a sensitive area, causing it to reel in pain.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is dazed and immobilized (save ends both).
Weapon: If you’re wielding a flail, the attack deals extra damage equal to your Dexterity modifier.
Miss: Half damage, and the target is not dazed or immobilized.
Your enemies leave themselves open to your powerful punches when they miss with their attacks.
Daily Martial, Stance, Weapon
Minor Action Personal
Effect: Until
the stance ends, you can use the Bare-Knuckled Rebuke Attack power.
At-Will Martial, Weapon
Immediate Reaction Melee weapon
Requirement: The power Bare-Knuckled Rebuke must be active in order to use this power.
Trigger: An enemy adjacent to you misses you with a melee attack
Requirement: You must have a hand free.
Target: The triggering enemy.
Attack: Strength vs. AC (unarmed)
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you until the end of your next turn.
While your ally distracts your opponent, you land yet another blow.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Effect: Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action.
Relying on yo
ur own resilience, you put yourself in danger, knowing that you can maneuver for a better attack.
Daily Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Endurance.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage + Constitution modifier damage, and the target is pushed 2 squares.
Effect: You gain resist 5 to all damage, but grant combat advantage to all attacks. This effect lasts until the end of the encounter, or until you end it as a free action on your turn.
After throwing your enemy back, you charge to deliver the killing blow.
Daily 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 you push the target 3 squares.
Miss: No damage, and you push the target 3 squares.
Effect: After the attack, you can make a charge attack against the same target as a free action. If you hit with this attack, you deal extra damage equal to your Constitution modifier and the target falls prone.
You leap through the air toward your foe, landing with a resounding crunch.
Daily Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Athletics.
Requirement: You must charge and use this power in place of a melee basic attack.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier + Constitution modifier damage.
Miss: Half damage.
Seeing an opportunit
y, you strike your foe hard and fast, delivering a painful bleeding wound that hampers its defenses.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes ongoing 5 damage and a -2 penalty to AC (save ends both).
Your opponent flies back from your attack and crashes into other foes, sending them staggering.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 3 squares and knock it prone.
Miss: Half damage, and you push the target 1 square.
Effect: Each enemy adjacent to the target takes damage equal to your Strength modifier. In addition, you push each enemy adjacent to the target 1 square.
You gra
b your foe and smash it to the ground. You then place your foot on its neck to keep the creature down.
Daily Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage. Until the end of the encounter, the target cannot move on its turn if it was grabbed by you at the start of its turn.
Miss: 1[W] + Strength modifier damage.
Effect: You knock the target prone.
Each time your blade connects you strike again—or feint, allowing you to dance away.
Daily Martial, Stance, Weapon
Minor Action Melee weapon
Requirement: You must be wielding two melee weapons.
Effect: Until the stance ends, once per round when you hit with an attack using your main weapon, you can make a melee basic attack with your off-hand weapon against a different target or shift 1 square and gain a +2 power bonus to AC and Reflex until the start of your next turn.
You hold your weapons close to your body, prepared to strike out when an enemy leaves you an opening.
Daily Martial, Stance, Weapon
Standard Action Personal
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 3[W] + Strength modifier damage.
Effect: Until the stance ends, whenever you are wielding two weapons and make a melee basic attack against a creature as an immediate action or an opportunity action, you can make a melee basic attack with your off-hand weapon
against that creature as a free action.
You crack your foe upside the head.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).
With a sharp jab, you shove your enemy backward, continuing to guard against him with your polearm.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a reach weapon.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you push the target 1 square.
Special: If you are an eladrin, the attack deals extra damage equal to your Dexterity modifier.
Effect: Until the end of the encounter, each time the target shifts or makes an attack that doesn’t include you as a target, you can shift 1 square and make a melee basic attack against the target as an immediate interrupt.
Your weapon becomes a whirlwind around you, striking so fast that your enemies have little chance to dodge.
Daily Martial, Weapon
Standard Action Close burst 1
Target: All enemies in the burst
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: 2[W] + Strength modifier damage
.
You pummel your opponent, knocking him to his knees. You then hold him down.
Daily Invigorating, Martial, Weapon
Standard Action Melee 1
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is immobilized until you are not adjacent to it.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Miss: Half damage, and the target is immobilized until the end of your next turn.
You constantly swing your weapon about, slashing and cutting into nearby enemies.
Daily Martial, Stance, Weapon
Minor Action Personal
Effect: You assume the rain of steel stance. Until the stance ends, any enemy that starts its turn adjacent to you takes 1[W] damage, but only if you’re able to make opportunity attacks.
Jabbing and pushing with your shield, you force your foe into using rudimentary attacks.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: The target can use only basic attacks to attack while you are adjacent to it (save ends).
You move with such alacrity that your enemies can’
t follow your movements: strike, step, strike, step, and finally one last strike to end your opponents’ threat.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
Effect: You shift 1 square and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength + 1 vs. AC (off-hand weapon)
Hit: 1[W] + Dexterity modifier damage.
Effect: You shift 1 square and make a tertiary attack against a different target.
Tertiary Target: One creature other than the primary or secondary targets
Tertiary Attack: Strength + 1 vs. AC (main weapon and off-hand weapon)
Hit: 1[W] + Strength modifier damage.
You deftly maneuver to precisely slash your foe, drawing its blood and slowing it with suffering.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Requirement: You must be wielding a light blade.
Hit: The target is slowed and takes ongoing damage equal to 10 + your Dexterity modifier (save ends both).
Miss: The target takes ongoing damage equal to your Dexterity modifier (save ends).
Effect: Before and after the attack, you can shift 1 square.
As your opponents guard agai
nst the relentless fury of your weapon, you surprise them with a shield attack that shows them you mean business.
Daily Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Target: One creature
Attack: Strength + 4 vs. AC
Level 11: Strength + 6 vs. AC
Level 21: Strength + 9 vs. AC
Hit: 3d10 + Strength modifier damage.
Miss: Half damage.
Effect: You mark each enemy within 5 squares of you who can see you u
ntil the end of your next turn.
You make a quick shift to a better position.
Encounter Martial
Move Action Personal
Effect: You can shift 2 squares and must end adjacent to an enemy. If you aren’t wearing heavy armor, y
ou can shift 3 squares.
You can sense danger before the threat is fully realized.
Daily Martial
No Action Personal
Trigger: You roll initiative and dislike the result.
Effect: You gain a +10 bonus to your initiative check.
You catch the enemy’
s eye just as the foe makes an attack. What it sees in your gaze rattles it enough to interfere with its strike.
Encounter Arcane, Charm, Martial
Immediate Interrupt Close burst 3
Prerequisite: You must be eladrin.
Trigger: One enemy in the burst makes an attack roll against an ally you can see.
Target: The triggering enemy
Effect: The enemy takes a -2 penalty to the triggering attack roll. If the attack misses, you can pull the target 1 square. You cannot pull the target into hindering terrain.
You stand poised, ready to block attacks made against your allies with your shield or, failing that, your body.
Encounter Martial, Stance
Minor Action Personal
Effect: Whenever an ally adjacent to you takes damage, as a free action reduce that damage by 5. You must use this ability anytime you are able. When you do so, you take 5 damage; this damage that can’t be reduce of redirected in any way.
Special: You can end this stance as a free action during
your turn.
You challenge nearby enemies to attack you, bolstering your own stamina.
Encounter Martial
Minor Action Close burst 1
Target: Each enemy in the burst you can see.
Effect: The target is marked until the end of your next turn. You gain temporary hit points equal to your Constitution modifier + the number of targets in the burst.
You easily shake off a debilitating effect that would cripple another warrior.
Encounter Martial
No Action Personal
Prerequisite: You must have training in Endurance.
Trigger: You make a saving throw and dislike the result.
Effect: You can reroll the saving throw but must use the second result.
With a soldier’s discipline, you fend off attacks that would overcome a lesser person.
Daily Martial, Stance
Minor Action Personal
Effect: You assume the defensive training stance. Until the stance ends, you gain a +2 power bonus to For
titude, Reflex, and Will.
With a snap of your fingers, you suddenly look like someone else.
Daily Arcane, Illusion
Minor Action Personal
Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration.
Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a
+5 power bonus to your check.
The aid you provide gets a dying ally back on his or her feet.
Encounter Healing, Martial
Minor Action Melee 1
Prerequisite: You must have training in Heal.
Target: One dying ally
Effect: The target can spend a healing surge. He or she can then s
tand up as a free action.
Your stalwart presence helps fortify an ally you reach out to.
Encounter Martial
Minor Action Melee 1
Prerequisite: You must have training in Heal.
Target: One ally
Effect: The target makes a saving throw.
A surge of inner strength helps you shrug off the lingering effects of your enemy’s attacks.
Encounter Martial
No Action Personal
Prerequisite: You must have training in Endurance.
Trigger: You start your turn immobilized, slowed, or weakened by an effect that a save can end.
Effect: You make a saving throw with a +5 power bonus against the effect.
Just the sight of your shield keeps the memory of its use fresh in the minds of your enemies.
Daily Martial, Stance
Minor Action Personal
Requirement: You must be using a shield.
Effect: Until the stance ends, enemies take a -2 penalty to Fortitude while adjacent to you.
Y
ou let out an explosive roar, diverting your enemies’ attentions to you. The call steels you against the imminent assault.
Encounter Martial
Minor Action Close burst 3
Target: Each enemy in the burst
Effect: You mark each target until the end of your next turn. In addition, you gain resistance to all damage equal to your Dexterity modifier until the end of your next turn.
You point your weapon at your
enemy. Its allies look at it expectantly, as it wavers between accepting your challenge and losing face before its friends.
Encounter Martial
Minor Action Close burst 3
Prerequisite: You must have training in Intimidate.
Target: One enemy in the burst whose Will is equal to or lower than 12 + your level
Effect: You pull the target up to 2 squares. You cannot pull the target into
hindering terrain.
You turn aside your enemies’ attacks as you advance across the battlefield.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Athletics.
Effect: You move up to your speed. During this movement, you gain a +5 power bonus to all defenses against opportu
nity attacks.
You trace a line on the ground with your weapon, daring your enemies to cross it.
Daily Martial, Zone
Minor Action Close burst 1
Requirement: You must be trained in Intimidate.
Target: One creature
Effect: The burst creates a zone that lasts until the end of the encounter or until you leave the zone. Any enemy inside the zone grants combat advantage to y
ou.
You snatch a piece of furniture, a body, or a discarded item to block an enemy’s attack.
Encounter Martial
Immediate Interrupt Personal
Requirement: You must have a hand free.
Trigger: An enemy hits you with a close or a melee attack
Effect: You gain a a bonus to defenses against the attack equal
to your Dexterity modifer.
Your physical training lets you surge quickly across the battlefield.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Athletics.
Effect: You move a number of squares up to your speed + your Consti
tution modifier.
You hold your weapon high overhead, ready to swing at any foe that attacks you.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you can use a free action to mark any enemy that makes a melee attack against you. The mark lasts until th
e end of the enemy’s next turn.
Reinvigorated by an ally’s healing, you rush back into the fray.
Encounter Martial
Immediate Reaction Personal
Trigger: An ally uses a healing power on you
Effect: If you are prone, you stand up and shift 1 square. If you are standing, you instead shift 3 squar
es.
You sink your center of gravity into the ground below you and grit your teeth. You are going nowhere.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you cannot be knocked prone, and if you are subject to a pull, a push, or a slide, you can reduce the force
d movement by 1 square.
When the attack hits you, you decide then and there to take your enemy out.
Daily Martial
Immediate Reaction Personal
Trigger: An enemy hits you with an attack
Effect: You gain a +2 power bonus to attack rolls against the triggering enem
y until the end of the encounter.
Concentration improves your ability to accomplish feats of strength.
Encounter Martial
Minor Action Personal
Effect: Until the end of your next turn, you gain a power bonus to Athletics checks and Strength ability checks equal to you
r Wisdom modifier.
You duck out of the way of your foe’s attack, putting the creature off balance.
Encounter Martial
Immediate Reaction Melee touch
Trigger: An enemy misses you with a melee attack
Target: The triggering enemy
Effect: The target takes a -2 penalty to
attack rolls and all defenses until the end of its next turn.
You steel yourself against a brutal attack.
Encounter Martial
Immediate Reaction Personal
Trigger: You are hit and damaged by an attack.
Effect: The damage against you is reduced by 5 + your Co
nstitution modifier.
By recognizing your enemy’s tactics, you effortlessly predict the foe’s next move.
Encounter Martial
Immediate Reaction Personal
Prerequisite: You must have training in Streetwise.
Trigger: An enemy hits you with a melee attack.
Effect: You gain a +2 power bonus to all defenses against the triggering enemy. The bonus lasts unti
l the end of the triggering enemy’s next turn.
You sweep your shield out to give your allies protection.
Daily Martial, Stance
Minor Action Personal
Requirement: You must be using a shield.
Effect: Until the stance ends, you take a –1 penalty to AC and Reflex, but each ally gains a +2 power bonus to AC and Reflex while adjacent to you.
Special: If you are a dragonborn, your adjacent allies instead gain a +3
power bonus to AC and Reflex.
Burying your shoulder into your shield, you plow forward through any foe.
Encounter Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Effect: You move your speed. At one point during this movement, you can make the following attack.
Target: One enemy
Attack: Strength + 4 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Hit: 1d10 + Strength modifier damage, and you slide the target 1 square a
nd knock it prone.
You raise your weapon high, recognizing that the time has come to finish off your foe.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is bloodied, it 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.
Your weapon crunches down on your enemy’s skull. You then drive your fist into your foe’s face.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must have a hand free.
Target: One creature
Primary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn. Make a secondary attack against the target.
Secondary Attack: Strength vs. Fortitude (unarmed)
Hit: 1[W] damage, and you knock the target prone.
You brandish
your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all.
Encounter Martial, Weapon
Standard Action Close burst 3
Target: Each enemy you can see in the burst
Attack: Strength vs. Will
Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage.
You batter the foe with a mighty swing and prepare to catch it with the backswing if it doesn’t have the sense to move.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is adjacent to you at the start of your next turn, as a free action you can make a melee basic attack against the target as the first action you take during your turn.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attacks deal extra damage equal
to your Constitution modifier.
You land a heavy blow on your foe, exposing a vulnerable spot in its defenses.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a –2 penalty to AC until the
end of your next turn.
Using both weapons, you attack your opponent’s legs and hinder him with painful wounds.
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: 1[W] + Strength modifier damage per attack, and the target is slowed until the end of your next turn. If both attacks hit, the second attack deals extra damage equal to your Dexterity
modifier.
Your advance seems brash, but it’s actually a flurry of perfectly timed strikes that bewilder your foes.
Encounter Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Special: When charging, you can use this power in place of a m
elee basic attack.
Your tremendous swing carries your weapon through one enemy and into anyone else in your reach.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: Strength -2 vs. AC
Hit: 2[W] + Strength modifier damage, and any enemy adjacent to you other than the target takes damage equal to you
r Constitution modifier.
You parry one blow after another, denying your foes the satisfaction of getting a solid hit.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You gain a +1 power bonus to AC, or a +2 power bonus if you’re using a shield, until the end of your next
turn.
You deliver a brutal blow to one enemy, causing your other foes to recoil in fear whenever you lunge at one.
Encounter Fear, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Dexterity modifier damage. In addition, whenever an enemy ends its move adjacent to the target, you can slide that enemy 1 square as an opportunity action. This effect lasts until the end of yo
ur next turn.
Your adversary tries to slip away, but you sneak your weapon inside and keep him right where you want him.
Encounter Martial, Weapon
Immediate Interrupt Melee 1
Trigger: An adjacent enemy moves away from you
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of its next turn.
Weapon: If you’re wielding a flail or a pick, the target is also immo
bilized until the end of its next turn.
You deliver a series of deadly blows to an enemy that lets its guard down.
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] + Stre
ngth modifier damage.
Special: You can use this power in place of a melee basic attack.
You trade precision for power.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength -2 vs. AC
Hit: 3[W] + Strength
modifier damage.
With predatory speed, you violently parry, extorting pain as the penalty for your foe’s impudent attack.
Encounter Invigorating, Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy hits an ally with a melee attack
Target: The triggering enemy
Attack: Strength vs. AC
Hit: Strength modifier damage, and the ally takes only half damage from the triggering attack.
Weapon: If you’re wielding an axe, a hamme
r, or a mace, your attack deals extra damage equal to your Constitution modifier.
You’re not above hitting someone who’s down.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is prone, the attack deals extra damage equal to your Dexterity modifier, and the target can’t stand
up until the end of your next turn.
You throw your weight into an attack, using the momentum of your swing to surge forward.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier dama
ge.
Effect: You move a number of squares up to your Dexterity modifier (minimum 1).
You tangle your enemy’s feet with your weapon.
Encounter Martial, Weapon
Free Action Melee weapon
Trigger: You hit an enemy with a melee basic attack
Target: The triggering enemy
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn.
Weapon: If you’re wielding a polearm or a spe
ar, you can knock the target prone instead of slowing it.
Your carefully aimed slashes send two foes reeling away in agony.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Targets: Two creatures
Attack: Strength vs. AC (main weapon and off-hand weapon), one attack per target
Hit: 1[W] + Strength modifier damage, and you push the target a number of squares equal to 1 + your Dexterity modifier. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.
As a master of many weapons, you use this simple attack form as the starting point for expressing your weapon’s nature.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield.
Axe: Up to 2 creatures adjacent to the target take damage equal to your Constitution modifier.
Mace: The target is knocked prone.
Heavy Blade: You gain combat advantage against the target until the end of your next turn.
Spear or Polearm: You slide the target 2
squares and shift 2 squares to a square adjacent to the target.
You lunge with your shield to protect an ally from an attack.
Encounter Martial
Immediate Interrupt Melee 1
Requirement: You must use this power with a shield.
Trigger: An attack hits or misses you or an ally adjacent to you and deals damage
Target: The character hit or missed by the triggering attack
Effect: The damage dealt to the target is reduced by 1d10 + your Constitution modifier.
Level 11: 2d10 + Constitution modifier.
Level
21: 3d10 + Constitution modifier.
You whip your weapon around in an arc as deadly as the sweep of a bloodspike behemoth’s tail.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each creature in the burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends)
Miss: Half damage.
Weapon: If you’re wieldin
g a flail, hammer, or mace, targets you hit are also knocked prone.
Your crushing blow leaves your enemy susceptible to other attacks.
Daily Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: The target gains vulnerable 10 to we
apon attacks (save ends).
As you swing, you use your momentum to steady and center yourself, gaining vigor for the fight to come.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: If you have used all your encounter attack powers, you regain the use o
f a fighter encounter attack power you have used during this encounter.
You cripple your foe with painful wounds to its leg and its arm.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed and weakened (save ends both).
Miss: Half damage, and
the target is slowed and weakened until the end of your next turn.
Sensing your opponent’s flagging strength, you move in for the kill.
Daily Martial, Reliable, Weapon
Free Action Melee weapon
Trigger: An enemy marked by you becomes bloodied
Target: The triggering enemy
Attack: Strength vs. AC
H
it: 3[W] + Strength modifier damage.
You slam your weapon into your foe and surge in one smooth motion to swing again at another foe.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Special: If you have combat advantage against the target, you deal extra damage equal to your Strength modifier.
Effect: You can make a charge att
ack against a different target.
When your enemies gang up on you, you have the advantage, for it means you have no shortage of targets.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of the encounter, you gain a +1 power bonus to all defenses while two or more enemies are adjacent to you. You also gain a +1 power bonus
to weapon attack rolls while no allies are adjacent to you.
The injury caused by your attack tears open when your foe tries to maneuver.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and if the target moves before the end of your next turn, it takes extra damage equal to your Strength modifier.
Weapon: If you’re wielding a pick, the extra damage instead equals your Strength modi
fier + your Constitution modifier.
With a precise and provoking blow, you mark your foe and defy him to ignore you on pain of further attack.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.
Effect: The target is marked (save ends). If the target does not attack you on its turn while it is marked by this power, you can either make a melee basic attack again
st it or shift 1 square closer to it as a free action.
You grip your foe mercilessly, striking terrifying blows as it struggles to escape.
Daily Martial, Weapon
Standard Action Melee 1
Requirement: You must have at least one hand free.
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage, and you grab the target. Until the grab ends, your melee attacks against the target can score a critical hit on a roll of 18–20.
Miss
: Half damage.
You strike twice at the foe, dance aside, and deliver a sudden strike with your secondary weapon to send the enemy sprawling.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One or two creatures
Primary Attack: Strength vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: If you hit at least once, you can shift 1 square and make a secondary attack.
Secondary Target: One creature other than a primary target
Secondary Attack: Strength vs. Fortitude (off-hand weapon)
Hit: 1[W] da
mage, and the target falls prone.
Having maneuvered your foe into a disadvantageous position, you lunge and trap it with your shield.
Daily Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Target: One creature that is prone, adjacent to blocking terrain, or adjacent to an ally
Attack: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Hit: 2d10 + Strength modifier damage, and the target is grabbed. Until the grab ends, when the target starts its turn, it takes damage equal to your Strength modifier.
Miss: Half damage, and you slide the target 1 square.
Special
: When charging, you can use this power in place of a melee basic attack.
You strike past your enemy’s guard and hew through the foe’s defenses.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage, and the tar
get takes a -2 penalty to AC and Reflex (save ends).
With supreme skill and great resolve, you maneuver your enemies where you want them.
Daily Martial, Weapon
Standard Action Close burst 1
Targets: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier d
amage, and you can slide the target 1 square.
Miss: Half damage.
You batter your enemy with a powerful blow and send it stumbling away from you.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must have a hand free.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target 3 squares. The target is dazed (save ends).
Miss: Half damage, and you push t
he target 1 square. The target is dazed until the end of your next turn.
As the enemy moves to attack, you respond by rapidly advancing and striking.
Daily Martial, Reliable, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy enters a square within 2 squares of you
Target: The triggering enemy
Effect: Before the attack, you can shift 2 squares.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is immobilized until the start of your next turn.
Special: If the target moved as part of a charge, it can attack you instead o
f the original target of its charge.
Giving an exultant battle cry, you pulverize an opponent and put the fear of impending doom in nearby foes.
Daily Invigorating, Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, a hammer, or a mace, the primary attack deals extra damage equal to your Constitution modifier.
Effect: Make a secondary attack, which has the fear keyword.
Secondary Target: Each enemy within 3 squares of the primary target
Secondary Attack: Constitutio
n vs. Will
Hit: You push the target 1 square.
You sting and hinder nearby foes with a savage flurry of strikes aimed at their vulnerable areas.
Daily Martial, Reliable, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damag
e, and the target is slowed (save ends).
You fend off an enemy’s advance by striking hard and then jabbing the foe with the edge of your shield.
Daily Martial, Weapon
Immediate Reaction Melee 1
Trigger: An enemy moves during its turn to a square adjacent to you
Requirement: You must be using a shield.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of your next turn, the target cannot grab you, restrain you, or enter your space.
Sustain Minor: Choose one enemy adjacent to you. That creature cannot grab you, restrain you, or enter your space
until the end of your next turn.
You strike true, and your enemy’s howl of pain is like music to your ears, making you forget about your own wounds.
Daily Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you r
egain hit points equal to your healing surge value.
After suffering a hit, you leap out of your opponent’s reach to escape any subsequent attacks.
Encounter Martial
Immediate Reaction Personal
Trigge
r: You are hit by an attack.
Effect: You shift your speed + 4.
You anticipate an enemy’s attack and weave a shield to mitigate its worst effect.
Encounter Arcane, Martial
Immediate Interrupt Close burst 1
Prerequisite: You must be eladrin.
Trigger: You take acid, cold, fire, lightning, or thunder damage.
Target: You and each ally in the burst
Effect: The target gains resist 10
to the triggering damage type until the end of your next turn.
Your attention enables a comrade to draw on his or her own reserves of healing.
Encounter Healing, Martial
Standard Action Melee 1
Prerequisite: You must ha
ve training in Heal.
Target: You or one ally
Effect: The target can spend a healing surge.
You yank a foe into the path of an enemy’s attack.
Encounter Martial
Immediate Interrupt Melee 1
Trigger: An enemy hits you with a melee or a ranged attack
Requirement: You must have a hand free.
Target: One creature other than the triggering enemy
Effect: Make a grab attack against the target. If you grab the target, the triggering
enemy’s attack deals half damage to you and half damage to the target.
Your mental resilience and training let you shake off an effect that hinders you.
Encounter Martial
No Action Personal
Prerequisite: You must have training in Endurance.
Trigger: You start your turn dazed, dominated, or stunned by an effect that a save can end.
Effect: You ma
ke a saving throw with a +5 power bonus against the triggering effect.
As you advance toward a chosen foe, you confound all attempts to attack you.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Athletics.
Effect: You gain a +2 power bonus to all defenses until the end of
your next turn, and you shift up to your speed to a square adjacent to an enemy.
You buck up under the pressure and redouble your defensive efforts.
Daily Healing, Martial
Minor Action Personal
Effect: You can spend a healing surge. Until the start of your next turn, you gain a bon
us to AC equal to your Dexterity modifier.
The threat you pose is enough to set your enemies on edge, giving you and your allies a temporary advantage.
Encounter Fear, Martial
Minor Action Close burst 3
Prerequisite: You must have training in Intimidate.
Target: Each enemy in the burst
Effect: Each t
arget grants combat advantage until it hits or misses you or until the end of your next turn.
With pure determination, you ignore weakness and battle on.
Encounter Martial
Minor Action Personal
Effect: Until the
end of your next turn, you ignore the effects of the dazed, immobilized, slowed, and weakened conditions.
You clench your fist and prepare a rapid assault.
Daily Martial, Stance
Minor Action Personal
Effect
: Until the stance ends, your unarmed attacks deal extra damage equal to your Dexterity modifier.
You wrench the limbs of your enemy, weakening its resolve.
Daily Martial, Stance
Minor Action
Personal
Effect: Until the stance ends, any creature grabbed by you is restrained until the grab ends.
Your frightful presence forces your enemies back.
Encounter Fear, Martial
Minor Action Close burst 1
Prerequisite: You must have training in Intimidate.
Target: Each enemy in the burst whose Will is equal to
or less than 12 + your level
Effect: You can push each target 1 square.
You demonstrate your physical superiority by resisting a foe’s attempt to move you.
Encounter Martial
Immediate Interrupt Personal
Prerequisite: You must have training in Athletics.
Trigger: You are pulled, pu
shed, slid, or knocked prone.
Effect: You are not pulled, pushed, slid, or knocked prone.
You drop into a defensive posture, raising your shield to protect yourself.
Daily Martial, Stance
Minor Action Personal
Requirement: You must be using a shield.
Effect: Until the stance ends, yo
u are slowed, but you gain cover against all attacks. You can end this stance as a free action.
You scream a fierce battle cry as you leap boldly into the fray.
Encounter Martial
Minor Action Person
al
Effect: You move up to 3 squares, but only if you can end the move adjacent to an enemy.
You draw on your inner strength to resist even the deadliest effects.
Encounter Martial
Immediate Interrupt Personal
Prerequisite: You must have training in Endurance.
Trigger:
You take damage.
Effect: You take only half of the triggering damage.
Through skill and luck, you narrowly avoid an attack but leave yourself perilously exposed.
Daily Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: You take no damage from the attack, but you are stunned and take a -2 penalty to all defenses until the end of your next turn.
You sink into a broad fighting stance, whirling yo
ur weapon in an arc that disrupts your foe’s line of sight and allows you to knock aside your enemy’s attacks. While you protect your foes, this stance forces you to compromise your own defenses.
Encounter Martial, Stance
Minor Action Personal
Effect: Until the stance ends, your allies have cover when adjacent to you. Your enemies gain combat advantage against
you.
Special: You can end this stance as a free action during your turn.
You seem ready to spring at any moment, forcing marked foes to devote more attention to you.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, whenever an enemy marked by you makes an attack that doesn’t incl
ude you as a target, that enemy grants combat advantage to your allies until the start of its next turn.
You dig deep to find the strength you need to overcome your foes.
Daily Healing, Martial
Minor Action Personal
Effect: You can spend a healing surge, and you also gain a +2 power bonus to all defenses and a +1 power bonus to attack rolls until the end of your next turn. Until the end of the encounter, each time you spend a healing surge, you gain a +2 power bonus to all defenses an
d a +1 power bonus to attack rolls until the end of your next turn.
You gather your allies behind your shield’s bulwark, and their presence gives you the upper hand.
Encounter Martial
Minor Action Personal
Requirement: You must be using a shield.
Effect: Until the end of your next turn, while any ally is adjacen
t to you, that ally gains a +2 shield bonus to AC and Reflex and you gain a +2 power bonus to melee attack rolls.
Attacks rebound from your shield to find new targets.
Daily Martial
Immediate Interrupt Personal
Trigger: An attack against your AC or Reflex misses you
Effect: Choose a creature within 2 squares of you and within range of the triggering attack, incl
uding the triggering attacker. The attacker repeats the attack against that creature.
The fact that your enemy is too cowardly to close to melee swells your confidence.
Daily Healing, Martial
Immediate Interrupt Personal
Trigger: You are hit by a ra
nged attack
Effect: You spend a healing surge and regain additional hit points equal to twice your Wisdom modifier.
You focus your attention on guarding your allies’ backs.
Daily Martial, Stance
Minor Action Personal
Effect: You assume the stalwart guard stance. Until the stance ends, allies gain a +1 shield bonus to AC while adjacent to you. If
you are using a shield, allies instead gain a +2 shield bonus to AC and Reflex while adjacent to you.
Your skill with the blade is enough to daunt even stalwart foes.
Encounter Martial
Free Action Personal
Trigger: You make an Intimidate check or a Streetwise check
Requirement: You must be wielding a melee weapon.
Effect: You gain a
bonus to the skill check equal to the weapon’s proficiency bonus plus the weapon’s enhancement bonus.
The pain of your wounds opens the floodgates to your inner strength.
Daily Martial
Minor Action Personal
Requirement: You must be bloodied.
Effect: You gain a +4 power bonus to melee damage rolls, Athletics checks, and Endurance checks until the end of the encounter
or until you are no longer bloodied.
Special: If you are a dragonborn, you instead gain a +5 power bonus.
With a healer’s focus, you look past the pain that plagues you.
Encounter Martial
No Action Personal
Prerequisite: You must have training in Heal.
Trigger: You take ongoing damage at the start of your turn.
Effect: You do not take the ongoing damage this turn. In addition, you make a saving throw against the ongoing damage, with a +5 power bonus.