Like a smith’s hammer striking the anvil, you strike your enemy with a ringing blow that leaves it disoriented.
Encounter
Martial, Weapon
Standard Action Melee weapon
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.
Weapon: If you’re wielding a hammer or a mace, the target is stunned instead of dazed.
Nearby enemies are so aghast at your remorseless attack that they see you as the most dangerous foe on the field.
Encounter
Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and enemies adjacent to the target are marked until the end of your next turn.
Weapon: If you’re wielding an axe, a hammer, or a mace, enemies within 2 squares of the target are marked until the end of your next turn.
You pick out your foe’s weak spot and drive your weapon home with surprising force.
Encounter
Martial, Weapon
Standard Action Melee weapon
Target: One creature granting combat advantage to you
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage.
Weapon: If you’re wielding a heavy blade or a light blade, the attack deals extra damage equal to your Dexterity modifier.
Special: If you are a halfling, you don’t need combat advantage against the target.
You hack down one enemy and then slash at another nearby with your next blow.
Encounter
Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC. You make the attack twice, distributing the attacks between the targets or making both attacks against one.
Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn. If you hit the same target twice with this power, the second attack deals extra damage equal to your Dexterity modifier.
You leap past your foe in a great bound, stabbing above its guard as you go.
Encounte
r Martial, Weapon
Standard Action Melee weapon
Effect: Before or after the attack, you jump 2 squares. You do not provoke opportunity attacks during the jump.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Your weapon appears to come from all angles at once, making escape impossible.
Encount
er Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is knocked prone.
Weapon: If you’re wielding a light blade, heavy blade or a spear, you gain a bonus to the damage roll equal to your Dexterity modifier.
By attacking your comrade, your adversary has called down your righteous ire.
Encoun
ter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. If the target attacked you or an ally since the end of your last turn, you gain a +2 bonus to the attack roll.
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding a mace or a pick, the attack deals extra damage equal to your Constitution modifier.
Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
You attack your foe with a ferocious blow, then pivot and pull your weapon back to your body, unbalancing the enemy.
Encou
nter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Weapon: If you’re wielding a flail, the target takes a penalty to all defenses equal to your Dexterity modifier.
With a bellow and a mighty wallop, you hurl your foe backward and off her feet.
Enco
unter Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 2 squares and knock it prone.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
You weave between two foes, driving them this way and that with a pair of attacks.
Enc
ounter 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 damage, and you slide the target 2 squares.
If you have combat advantage against the target, the primary attack deals extra damage equal to your Dexterity modifier.
Effect: You can shift 3 squares and 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 damage, and you slide the target 2 squares.
If you have combat advantage against the secondary target, the secondary attack deals extra damage equal to your Dexterity modifier.
You tangle your shield with your foe as you lunge to attack. While it struggles to escape, you use your shield to deflect attacks against you into it.
En
counter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of your next turn, each time you are attacked, the target suffers damage equal to your Strength modifier if it is adjacent to you. This benefit does not apply to attacks that target both you and your target.
You make heavy, sweeping blows with your weapon, hewing your enemies left and right.
E
ncounter Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Make the secondary attack.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Secondary Target: Each enemy adjacent to the primary target and within range
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
After a wide swing, you reverse your weapon and slam its grip against your foe’s head.
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, 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, and the target is dazed until the end of your next turn if you have combat advantage against it.
You spring through your foes to rip apart an enemy with a savage swing.
Encounter Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Athletics.
Requirement: You must be wielding a two-handed weapon.
Effect: Before the attack, you move up to your speed. This movement does not provoke opportunity attacks from any enemy marked by you.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Constitution modifier damage.
Rushing forward, your opponents recoil before your menacing presence and your fearsome attacks
.
Encounter Fear, Martial, Weapon
Standard Action Close blast 2
Effect: Before the attack, you move your speed + 2.
Target: Each enemy you can see in the blast
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of your next turn, enemies take a -2 penalty to attack rolls while adjacent to you.
You use your weapon to expertly drive your foe into position for your attac
k.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: You slide the target 1 square into a square adjacent to you, and then make an attack against the target. You cannot slide the target into hindering terrain.
Weapon: If you’re wielding an axe, pick, or polearm, you can slide the target a number of squares equal to your Constitution modifier into a square adjacent to you.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Special: When you make a Combat Challenge attack, you can use this power instead a melee basic attack.
You whip your weapon in a wide arc, and those enemies you don’t send staggering must jump out of the w
ay.
Encounter 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, and you slide the target 1 square.
Miss: You push the target 1 square.
When an enemy successfully attacks, you and your shield punish the foe—and any other enemies nea
rby.
Encounter Martial
Immediate Reaction Close burst 1
Requirement: You must be using a shield.
Trigger: An enemy hits you or an ally adjacent to you with a melee attack
Effect: You can shift 2 squares to a square adjacent to the triggering enemy.
Target: Each enemy in the burst you can see
Attack: Strength + 6 vs. Reflex
Level 21: Strength + 9 vs. Reflex
Hit: 1d10 + Strength modifier damage, and the target is dazed until the end of its next turn.
You unbalance your enemies, knocking them back. As they recover, you shift to a more advantageous posi
tion.
Encounter Martial, Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can push the target 1 square.
Weapon: If you’re wielding a spear or a polearm, you push the target a number of squares up to your Dexterity modifier.
Effect: You can shift 1 square.
Weapon: If you’re wielding a spear or a polearm, you can shift a number of squares up to your Dexterity modifier.
You duck and weave between your enemies while slashing at them feroci
ously.
Encounter Martial, Weapon
Standard Action Melee weapon
Targets: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding a heavy blade or a light blade, you gain a bonus to the damage roll equal to your Dexterity modifier.
Effect: After the attack, you can shift 1 square and repeat the attack against another creature within reach. You can then shift 1 square and repeat the attack against a third creature within reach. After the final attack, you can shift 1 square.
While your foe is still reeling from your hit, you wrap your arm around its neck and s
queeze.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must have a hand free.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you grab the target. The target is dazed until the grab ends. The grab ends automatically at the end of your next turn.
Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
Like the talons of a great raptor, your attacks disable your foe and pin it i
n place.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is slowed until the end of your next turn.
Weapon: If you’re wielding a pick or a spear, the target also cannot shift until the end of your next turn.
You and your sweeping weapon become like a stone rolling down a mountain, crushing anyone foolish enough to stay
in your path.
Daily Invigorating, Martial, Weapon
Standard Action Melee weapon
Requirement: You must charge and use this power in place of a melee basic attack. While charging, you can move through enemies’ squares but must end your movement in an unoccupied space.
Targets: One creature and each enemy whose space you move through
Attack: Strength vs. AC, one attack per target
Hit: 2[W] + Strength modifier damage, and you push the target 2 squares and knock it prone.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Miss: You push the target 1 square.
Special: You only gain temporary hit points for the invigorating keyword on the first successful hit.
You cut deep and leave a me
aningful mark.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Strength vs. AC
Hit: 4[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.
Inviting attack, you lure your enemy into letting its guard down for a
counterattack.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Strength vs. Will
Hit: Until the end of your turn, you gain a power bonus to melee attack rolls and melee damage rolls against the target equal to your Wisdom modifier.
Effect: The target can make a basic attack against you as an immediate reaction, and then you make a secondary attack against it as a free action.
Secondary Attack: Strength vs. AC
Hit: 5[W] + Strength modifier.
Miss: Half damage.
Like twin fangs piercing flesh, you deliver two attacks in r
apid succession.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC. If you target only one creature, you can attack it twice.
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
You become a violent storm, flensing the flesh of all who try to stand up
to your attacks.
Daily Martial, Stance, Weapon
Standard Action Close burst 1
Primary Target: Each enemy you can see in the burst
Primary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: You can assume the dust storm assault stance. Until the stance ends, you can use the power Dust Storm Attac
k.
Daily Martial, Stance, Weapon
Opportunity Action Melee weapon
Requirement: The power Dust Storm Assault must be active in order to use this power.
Trigger: An enemy willingly moves adjacent to one of your allies within 3 squares of you or makes an attack that does not include you as a target while within 3 squares of you.
Effect: Before the secondary attack, you shift 6 squares to a square adjacent to the triggering enemy.
Secondary Target: The triggering enemy
Secondary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the secondary target falls prone.
You deliver a quick strike to your foe and then go for its eyes, attempting to gouge them out w
ith your free hand.
Daily Martial, 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.
Effect: Make a secondary attack against the target.
Secondary Attack: Strength vs. Reflex (unarmed)
Hit: 2[W] + Strength modifier damage, and the target is blinded (save ends).
Miss: Half damage, and the target is blinded until the end of your next turn.
You cut through the ranks of your foes
like a fierce wind.
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.
Weapon: If you’re wielding a heavy blade or a light blade, the attack deals extra damage equal to your Dexterity modifier.
Effect: You can shift 1 square and repeat the attack against any enemy you haven’t already hit with the attack.
You swing your blade around you and the momentum carries you forward so
you can do it again.
Daily Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a two-handed weapon.
Primary Target: Each enemy in the burst that you can see
Primary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Constitution modifier damage.
Effect: After the attack you can move up to 3 squares and make a secondary attack in a close burst 1.
Secondary Target: Any enemy in the burst that you can see
Secondary Attack: Strength vs. AC
Hit: Strength modifier + Constitution modifier damage.
You catch the enemy’s attack with your off-hand weapon and drive your main weapon into your en
emy’s unprotected body
Daily Martial, Reliable, Weapon
Immediate Interrupt Melee weapon
Requirement: You must be wielding two melee weapons.
Trigger: An enemy marked by you would hit you with a melee attack.
Target: The triggering enemy
Primary Attack: Strength + 2 vs. AC (off-hand weapon)
Hit: You take half damage from the triggering attack and make a secondary attack against the same target.
Secondary Attack: Strength + 2 vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage, and the target is dazed (save ends). You can shift 1 square.
Miss: Half damage, and the target is dazed until the end of your next turn. You can shift 1 square.
You press the attack with relentless intensity, leaving your foe no time to launch
a proper counterattack.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is weakened until the end of your next turn.
Miss: The target is weakened until the end of your next turn.
Like liquid metal, you flow wherever the gravit
y of battle carries you.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you can shift half your speed (or your speed if you aren’t wearing heavy armor) and make a melee basic attack as a standard action. If you have combat advantage against the target of the attack and hit, the attack deals extra damage equal to your Wisdom modifier.
After a preparatory strike with you weapon, you wrap your arm around your foe, l
eaving no room to escape.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must have a hand free.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you grab the target. Until the grab ends, the target grants combat advantage to you. Whenever the target fails to escape the grab, you can make an opportunity attack against it.
Miss: Half damage, and you grab the target.
You weave through the battlefield, striking like a hungry serpent and sweeping the feet ou
t from under your enemies.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you knock the target prone if it is your size or smaller.
Effect: After the attack, you can shift 1 square and repeat the attack against another creature within reach. You can then shift 1 square and repeat the attack against a third creature within reach. You can then shift 1 square and repeat the attack against a fourth creature within reach.
Scenting blood, you speed
forward to finish your foe.
Daily Martial, Weapon
Immediate Reaction Melee 1
Trigger: An enemy within 5 squares of you becomes bloodied
Target: The triggering enemy
Effect: Before the attack, you can move your speed.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is marked (save ends). If the target is already marked by you when you use this power, the attack deals extra damage equal to your Wisdom modifier.
Special: If you are an elf, the attack deals extra damage equal to your Dexterity modifier.
When one of your allies hits an enemy, you take advantage of the foe’s distraction to put it on the
ground with a quick attack.
Daily Martial, Weapon
Free Action Melee weapon
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: Before the attack, you shift 3 squares.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is dazed (save ends).
Miss: Half damage.
Weapon: If you’re wielding an axe, a hammer, a mace, or a pick, you knock the target prone.
You position your attack such that your ene
my has no chance to avoid it.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
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.
Miss: Half damage.
While you are safely behind your shield,
nothing can stand in your way.
Daily Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Effect: You move your speed. Each time you enter a square adjacent to an enemy, make the following attack against that enemy. You cannot attack the same enemy more than once with this power.
Target: One enemy
Attack: Strength + 7 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Hit: 2d10 + Strength modifier damage, and you slide the target 1 square and knock it prone.
Miss: Half damage.
With unmatched speed, you test the defenses of nearby foes while
expertly parrying their blows.
Daily Healing, Martial, Stance, Weapon
Minor Action Personal
Effect: You assume the unyielding avalanche stance. Until the stance ends, you gain regeneration equal to your Constitution modifier while you are bloodied and a +1 power bonus to AC and saving throws. In addition, any enemy that starts its turn adjacent to you takes 1[W] damage and is slowed until the end of its turn, but only if you are able to make opportunity attacks.
You absorb everything going on around you, and your enemies fi
nd it hard to catch you unaware.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you don’t grant combat advantage while you are conscious.
You rush to your friend’s side, r
eady to stand in his defense.
Encounter Martial
Move Action Personal
Effect: You move up to your speed + 2 squares, ending in a square adjacent to an ally. You then gain temporary hit points equal to 2d8 + your Constitution modifier.
You twist and move in your current space, your shield held ready, as you prepar
e to block your foe’s attacks.
Encounter Martial, Stance
Move Action Personal
Requirement: You must be using a shield.
Effect: You gain a +2 power bonus to all defenses and are immune to forced movement.
Special: This stance ends if you move during your turn. You can end this stance as a free action during your turn.
The thrill of the kill is e
nough to shake off any ill effects.
Daily Healing, Martial
Free Action Personal
Trigger: You score a critical hit or reduce an enemy to 0 hit points
Effect: You spend a healing surge and regain additional hit points equal to your Constitution modifier. You make a saving throw against each effect on you that a save can end, and you gain a bonus to the saving throws equal to your Constitution modifier.
You wade through the chaos of battle like a colos
sus, heedless of the foes about you.
Daily Martial
Move Action Personal
Effect: You can shift your speed. You ignore difficult terrain during this shift and can move through occupied squares, as long as you end in an unoccupied space.
You plan
t your feet firmly, refusing to move.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, if you are subject to a pull, a push, or a slide and you have moved no more than 2 squares since the start of your turn, you can reduce the forced movement by 2 squares.
Special: If you are a dwarf, you can reduce the forced movement by 5 squares.
Seeing a comrade in trouble, you interpos
e yourself to stop a painful blow.
Encounter Martial
Immediate Interrupt Melee 1
Trigger: An ally adjacent to you is hit by an attack.
Target: The triggering ally
Effect: The target gains a +2 power bonus to AC and Reflex against the triggering attack. If you are using a shield, the bonus increases to +4.
Like a tank
ard of bad ale, you don’t go down easy.
Daily Healing, Martial
Minor Action Personal
Effect: You spend a healing surge, regain additional hit points equal to 2d6 + your Constitution modifier, and you can make a saving throw against one effect on you that a save can end.
Your very
presence puts your foes off their guard.
Daily Martial, Stance
Standard Action Personal
Prerequisite: You must be trained in Intimidate.
Effect: Until the stance ends, any enemy that begins its turn adjacent to you is marked until the start of its next turn.
You stride across th
e room, dragging an enemy behind you.
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. The grabbed creature grants combat advantage until the end of your next turn.
Your battle cry wracks your enemies
’ nerves and draws their attention to you.
Daily Martial
Standard Action Close burst 3
Target: Each enemy in the burst
Effect: You gain a +1 power bonus to attack rolls against the target and it is marked (save ends both).
As you hew down one foe, you
move forward to engage the next enemy.
Encounter Martial
Free Action Personal
Trigger: You reduce an enemy to 0 hit points.
Effect: You shift up to 3 squares.
The clanging of your weapon against your s
hield is a rallying cry for your allies.
Encounter Martial
Standard Action Close burst 5
Requirement: You must be using a shield.
Target: Each enemy in the burst you can see
Effect: You mark the target until the end of your next turn. In addition, when the target makes an attack that does not include you as a target before the end of your next turn, you can charge the target as an immediate interrupt. If you hit the target with the attack at the end of the charge, the target also falls prone.
You dog y
our enemy’s footsteps, refusing to yield.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy leaves a square adjacent to you.
Effect: You shift into the square that the triggering enemy left, and you have combat advantage against that enemy until the end of your next turn.
When your enemy lowers its guard, you take the opportunity
to tangle its feet and send it sprawling.
Encounter Martial
Free Action Melee weapon
Trigger: You hit or miss an enemy with an opportunity attack
Target: The triggering enemy
Effect: You knock the target prone. You mark the target (save ends).
You twist your body like a contorti
onist, escaping even the tightest restraints.
At-Will Martial
Move Action Personal
Prerequisite: You must be trained in Athletics.
Requirement: You must be grabbed.
Effect: You attempt to escape a grab and gain a +5 bonus to the Athletics check to escape. If you escape, you can shift half your speed instead of the normal 1 square.
You have mastered the combat stance used by gladiators in Tyr’s arenas, wh
ich lets you wade among your foes with impunity.
Daily Martial, Stance
Minor Action Personal
Effect: You assume the Tyrian battle stance. Until the stance ends, you do not provoke opportunity attacks and you gain a +2 power bonus to AC and Reflex as long as you are able to make opportunity attacks.
You whip your
weapon up to intercept your enemies’ attacks.
Encounter Martial
Minor Action Personal
Requirement: You must be wielding a two-handed weapon.
Effect: You gain a bonus equal to your Constitution modifier to AC and Fortitude until the start of your next turn.
You pick up the enemy you are gr
appling and run it headfirst into another foe.
Encounter Martial, Weapon
Standard Action Melee 1
Target: One creature grabbed by you
Effect: You move your speed, pulling the target with you. The target remains grabbed, and you do not provoke an opportunity attack from the target for this movement.
Attack: Strength vs. Fortitude (unarmed)
Hit: 2[W] + Strength modifier damage, and you knock the target prone. If the target is adjacent to one or more of your enemies, it takes extra damage equal to 2 + your Dexterity modifier, and the enemies it is adjacent to are also knocked prone.
You smash through the pressing host to se
t your eyes and your weapon on your chosen foe.
Encounter Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a two-handed weapon.
Primary Target: Each enemy in the burst
Primary Attack: Strength vs. Fortitude
Hit: Constitution modifier damage, and you push the target 1 square.
Effect: You shift 1 square and make a secondary melee attack.
Secondary Target: An enemy marked by you
Secondary Attack: Strength -2 vs. Fortitude
Hit: 2[W] + Strength modifier + Constitution modifier damage.
Your s
olid blow momentarily costs your enemy its wits.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Weapon: If you’re wielding a hammer or a mace, the attack deals extra damage equal to your Constitution modifier, and the target is dazed until the end of your next turn.
Your body and weapon spin as one, and jarring hits knock down those foe
s who fail to throw themselves out of harm’s way.
Encounter Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a two-handed weapon.
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and until the start of your next turn, any enemy that enters a square adjacent to you is marked until the end of your next turn and takes 5 damage. An enemy can take this damage only once per turn.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Your words or actions cause the enemy to draw close, giving you an opportunity to attack. If your
foe ignores your summons, you vow to make it pay.
Encounter 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, your next weapon attack against that enemy that hits before the end of your next turn deals 4[W] extra damage.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
You force your opponent back with a sustained series of jab
s, then use the break in his defenses to slip away.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 2 squares. You can then shift 2 squares.
Weapon: If you’re wielding a light blade or a heavy blade, the attack deals extra damage equal to your Dexterity modifier.
You trade damage for
accuracy to land a much-needed hit on your opponent.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 6 vs. AC
Hit: 2[W] + Strength modifier damage.
You make a powerful chopping attack aga
inst your foe, forcing it to drop what it is holding.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and the target drops one item it is holding. You can choose to catch the item in a free hand or have it land in your space.
You land a calculated blow on your enemy, and then change posit
ion to deliver a simple attack on that foe or another.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: After the attack, you can move a number of squares up to your Dexterity modifier and then make a melee basic attack.
You take a long step forward, bending low as your leading arm delivers an arcing slash. You follow
the attack with a quick cut from your off-hand weapon.
Encounter Martial, Weapon
Standard Action Close burst 2
Requirement: You must be wielding two melee weapons.
Primary Target: Each enemy in the burst you can see
Primary Attack: Strength vs. AC (main weapon)
Hit: 1[W] + Strength modifier damage, and you slide the primary target 1 square.
Effect: Make a secondary attack that is a close burst 1.
Secondary Target: Each enemy in the burst you can see
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: Strength modifier damage.
You lo
wer your head and charge your foe, sending it sprawling.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target 1 square and shift 1 square to a square the target vacated. Make a secondary attack against the target.
Secondary Attack: Strength vs. Fortitude
Hit: You push the target 3 squares and knock it prone.
Special: When charging, you can use this power in place of a melee basic attack.
You land a crushing blow, pushing your foe back, and pre
ss your advantage before any other enemies can retaliate.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target up to 3 squares.
Effect: After the attack, you can shift the same number of squares you pushed the target. You must end this movement adjacent to the target.
You catch your enemy’s attack with your shield and
then slam the shield back into your foe, knocking it down.
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 –2 penalty to the attack roll.
Attack: Strength + 4 vs. Fortitude
Level 21: Strength + 6 vs. Fortitude
Hit: 2d6 + Strength modifier damage, and you knock the target prone.
You grin widely as you focus the pain your foe wrought upon you and us
e it to move toward it with the hope of returning the pain.
Encounter Martial, Weapon
Immediate Reaction Melee 1
Prerequisite: You must be trained in Endurance.
Trigger: An enemy within 4 squares of you damages you with an attack
Target: The triggering creature
Effect: You can move your speed to a space adjacent to the target. If you do, you can make the following attack against the target.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you gain temporary hit points equal to half the damage of the triggering attack.
You switch your weapon t
o your empty hand, catching your enemy completely off guard.
Encounter Martial, Weapon
Standard Action Melee
Requirement: You must have a hand free.
Target: One creature
Effect: The target grants combat advantage to you until the end of your next turn.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
You leap forward
, skewering one foe and using your momentum to harry another.
Encounter Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can shift 2 squares and make a secondary attack.
If you have combat advantage against the primary target, the primary attack deals extra damage equal to your Dexterity modifier.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
If you have combat advantage against the secondary target, the secondary attack deals extra damage equal to your Dexterity modifier.
Special: When charging, you can use this power in place of a melee basic attack.
You tap your foe, holding back y
our full strength to keep its attention fixed squarely on you.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Primary Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage. If the target makes an attack that does not include you before the start of your next turn, you can shift 1 square and make a secondary attack against the target with your off-hand weapon as an immediate interrupt.
Secondary Attack: Strength + 2 vs. AC
Hit: 3[W] + Strength modifier damage.
You make a diversionary attack with your
weapon to hide the real threat—an uppercut from your free hand.
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.
Effect: Make a secondary attack against the target.
Secondary Attack: Strength vs. Fortitude (unarmed)
Hit: 1[W] + Strength modifier damage, and the target is stunned until the end of your next turn.
Like a whirling cyclone of death, you spin and strike one foe aft
er another, driving each one back and knocking it to the ground.
Encounter Martial, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can push the target 1 square and knock it prone.
You land a mighty blow that staggers your foe and sends it backward. With a wicked gr
in, you hoist your weapon and challenge the other enemies nearby.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target up to 2 squares.
Effect: You mark each enemy within 2 squares of the target until the end of your next turn.
You shift to a new weapon, catching yo
ur enemy off guard as your tactics make a dramatic transformation.
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.
Axe: All enemies adjacent to you and the target take damage equal to 5 + your Constitution modifier.
Mace: The target is dazed until the end of your next turn.
Heavy Blade: The target’s attack penalty due to your mark increases to –4 until the end of your next turn.
Spear or Polearm: You slide the target to any other square adjacent to you.
Throwing caution to the wind, you lash out desperately at your foe.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you grant combat advantage to all enemies until the start of your next turn.
Special: If you are a human, 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.
A swift attack tests your enemy’s defenses and tel
ls you whether you should drop into a defensive posture or strike again.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC. Make the attack twice, once with your main weapon and once with your off-hand weapon.
Hit: 3[W] + Strength modifier damage on the first hit. If both attacks hit, you can add 2[W] to the damage dealt or have the target take a –4 penalty to attack rolls (save ends).
Roaring a war cry
, you rush an enemy and prove that it is you that it should be attacking.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Effect: Until the end of the encounter, whenever an enemy you can see makes an attack that does not include you as a target, you can mark that enemy as an opportunity action. The mark takes effect after the attack, and it lasts until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
You strike at vital spots to draw your foe’s blo
od. With each hit, you aggravate the wounds and slowly destroy your enemy.
Daily Martial, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target takes ongoing 10 damage (save ends). In addition, you can assume the stance of the bloodletter. Until the stance ends, whenever you hit an enemy with a melee weapon attack, that enemy takes ongoing 5 damage (save ends).
After a vicious stab, you expertly corral your opponent with your polearm.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a polearm or a spear.
Target: One creature
Primary Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target is marked (save ends).
Miss: Half damage, and the target is marked until the end of your next turn.
Effect: If the target takes a move action before the end of your next turn and is within your melee reach, you can make a secondary attack against the target as an immediate interrupt.
Secondary Attack: Strength vs. AC
Secondary Damage: 2[W] + Strength modifier damage, and cancel the target’s move action.
Special: When charging, you can use this power in place of a melee basic attack.
You thrash your foes with an array of strikes,
and then unleash your fury a second time against any that are left standing.
Daily Martial, Weapon
Standard Action Close burst 1
Primary Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the start of your next tu
rn, you can use the secondary power at will.
Daily Martial, Weapon
Free Action Melee 1
Requirement: The power Devastation's Wake must be active in order to use this power.
Trigger: An enemy starts its turn adjacent to you.
Secondary Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
You sweep your weapon through nearby enemi
es. Then, while they’re recovering, you seize a foe and hurl it away from you.
Daily Martial, Weapon
Standard Action Close burst 1
Requirement: You must have a hand free.
Primary Target: Each enemy in the burst you can see
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the primary target is dazed until the end of your next turn. Make a melee secondary attack.
Secondary Target: One creature hit by the primary attack
Secondary Attack: Strength vs. Fortitude (unarmed)
Hit: You push the secondary target a number of squares equal to 1 + your Dexterity modifier and knock it prone.
Miss: Half damage.
You slam your shield into your foe with a quick, powerful thrust.
Daily Martial, Reliable
Minor Action Melee 1
Requirement: You must be using a shield.
Target: One creature
Attack: Strength + 4 vs. Fortitude
Level 21: Strength + 6 vs. Fortitude
Hit: 2d6 + Strength modifier damage, and you push the target 1 square. The target is dazed until the end of your next turn.
You
are a whirl of steel and resolve. Nothing can deter you from striking your foe.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, once per turn when you miss with a melee attack roll, you can reroll the attack roll.
You swing your weapon around with care, and then take up a defensive posture.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each creature in the burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Weapon: If you’re wielding a flail or a heavy blade, the attack deals extra damage equal to your Dexterity modifier.
Effect: You gain a +4 power bonus to AC until the start of your next turn.
Your enemies le
ave themselves open to your powerful punches when they attack you but fail to hit.
Daily Martial, Stance, Weapon
Minor Action Personal
Requirement: You must have a hand free.
Effect: Until the stan
ce ends, you can use the power Pugilist's Resolve Attack.
At-Will Martial, Weapon
Immediate Reaction Melee weapon
Requirement: The power Pugilist's Resolve 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: Strength modifier + Dexterity modifier damage, and you knock the target prone.
You make a p
owerful overhand strike, hitting your foe with such force that it stumbles backward.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength damage, and you can push the target 1 square.
You get a boost out of pummeling your opponent.
Daily Healing, Invigorating, Martial, Reliable, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you can spend a healing surge.
Y
our hammering blow distracts your enemy long enough for you to obtain a crushing hold.
Daily Invigorating, Martial, Reliable, 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 grab the target. Each time you sustain the grab, the target takes 1[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.Fighter Attack 19
After landing a treme
ndous blow, you trail your enemy and make it think twice about turning its back on you.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Effect: Until the end of the encounter, you can make a melee basic attack against the target as a free action if you are adjacent to it and it either shifts or attacks one of your allies.
In one smooth stroke, you
topple the enemy and bring your weapon back to plunge it down into its struggling body.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Primary Target: One creature
Primary Attack: Strength vs. Fortitude
Hit: The target falls prone.
Effect: You make a secondary attack against the same target.
Secondary Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Special: If the target grants combat advantage to you, your attack deals extra damage equal to 3 + your Constitution modifier.