You attack your enemy and make it the focus of your god’s anger.
At-Will
Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 1[W] + Strength modifier or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.
Level 21: 2[W] + Strength modifier or Charisma modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.
You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor.
At-Will
Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier.
Increase damage to 2[W] + Charisma modifier at 21st level.
Your powerful attack challenges your foe to face you.
At-Will
Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
If you are bloodied, this attack is Strength vs. the lower of the target’s AC or Will.
Hit: 1[W] + Strength modifier damage, and the target is marked until the end of your next turn or until you move into a square not adjacent to the target.
Increase damage to 2[W] + Strength modifier at 21st level.
You are toughened as you prove your superiority.
At-Will
Divine, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You gain temporary hit points equal to your Charisma modifier.
Level 21: 2[W] + Strength modifier damage.
Your brutal weapon attack leaves your foe weakened.
At-Wil
l Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2[W] + Charisma modifier at 21st level.
The pain you inflict promises more agony to come.
At-Wi
ll Divine, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You gain combat advantage against the first enemy you attack before the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
The divine might of your attack extends your shield’s magical protection to your ally.
At-W
ill Divine, 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 an ally adjacent to you gains resist 2 to all damage until the end of your next turn.
Level 11: Resist 5 to all damage.
Level 21: Resist 10 to all damage.Paladin Attack 1
You strike an enemy with your weapon, which ignites with holy light.
At-
Will Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Your weapon flashes with divine light that sears your enemy and lifts your allies’ hearts with renewed vigor and purpose.
At
-Will Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage. One ally within 5 squares of you gains temporary hit points equal to your Charisma modifier. If the ally is bloodied, the temporary hit points increase by 5.
Level 21: 2[W] + Strength modifier radiant damage.
You attack a foe, gaining strength from your conviction as the odds against you rise.
A
t-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you.
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
As your enemies press in upon you, your soul is filled with vengeance, and you use that strength to lash out.
At-Will Divine, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You gain a power bonus to the damage roll equal to twice the number of enemies adjacent to you (maximum of +8).
Level 21: 2[W] + Strength modifier damage.
You let divine fury wash over you as you strike with your glowing weapon. Your enemy recoils in pain as the searing wound weakens its defenses.
At-Will Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage. If at least one bloodied ally is within 5 squares of you, the target takes extra radiant damage equal to your Charisma modifier.
Level 21: 2[W] + Strength modifier radiant damage.
Miss: You gain a +2 power bonus to your next damage roll against the target.
The clean light of your weapon pierces your enemies and fills you with resolve
.
At-Will Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn.
Level 21: 2[W] + Charisma modifier radiant damage.
Special: This power can be used as a melee basic attack.
Painfully bright light flashes from your holy symbol.
Encounter Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
You drive your foe back with a mighty attack and follow it to prevent its escape
.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier. You then shift to the nearest square adjacent to the target.
When you strike a foe with your weapon, the force of the blow causes him to shudder and second-guess his tactic
s.
Encounter Divine, Fear, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.
As you attack, a faint glow envelops your weapon and bolsters your defenses for a ti
me.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 1[W] + Strength or Charisma modifier radiant damage. Until the end of your next turn, you gain a bonus to Fortitude, Reflex, and Will equal to your Wisdom modifier.
You lay into your foe without regard to your own saf
ety.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you take a -5 penalty to all defenses until the end of your next turn.
Silvery spikes cover your weapon, punching through your foe’s a
rmor.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.
Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of supernatural evil such as demons and d
evils.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Wisdom modifier radiant damage.
A translucent golden shield forms in front of a nearby ally as you attack with your
weapon.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Wisdom modifier.
You slam your weapon home, channeling your enemy’s loss into
healing.
Encounter Divine, Healing, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier necrotic damage, and you or an ally within 5 squares of you regains a number of hit points equal to your Charisma modifier.
You cry out as you strike, daring all your enemies to
face you.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.
Your strike burns your god’s symbol onto the enemy, a beacon to yo
ur companions.
Daily Divine, Fire, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier fire damage. The target takes ongoing 5 fire damage and grants combat advantage to any ally adjacent to it (save ends both).
You draw on your own life force to deal a
decisive blow.
Daily Divine, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Effect: You take 5 damage, which can’t be reduced in any way.
Such is the ferocity of your attack, your enemy falls back w
ith each strike.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends). Each time you hit this target with a melee attack while it is taking ongoing damage from this attack, you can push the target 1 square and shift 1 square into the square it vacated.
Miss: Half damage, and you push the target 1 square.
Special: You can use this attack in place of a melee basic attack when charging.
Ice and frost swirl around you, expanding quickly. While within this whirling blizzard, your enemies c
annot escape you.
Daily Cold, Divine, Implement, Zone
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier cold damage.
Miss: Half damage.
Effect: The burst creates a zone of hindering frost that lasts until the end of your next turn. When any enemy enters the zone or starts its turn there, it is slowed until the end of its next turn.
Sustain Minor: The zone persists.
You wade into battle and urge your allies t
o greater heights.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: After the attack, each ally within 2 squares of you regains hit points equal to one-half your level + your Wisdom modifier.
Special: When charging, you can use this power in place of a melee basic attack.
You shine with divine radiance that sears your enemies as you attack and comm
ands their respect.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.
You invoke a prayer that wracks your foe with terrible pain and causes further pain whenever
he makes an attack.
Daily Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).
Your melee attack punishes your ene
my and heals an ally.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.
You engulf your enemy in searin
g ribbons of radiance.
Daily Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
You speak with such compelling conviction that others find it difficult to refute y
our beliefs and claims.
Daily Divine
Minor Action Personal
Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.
You recite an ancient prayer to imbue your weapon with
the power of pure faith.
Daily Divine, Radiant
Minor Action Personal
Effect: Choose one weapon you are wielding. Until the end of the encounter, you gain a +1 power bonus to attack rolls with that weapon, and it deals 1d6 extra radiant damage on a hit. In addition, you can score a critical hit with the weapon on a roll of 18–20 against creatures vulnerable to radiant damage.
You brandish your weapon and demand that all foes nearb
y face you in battle.
Encounter Divine
Minor Action Close burst 3
Target: Each enemy in the burst
Effect: Each target is subject to your divine sanction until the end of your next turn.
The power of your god deflects part of an attack against you, and you
call out the attacker.
Encounter Divine
Immediate Interrupt Personal
Trigger: An enemy hits your Fortitude, Reflex, or Will
Effect: You take only half damage from the triggering enemy’s attack, and the triggering enemy is subject to your divine sanction until the end of its next turn.
Kord answers your shouted prayer with strength and power, causing you to excel in
acts of physical might.
Encounter Divine
Free Action Personal
Trigger: You would make an Athletics check or an Endurance check
Effect: You gain a +5 power bonus to the triggering skill check. Until the end of your next turn, you gain a +2 power bonus to melee damage rolls, and targets you hit with melee attacks are subject to your divine sanction until the end of your next turn.
You step into an attack made against an adjacen
t ally to save your comrade.
Daily Divine
Immediate Interrupt Close burst 1
Trigger: An adjacent ally is hit by a melee or a ranged attack
Effect: You are hit by the attack instead.
You lay your hands upon an ally, invoking the power of your virtue to restore a comrade to health
and remove hindering effects.
Daily Divine, Healing
Minor Action Melee 1
Target: One creature
Effect: The target regains hit points equal to your healing surge value and can make a saving throw.
You trace a circle around you with your hand, and it quickly expands into a wide circle of faintly glowing runes that glows brightly and prote
cts you and your close allies.
Daily Divine, Implement, Zone
Standard Action Close burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.
You take onto yourself
the suffering of your ally.
Encounter Divine
Minor Action Melee touch
Target: One ally
Effect: You transfer to yourself one effect on the target that a save can end.
Your vice buoys your heart, and you rev
el in the power it provides.
Encounter Shadow
Minor Action Personal
Effect: You gain 5 temporary hit points, and you can make a saving throw. In addition, you gain a +2 power bonus to all defenses until the end of your next turn.
Level 11: 10 temporary hit points.
Level 21: 15 temporary hit points.
You gird yourself in your high ideals and face the enem
y with renewed determination.
Encounter Divine
Minor Action Personal
Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value.
You swing your weapon in a wide arc that strikes not one but tw
o creatures within your reach.
Encounter Divine, Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: Strength vs. AC, one attack per target
Hit: 1[W] + Strength modifier damage, and the target is marked until the end of your next turn.
Your steel transfixes a
n enemy that harms your friend.
Encounter Divine, Weapon
Immediate Reaction Melee 1
Trigger: An enemy adjacent to you hits your ally
Target: The triggering enemy
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target is immobilized until the end of your next turn.
You lead your foe to the
ground where you want to fight.
Encounter Divine, Implement
Standard Action Close burst 5
Target: One creature marked by you
Primary Attack: Charisma vs. Will
Hit: You pull the target to a square adjacent to you. Then make a melee secondary attack against it using your weapon.
Secondary Attack: Charisma + 2 vs. AC
Hit: 2[W] + Charisma modifier damage.
Your weapon burns with dark flames. What the flames touch becomes craven and fearful, whic
h are traits despised by fortune.
Encounter Divine, Fear, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. Fortitude
Hit: 2[W] + Strength or Charisma modifier necrotic damage. The next time the target takes damage before the start of your next turn, it moves up to its speed away from you.
You engage your foe and prevent
it from advancing on your allies.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 2[W] + Strength or Charisma modifier damage, and the target is immobilized until the end of your next turn.
Special: You can use this power in place of a melee basic attack.
When you hit an enemy with your weapon, you and your allies suddenly feel invigorated
by the divine power of your faith.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.
You use divine energy to call out your foe, then mock it for its ineffectiveness
until it cannot bear to look at you.
Encounter Divine, Illusion, Psychic, Radiant
Free Action Personal
Trigger: You target an enemy with an at-will weapon attack power.
Effect: The target takes psychic and radiant damage equal to your Charisma modifier. If the triggering attack hits, you become invisible to the target until the end of your next turn.
Your shot leaves y
our allies concealed by faint shadow.
Encounter Divine, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bow.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you subject the target to your divine sanction until the end of your next turn.
Your righteous blow fills you and your nea
rby allies with preternatural resolve.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier.
With a mighty swing of
your weapon, you knock your enemy back.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier.
As foes
encircle you, you fight all the harder.
Encounter Divine, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage. You gain 5 temporary hit points for each target hit by the attack.
You shak
e off affliction to strike true and hard.
Encounter Divine, Weapon
Standard Action Melee
Target: One creature
Effect: Before the attack, you make a saving throw with a bonus equal to your Wisdom modifier.
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Your weapon is like the biting winds of winter
, freezing your opponents in their tracks.
Encounter Cold, Divine, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier cold damage, and the target is slowed until the end of your next turn. If it is marked by you, the target is immobilized until the end of your next turn instead.
Your fla
shing weapon promises a swift end to your foes.
Daily Divine, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: The target is subject to your divine sanction until the end of your next turn. If the target was already marked by you, it also takes radiant damage equal to your Wisdom modifier whenever it deals damage to you or any ally (save ends).
You call upon divine power to smite your foe with cold fury. A sheen of black ice forms around y
our weapon, draining your enemy of its strength.
Daily Cold, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier cold damage, and the target takes a –5 penalty to damage rolls (save ends).
Miss: Half damage, and the target takes a -5 penalty to damage rolls until the end of its next turn.
Your strike worms its way into your enemy
’s mind, turning it against its erstwhile allies.
Daily Charm, Divine, Psychic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier psychic damage, and you slide the target up to 2 squares. One enemy adjacent to the target at the end of the slide then takes 10 damage.
Miss: Half damage, and you can slide the target 1 square. One enemy adjacent to the target at the end of the slide then takes 5 damage.
As you strike your enemy, a wave of divine
fire explodes from its body, searing nearby foes.
Daily Divine, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier fire damage.
Miss: Half damage.
Effect: Each enemy adjacent to the target takes 5 fire damage.
Your anger gets the better of you, lending weight to your strike, driving you
after the fleeing foe, and blinding you to danger.
Daily Divine, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you push the target up to 2 squares. You then shift up to 3 squares to a square adjacent to the target.
Miss: Half damage.
Effect: You grant combat advantage until the start of your next turn.
You wave your hand through the air, and a wide circle of faintly glowing symbols appears around you, damagin
g enemies and protecting allies within its confines.
Daily Divine, Implement, Zone
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier damage.
Effect: The burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while within the zone.
Divine light engulfs your weapon as you sacrifice you
r ability to heal in order to strike down your enemy.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC, and you must spend a healing surge without regaining any hit points
Hit: 4[W] + Strength modifier radiant damage.
Miss: Half damage.
You shout an ancient
angelic name of thunderous power that slows your foes.
Daily Divine, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier thunder damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of its next turn.
As you strike one ene
my, you direct a beam of holy radiance against another.
Daily Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Make a ranged secondary attack using your implement. Doing so doesn’t provoke opportunity attacks.
Secondary Target: One creature other than the primary target within 5 squares of you
Secondary Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier radiant damage, and you regain hit points equal to 1d6 + your Charisma modifier.
Wi
th a solid strike, you sap your adversary’s will to act.
Daily Divine, Necrotic, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier necrotic damage, and the target is weakened and slowed (save ends both).
You cause a nearby foe to convulse wi
th pain and render it more susceptible to radiant energy.
Daily Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter.
Miss: Half damage, and the target gains no vulnerability.
After your initial attack, divine power continues
to assault your foe, and you grow stronger all the while.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The target takes ongoing 5 damage (save ends). Whenever the target takes this ongoing damage, you regain hit points equal to your Wisdom modifier.
You let faith alone guide yo
ur weapon. No enemy can distract you from your sacred task.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage, and the target is subject to your divine sanction until the end of the encounter.
Miss: Half damage.
Effect: You gain a +5 power bonus to all defenses against charm effects until the end of the encounter.
You radiate crushing dre
ad so powerful that your enemies cannot bear to be near you.
Daily Fear, Shadow
Minor Action Personal
Effect: Until the end of the encounter, when you hit any enemy with an at-will melee attack, you also push that target up to a number of squares equal to your Charisma modifier.
The b
lood of wounded foes feeds your anger, empowering your blows.
Daily Shadow
Minor Action Personal
Effect: Until the end of the encounter, your melee weapon attacks deal 1[W] extra damage when you are adjacent to at least one bloodied creature.
You create a spiritual link between yourself and an a
lly that allows you to partially shield your friend from harm.
Daily Divine
Minor Action Close burst 5
Target: One ally in the burst
Effect: Until the end of the encounter, the target gains a +2 power bonus to all defenses and a +5 power bonus to Endurance checks. In addition, whenever the target takes damage, you can reduce that damage by 5 as a free action. If you do so, you take 5 damage. This damage ignores your immunities and resistances.
As your weapon connects with your enemies
, so too does the magic of your god connect you to your allies.
Daily Divine
Minor Action Ranged 5
Effect: Choose an ally within 5 squares of you. You take half that ally’s damage until the end of the encounter or until you end the effect as a free action. No power or effect can reduce the damage you take from this power.
You reassure
your ally, conferring divine power to throw off ill effects.
Encounter Divine
Minor Action Melee touch
Target: One creature
Effect: The target can make a saving throw. Against a fear effect, the target gains a bonus to the saving throw equal to your Wisdom modifier.
The energy of your divine challenge erupts with light that heals y
ou as the enemy attacks and empowers your next strike against it.
Daily Divine, Healing
Immediate Interrupt Personal
Trigger: The target of your divine challenge hits you
Effect: You can spend a healing surge. You gain a +2 power bonus to attack rolls against the triggering enemy until the end of your next turn.
Failure breeds frustration and frustration breeds unchecked
fury, which you channel into your ability to wound your foes.
Encounter Divine
Free Action Personal
Trigger: You miss a target with a paladin encounter or daily attack power
Effect: The targets you missed with the power are subject to your divine sanction until the end of your next turn. You gain a +2 power bonus to damage rolls on the next attack you make before the end of your next turn.
You and your trusted allies form a telepathic bond.
Daily Divine
Minor Action Close burst 6
Targets: You and each ally in the burst
Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.
The intensi
ty of your faith protects you from your enemy’s insidious power.
Encounter Divine
Immediate Interrupt Personal
Trigger: An enemy attacks you
Effect: You gain a +4 power bonus to Fortitude and Will until the end of your next turn.
Toughness hard won thr
ough years of rigorous self-control blunts your enemies’ attacks.
Encounter Divine
Minor Action Personal
Effect: Until the end of your next turn, you gain resistance to all damage equal to your Strength modifier.
You speak a
prayer of protection for an ally, who is surrounded by a shining halo.
Daily Divine, Radiant
Minor Action Close burst 10
Target: One ally in the burst
Effect: Until the end of the encounter, any enemy that hits or misses the target takes 3 + your Charisma modifier radiant damage, unless that enemy is marked by the target.
Level 11: 6 + your Charisma modifier radiant damage.
Level 21: 9 + your Charisma modifier radiant damage.
You plunge into battle with divine speed.
Encounter Divine
Move Action Personal
Effect: You move twice your speed to a square adjacent to an enemy that is within your line of sight at the start of this movement.
A murde
r of ghostly ravens hover about you, warding you against cold and death.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, you gain resist cold and necrotic equal to 5 + your Wisdom or Charisma modifier. You can voluntarily end the stance as a free action to gain +2 to a defense of your choice until the end of your next turn.
You extend the power of your virtue to nearby
allies, enabling you and your friends to easily strike down your enemies.
Daily Divine
Minor Action Close burst 1
Targets: You and each ally in the burst
Effect: Until the end of the encounter, each target gains a power bonus to damage rolls equal to your Charisma modifier.
The power of your g
od’s dominion thunders through your holy symbol to pummel nearby foes.
Encounter Divine, Implement, Thunder
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier thunder damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.
You pull
an enemy toward you, dealing grievous wounds as he tries to rebuke you.
Encounter Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier damage, and you pull the target a number of squares equal to your Wisdom modifier.
You call upon the power of your deity to switch
places with an ally and strike a foe within reach of your new position.
Encounter Divine, Teleportation, Weapon
Standard Action Melee weapon
Primary Target: One ally within a number of squares equal to your Wisdom modifier
Effect: You and the target swap places. If an enemy is now within your melee reach, you can make a secondary attack against it.
Secondary Target: One enemy
Secondary Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
As you charge, a golden light envelo
ps your weapon and fortifies you against the powers of darkness and fear.
Encounter Divine, Radiant, Weapon
Standard Action Melee
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier radiant damage. Until the end of your next turn, you gain a +2 bonus to all defenses against fear or necrotic effects.
Special: When charging, you can use this power in place of a melee basic attack.
You shrug off the e
ffects of your enemies’ attacks and strike back with even greater purpose.
Encounter Divine, Weapon
Standard Action Melee weapon
Effect: Before the attack, you make a saving throw against each effect on you that a save can end. You gain a bonus to the attack roll and the damage roll equal to the number of effects you save against.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
You cut a wide arc with your glo
wing weapon, drawing a crescent moon of light that careens toward your foe.
Encounter Divine, Radiant, Weapon
Standard Action Ranged 5
Special: If you are wielding a heavy blade, the range is 10 squares.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier radiant damage, and you subject the target to your divine sanction until the end of your next turn.
You present yourself with such convictio
n that your enemies cannot help but be awestruck by the power of your faith.
Encounter Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn.
You channel your entire spirit into a powerful attack.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. If you have used the Channel Divinity power divine strength during this turn, you gain a bonus to the attack roll equal to your Wisdom modifier.
Hit: 2[W] + Strength modifier damage.
A searing flash of light punishes a foe who refuses to face you in battle.
Encounter Divine, Implement, Radiant
Immediate Interrupt Close burst 5
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier radiant damage, and the target is blinded until the end of your next turn.
Bl
ack frost covers your weapon, fixing your foe’s place and its attention on you.
Encounter Cold, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier cold damage, and the target is immobilized and subject to your divine sanction until the end of your next turn.
Your inspiring attack bestows health on your ally.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 2[W] + Strength or Charisma modifier damage, and an ally within 5 squares of you can spend a healing surge. If the attack deals at least 20 damage, the ally gains additional hit points equal to twice your Wisdom modifier.
Your weapon
flashes as it strikes, and moments later, a peal of thunder slams into your foe.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. If the target is marked by you, the attack can score a critical hit on a roll of 19–20.
Hit: 2[W] + Strength modifier thunder damage, and the target is knocked prone.
A scintillating crown of ra
diant energy appears above your head, then expands suddenly to cripple nearby enemies.
Daily Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier radiant damage.
Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn.
Sustain Minor: You can sustain the power’s effect.
You single out an enemy for punishment, adding
confusion or fear for good measure. So ghastly is your visage that your foes make way.
Daily Divine, Fear, Necrotic, Shadow, Teleportation, Weapon
Standard Action Close blast 3
Target: One creature in the blast
Attack: Strength vs. Will
Hit: 3[W] + Strength modifier necrotic damage. The target chooses either to take a free action to move up to its speed to a square as far as possible away from you, or to become dazed (save ends).
Miss: Half damage.
Effect: You can teleport to an unoccupied square in the blast.
Brilli
ant light flows through your weapon and fills your surroundings with purifying radiance.
Daily Aura, Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution or Charisma vs. AC
Hit: 3[W] + Constitution modifier or Charisma modifier radiant damage.
Miss: Half damage.
Effect: You activate an aura 3 that lasts until the end of the encounter. The aura is brightly lit. Any creature that starts its turn in the aura cannot benefit from any concealment until the start of its next turn.
You roar with outrage, and your furious strike hurls your foe away.
Daily Divine, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you push the target 5 squares. If the target ends this movement in a square adjacent to a solid obstacle, the target takes 1[W] extra damage.
Your
god’s angers shines from you in blazing light that intensifies with each strike you make.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of your next turn, whenever you hit an enemy with a melee attack, each enemy adjacent to you other than the target of your attack takes radiant damage equal to your Wisdom modifier.
Sustain Minor: The effect persists.
You command a foe to attack you instead of your companion.
Daily Divine, Weapon
Immediate Interrupt Close burst 10
Trigger: An enemy within 10 squares of you hits your ally with a melee or a ranged attack
Target: The triggering enemy
Effect: The triggering attack hits you instead of the ally. You pull the target to a square adjacent to you and then make the following attack against it.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is subject to your divine sanction until the end of the encounter.
Unable to fig
ht alongside your allies, you turn to your faith for protection and press forward undaunted.
Daily Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier radiant damage.
Effect: The targets are weakened (save ends).
Special: You cannot use this power if any allies are within 5 squares of you.
You target an enemy wit
h a searing, pulsating light that also damages enemies adjacent to him and thrusts them back.
Daily Divine, Implement, Radiant
Standard Action Ranged 10
Primary Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier radiant damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier radiant damage, and you push the target 3 squares.
Sustain Minor: When you sustain this power, you can repeat the secondary attack (the primary target is the same each time).
Miss: Half damage, and no secondary attack.
You direct a beam of fierce radia
nce against an enemy and force it to feel the pain of the wounds it inflicted on your comrade.
Daily Divine, Implement, Radiant
Immediate Interrupt Close burst 5
Trigger: An enemy within 5 squares of you hits your ally
Target: The triggering enemy
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier radiant damage.
Miss: Half damage.
Effect: The ally hit takes half damage from the triggering enemy’s attack.
Your weapon parts your enemy’s defenses, letting you claim the bounty of its defeat.
Daily Divine, Healing, Necrotic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 3[W] + Strength or Charisma modifier necrotic and psychic damage, and the target is subject to your divine sanction (see Divine Power, page 82) until the end of your next turn.
Miss: Half damage.
Effect: If this attack reduces the target to 0 hit points, you can spend a healing surge and regain hit points equal to twice your surge value.
Consecrated light enfolds the enemy you smite, exacting a price whenever that foe causes harm.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: Whenever the target deals damage, it takes 2d6 radiant damage (save ends).
As yo
ur attack lands, shadowy blades spring from your foe to slice those nearby and draw ire upon you.
Daily Divine, Necrotic, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Strength vs. Will
Hit: 1[W] + Charisma modifier necrotic damage, and the target is subject to your divine sanction until the end of your next turn.
Miss: Half damage.
Effect: The target is subject to your divine sanction until the end of your next turn
.
Your thunderous words consign your foes to continual pain.
Daily Divine, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Strength vs. Will
Hit: 2d6 + Strength modifier thunder damage, and the target takes ongoing 5 thunder damage and is subject to your divine sanction (save ends both).
Miss: Half damage, and the target is subject to your divine sanction until the end of your next turn.
Your weapon fade
s, becoming smoky and gray. It passes through flesh and armor to touch the animating spirit within.
Daily Divine, Psychic, Shadow, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier psychic damage, and the target cannot shift or make opportunity attacks (save ends both).
Miss: Half damage.
Effect: If the target has 10 hit points or fewer, it is stunned until the end of your next turn.
You infuse the spirit of a divine steed into yourself, gaining some of its capabilities.
Daily Divine
Minor Action Personal
Effect: You gain a +2 power bonus to speed. You also gain a power bonus to damage rolls with charge attacks equal to your Charisma modifier. These effects last until the end of the encounter.
Level 18: You also gain a fly speed equal to your speed.
Level 28: This power can also target each ally within 2 squares of you.
Thunder bursts from your weapon as you strike your foe, knocking down nearby enemies.
Daily Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier thunder damage.
Miss: Half damage.
Effect: Each enemy within 2 squares of the target falls prone.
Spurred on
by divine fervor, you unleash a spinning attack that leaves a painful radiance lingering on your foes.
Daily Divine, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier radiant damage, and ongoing 5 radiant damage (save ends).
Miss: Half damage.
You inspire hope in your allies through your combination of divine power and valorous words.
Daily Divine
Minor Action Personal
Effect: Once per round until the end of the encounter, you can take a minor action to choose an ally within 5 squares of you. That ally gains 5 temporary hit points and a +2 power bonus to the next skill check he or she makes before the end of his or her next turn.
You sacrifice some of your own vitality to help your allies overcome their wounds.
Daily Divine, Healing
Minor Action Personal
Effect: Once per round until the end of the encounter, you can take a minor action to restore 10 hit points to one ally within 2 squares of you. If you do so, you take 10 damage. This damage ignores your immunities and resist
ances.
A quick prayer grants vigor and strength to a comrade in battle.
Encounter Divine, Healing
Immediate Reaction Close burst 5
Trigger: An ally within 5 squares of you hits with a melee attack
Target: The triggering ally
Effect: The target can either spend a healing surge or make two damage rolls for the attack and use either result.
A translucent outline briefly appears above the creature you designa
te. The divine spirit gestures, relieving some of the creature’s suffering, then fades instantly away.
Encounter Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target makes a saving throw with a +2 bonus.
Muttering devotions, you can channel the death that’s all around you into life.
Daily Divine, Healing, Stance
Minor Action Personal
Effect: Until the stance ends, whenever a nonminion enemy within 5 squares of you is bloodied or reduced to 0 hit points, you or an ally within 5 squares of you regains a number of hit points equal to 5 + your Charisma modifier
.
The spirit of death surrounds you, nipping at your foes as they are struck.
Daily Aura, Necrotic, Shadow
Minor Action Personal
Effect: You activate an aura 1 that lasts until the end of the encounter. While you are bloodied, enemies in the aura take necrotic damage after they are hit by any attack. The damage equa
ls your Charisma modifier.
Divine beneficence heals you and your companion.
Daily Divine, Healing
Minor Action Close burst 5
Target: You and one ally in the burst
Effect: You spend a healing surge, and each target regains hit points equal to your healing surge value.
In the sacred words of a prayer, you find the resolve to shake off a deleterious condition.
Encounter Divine
Minor Action Personal
Effect: You make a saving throw with a bonus equal to 1 + your Wisdom modifier.
You quickly throw up your
hand, and a vortex of swirling energy surrounds you and your friends, shielding them from harm at your expense.
Daily Divine
Immediate Interrupt Personal
Trigger: You are targeted by a close attack or an area attack
Effect: A close attack or an area attack targeting you automatically hits you, and any of your allies who are also hit take only half damage. This power does not change ot
her effects the attack might cause.
Seeing your ally harmed enrages you.
Daily Divine
Immediate Reaction Personal
Trigger: An enemy hits your ally within your line of sight
Effect: The next time you attack before the end of your next turn, you gain a +2 power bonus to the attack roll and deal extra damage equal to 2 + your Strength modifier.
You whisper a dread word that lets you and your companions sacrifice health to shed an affliction.
Daily Shadow
Standard Action Close burst 3
Target: You and each ally in the burst
Effect: Each target can take damage equal to one-half his or her level to make a saving throw with a +4 power bonus. The damage cannot be reduced in any way.
You whisper a solemn hymn, and
divine light washes gently over you and nearby allies, potentially negating harmful and debilitating afflictions.
Daily Divine
Standard Action Close burst 3
Targets: You and each ally in the burst
Effect: The targets make saving throws against every effect that a save can end.
Your awarenes
s expands to allow you to protect your allies in an instant, punishing those who would weaken your allies’ resolve.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, any time an enemy within 5 squares of you makes an attack that does not include you, you can use divine challenge on that enemy as a free action. If the triggering attack is against Will and you mark the attacker, it immediately takes the damage your divine challenge mark normally deals.
You step through deep shadow to chase your foe, bringing icy ground back with you.
Encounter Divine, Teleportation
Move Action Personal
Effect: You teleport a number of squares equal to 1 + your Charisma modifier, to a space adjacent to an enemy marked by you. All squares adjacent to you are difficult terrain until the end of your next turn.
As you attack, you chide your foes for neglecting you and compel their attention.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 3[W] + Strength or Charisma modifier damage, and each enemy within 3 squares of you is subject to your divine sanction until the
end of your next turn.
You lead an enemy away from those under your protection.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 3[W] + Charisma modifier damage, and you shift 3 squares. You then pull the target 5 squares to a square adjacent to you.
Strands of energy erupt from your weapon as it strikes true, wrapping around your foe and rooting it to the ground.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage, and the target is immobilized until the end of your next turn.
You raise your holy symbol and shout an imprecation to blind a foe that dares to assault your comrade.
Encounter Divine, Implement
Immediate Reaction Close burst 5
Trigger: An enemy within 5 squares of you hits your ally
Target: The triggering enemy in the burst
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier damage, and the target is blinded until the e
nd of your next turn.
Still burning with your ardent vow, you launch a mighty attack.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. If the target is marked by you, you gain a +2 bonus to the attack roll, and you can score a critical hit on a roll of 18–20.
Hit: 2[W] + Strength modifier damage. If you have used ardent vow during this encounter, the attack deals extra damage equal to your Wisdom modifier.
Shadowy hounds materialize and spring at your enemies, dragging them to your feet.
Encounter Divine, Implement, Necrotic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier necrotic damage. The target falls prone, and you pull it 1 square to a space adjacent to you.
You propel yourself through the air toward a nearby foe as brilliant rays of light stream from your weapon.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Effect: You can fly a number of squares equal to your Wisdom modifier and make an attack.
Target: One creature within your melee reach
Attack: Strength vs. AC
Special: You must charge as part of this attack.
Hit: 3[W] + Strength modifier radiant damage, and the target is marked until the e
nd of your next turn.
You persevere in your attacks until you make an enemy pay.
Encounter Divine
Free Action Personal
Trigger: You do not hit with a paladin encounter attack power
Effect: You regain the use of one paladin encounter attack power that you have used during this encounter.
As you strike a fo
e with your weapon, you murmur a prayer of renewal, causing a momentary nimbus of light to engulf and heal a nearby ally.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and one ally within 5 squares of you regains hit points equal to 10 + your Wisdom modifier.
You sweep your weapon in a full circle, attacking all adjacent enemies in a dazzling display of martial prowess.
Encounter Divine, 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 the target is marke
d until the end of your next turn.
Being wounded in battle only makes you strike the harder.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is subject to your divine sanction until the end of your next turn. The attack deals 1[W] extra damage if the target has hit you since your last turn.
When you strike, your skin gl
ows gold as radiant energy swirls around you like a gathering storm, ready for retribution against those who attack your allies.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: Both the radius of your defender aura and the range of your righteous radiance change to 3. This benefit lasts until the aura is deactivated or until the end of the enc
ounter.
Your skin turns stark white and your eyes blacken as you strike with a death shriek.
Daily Divine, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier necrotic damage.
Miss: Half damage.
Effect: You gain the following benefits until the end of the encounter.
* You gain a +4 power bonus to damage rolls.
* The first time you hit an enemy with an attack on each of your turns, a second enemy adjacent to you takes 10 necrotic damage.
Your skin becomes like iron, your eyes like the fire of the forge as you crush your foe before you.
Daily Divine, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier necrotic damage.
Miss: Half damage.
Effect: You gain the following benefits until the end of the encounter.
* You gain a +2 power bonus to attack rolls.
* You gain 5 temporary hit points at the start of each of your turns.
* Once per round as a minor action, you can choose one willing ally. That ally takes 5 damage but gains 10 temporary hit points.
As you strike, your skin glows red with divine fervor and radiant energy swirl
s around you. Nearby enemies can’t resist the strength of your determination, and you draw them near so that you can vanquish them.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: As the first action of each of your turns until the end of the encounter, you can choose one enemy within 5 squares of you and pull it up to 2 squares as a free action.
Battered and bloodied, you call upon the divine power of your deity to deal a retributive blow to your enemy and heal your wounds.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Special: You can use this power only when you are bloodied.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You can spen
d a healing surge.
You lash out at an enemy with the power of your faith and break down its defenses.
Daily Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma damage, and the target takes a –2 penalty to all defenses (save ends).
Miss: Half damage, and the target takes a –1 penalty to all defenses (save ends).
With a howl of defiance, you catch your breath and loose a sapping wave of darkness against your assailants.
Daily Divine, Implement, Necrotic
Free Action Close burst 1
Trigger: You use your second wind
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier necrotic damage.
Miss: Half damage.
Effect: If you score a critical hit on any of this power’s attack rolls, you regain the ability to u
se your second wind this encounter.
Brilliance flares from you to dispense pain to attacking enemies.
Daily Divine, Radiant, Stance
Minor Action Personal
Effect: Until the stance ends, whenever an enemy hits you or an ally adjacent to you with a melee attack, that enemy
takes radiant damage equal to 5 + your Wisdom modifier.
Divine fire ignites your consecrated weapon.
Daily Divine, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier fire damage.
Effect: Until the end of your next turn, your weapon attacks deal 2d6 extra fire damage.
Sustain Minor: The ef
fect persists.
You demand that your foes meet you in battle, then strike fiercely against one of them.
Daily Divine, Weapon
Standard Action Close burst 5
Primary Target: Each enemy in the burst
Effect: Before the attack, you pull each primary target to a square adjacent to you, and each target is subject to your divine sanction (save ends). Make a melee secondary attack.
Secondary Target: One primary target adjacent to you
Attack: Charisma vs. AC
Hit: 3[W] + Char
isma modifier damage.
You consign a foe to the flames. The blaze consumes enemies that stay by its side.
Daily Divine, Fire, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier fire damage, and ongoing 10 fire damage (save ends). Whenever the target takes this ongoing damage, each enemy adjacent to it takes fire damage equal to 5 + your
Wisdom modifier.
As you swing your weapon, a surge of divine confidence buoys the spirits of allies nearby.
Daily Divine, Weapon
Standard Action Melee
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and any allies within 5 squares of you gain a +2 power bonus to saving throws. The bonus increases to +5 against charm or fear effects.
You extend your holy symbol toward a foe, dealing damage and singling him out as the continuing subject of your divine retribution.
Daily Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever the target is within 5 squares of you and attacks you or an ally, you can make a secondary attack against the target as an immediate reaction.
Secondary Attack: Charisma vs. Will
Hit: 2d10 +
Charisma modifier damage.
Miss: Half damage.
Nothing can stand between your divine wrath and your foe.
Daily Divine, Weapon
Standard Action Melee weapon
Requirement: You must charge an enemy and use this power in place of a melee basic attack. You can charge a target marked by you even if other creatures occupy spaces that would block your charge movement. You slide such creatures 1 square before you charge. If you cannot force creatures out of the path of your charge, you cannot use this power on the marked target. Creatures that take opportunity attacks against you for your charge movement take 1[W] damage and slide 1 square.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
When you see an ally in harm’s way, you call upon the power of angels to teleport yourself to your friend, taking that attack instead.
Daily Divine, Teleportation
Immediate Interrupt Personal
Trigger: An ally within 5 squares of you is hit by an attack.
Effect: You teleport to a square adjacent to the ally, you are targeted by the attack instead of him or her, and you are hit by it.
As your ally suffers a grievous injury, you channel divine energy into your friend to banish that wound and provide renewed determination.
Daily Divine, Healing
Immediate Reaction Close burst 5
Trigger: An ally within 5 squares of you drops to 0 hit points or fewer.
Target: The triggering ally in the burst
Effect: The target can spend one or two healing surges. In addition, the target gains a +2 power bonus to attack rolls until the end of your next turn.
You touch a dying creature and share some of your divine inner light, bestowing upon the recipient the power to resist the call of death.
Daily Divine, Healing
Standard Action Melee touch
Target: One dying creature
Effect: You spend a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add your Charisma modifier to the h
it points regained.
Your enemy seeks to overwhelm your resolve, but your calm certainty shields you and your comrades.
Daily Divine
Immediate Interrupt Close burst 5
Trigger: An enemy hits you or your ally within 5 squares of you
Target: You and each ally in the burst
Effect: Each target gains a +4
power bonus to Fortitude and Will until the end of your next turn.
Your god shelters you and your allies from harm.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, you and any allies within 2 squares
of you gain a +2 bonus to all defenses.
When your body falters, your faith takes over to let you keep up the fight.
Daily Divine, Healing, Stance
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the stance ends, you gain a +2 power bonus to saving throws. I
n addition, you gain regeneration 5 while bloodied.
Hearing your call, your embattled comrade falls back to safety.
Encounter Divine, Healing
Move Action Close burst 5
Target: One ally in the burst
Effect: You pull the target a number of squares equal to your Charisma modifier. At the end of this movement, the target can spend a healing surge.
Your stained soul seals your wounds as they occur, and, blunted by the transference, the damage finds another home.
Daily Shadow
Immediate Interrupt Close burst 5
Trigger: An attack’s damage reduces you to 0 hit points or fewer.
Target: One ally in the burst
Effect: You don’t take the damage. Instead, the target takes it and then gains 10 t
emporary hit points.
You seek aid for your beleaguered companions. A warm light shines down, bringing relief.
Daily Divine
Minor Action Close burst 5
Target: Each ally in the burst
Effect: Each target can make a saving throw with a power bonus equal to your Charisma modif
ier.
Your soul fires with darkness, and your body heals, but your natural faculties are dormant for a while afterward.
Daily Healing, Shadow
Minor Action Personal
Effect: You regain hit points equal to your bloodied value and can make a saving throw. You cannot spend healing surges until the end of your next short re
st.
Death’s cold chill threatens your allies, but as autumn holds back winter, so shall you hold back the final fate.
Daily Divine, Healing
Immediate Interrupt Close burst 5
Trigger: An ally within 5 squares of you drops to 0 hit points or fewer
Target: You and each ally in the burst
Effect: You can spend a healing surge but regain no hit points from it. When you spend a healing surge, the triggering ally regains hit points equal to his or her healing surge value. In addition, you can spend up to three additional healing surges but regain no hit points from them. For each surge you spend, choose an effect below (you cannot choose the same effect twice):
1. Each target gains resist 20 cold until the end of the encounter.
2. Each target gains resist 20 necrotic until the end of the encounter.
3. Each target ig
nores difficult terrain until the end of the encounter.
With a mighty blow, you leave your foe horribly weakened.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage, and the target is weakened until the end of your next
turn.
A symphony of otherworldly music resonates throughout your body, fortifying it to withstand the tests to come.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, you gain
a power bonus to AC equal to your Wisdom modifier.
Heat flees from your enemy, causing the target to freeze in place.
Encounter Cold, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Strength or Charisma vs. Fortitude
Hit: 2d8 + Strength or Charisma modifier cold damage, and the target is immobilized until it takes damage from an attack. If the target is marked by you, it also grants combat advantage until the end of your next turn.
You hold your
holy symbol high above your head, and a brilliant flash of divine light explodes from it. The radiance sears your foes and inspires your closest allies.
Encounter Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier radiant damage, and the target is marked until the end of your next turn.
Effect: Until the end of your next turn, allies in the burst gain a power bonus to attack ro
lls equal to your Wisdom modifier.
You drive your foe to the ground, commanding it to stay down or suffer the consequences.
Encounter Cold, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier cold damage, and the target is subject to your divine sanction until the end of your next turn, and it falls prone. Until the target is no longer subject to this divine sanction, if it stands up, it ta
kes damage as if it made an attack that didn’t include you.
As you strike, your god’s presence fills the enemy with dread.
Encounter Divine, Fear, Weapon
Standard Action Melee weapon
Target: One creature marked by you
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage,
and the target is stunned until the end of your next turn.
You land a solid blow and are rewarded with renewed vitality.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 3[W] + Strength or Charisma modifier damage. You can spend a healing surge and add your Wisdom
modifier to the hit points regained.
A flash from your holy symbol sears your foes, particularly those bearing your mark.
Encounter Divine, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 1d8 radiant damage. If the target is marked by you, the attac
k instead deals 2d8 + your Charisma modifier radiant damage.
A well-placed strike punches through your opponent’s defenses.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target
loses all resistances until the end of your next turn.
Striking mercilessly, you hound your foe with waves of divine dread.
Encounter Divine, Fear, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target a number of squares equal to your Charisma modifie
r. The target can’t move nearer to you on its next turn.
With a burst of whirling steel, you batter down foes who surround you.
Encounter Divine, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 2[W] + Charisma modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. If the target is marked by you, the
attack deals 1[W] extra damage.
You swing your weapon and brilliant light explodes around you, blinding your enemies.
Daily Divine, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Charisma vs. Reflex
Hit: 3[W] + Charisma modifier radiant damage, and the target is blinded (save ends).
Miss: Half damage, and the target i
s blinded until the end of your next turn.
You strike your foe with such conviction that nearby allies can’t help but feel inspired.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You and allies adjacent to you gain a +1 power bonus to attack rolls until the
end of the encounter.
You strike and sanction your foe, and your allies can siphon its life force with each successful attack.
Daily Divine, Healing, Radiant, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Charisma modifier radiant damage, and the target is under the effect of your divine sanction (save ends). Until this divine sanction ends, on each of your allies’ turns, the first time that ally hits the target, he or she regains a number of hit points
equal to 5 + your Charisma modifier.
In a resounding voice, you speak an ancient angelic name that stops your enemies in their tracks.
Daily Divine, Implement, Thunder
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier thunder damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
You name your enemy a foe of the faith and press the attack relentlessly.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and the target is subject to your divine sanction until the end of your next turn. Whenever you attack the target until the end of the encounter, the target is subject to your divine sanction
until the end of your next turn.
Miss: Half damage.
Your strike leaves a vile blight behind. As your enemy’s energy ebbs, yours grows.
Daily Divine, Healing, Necrotic, Shadow
No Action Melee 1
Trigger: You hit an adjacent creature with an at-will weapon attack.
Target: The creature you hit
Effect: The target takes 10 necrotic damage, and ongoing 10 necrotic damage (save ends). The target takes a -2 penalty to saving throws against this ongoing damage. Each time the target takes the ongoing damage, y
ou regain 10 hit points.
A raging inferno of holy fire engulfs your enemies and continues to burn those who are drawn to it like moths.
Daily Divine, Fire, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier fire damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Miss: Half damage, and the target does not grant combat advantage.
Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that enter the zone or start their turns there take 1d10 fire damage and grant combat advantage to you and your allies. An enemy
can take this damage only once per turn.
Sustain Minor: The zone persists.
Each blow struck by your foe only heightens your resistance.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever the target deals damage to you or an ally, you gain
temporary hit points equal to 5 + your Wisdom modifier.
Your blow proves more costly than the enemy realized, and it collapses to the ground.
Daily Divine, Shadow
No Action Melee 1
Trigger: You hit an adjacent creature with an at-will weapon attack.
Target: The creature you hit
Effect: The target takes 25 damage and falls prone. It can’t stand up while you are adjacent to it (save ends). You grant combat advantage until the end o
f your next turn.
As you attack, your weapon erupts with holy fire, which swirls around you and prevents your enemies from escaping.
Daily Divine, Fire, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier fire damage.
Effect: You create a zone in a close burst 2 that lasts until the end of your next turn. Any enemy that willingly leaves the zone or that attacks a creature outside the zone takes 15 fire damag
e.
You strike your foe, and frost spreads across its body from the point of impact, encasing your enemy in a layer of imprisoning ice.
Daily Cold, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier cold damage, and the target takes ongoing 10 cold damage and is restrained (save ends bot
h).
Miss: Half damage, and the target is restrained until the end of your next turn.
Your wrathful strike drives deep, incapacitating your foe.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is stunned (save ends).
Aftereffect: The target is dazed until the end of its next turn.
Miss: Half damage, and the target is dazed until the end of y
our next turn.
You call forth divine power from the Shadowfell, welcoming its power to transform your aspect to one of utter sorrow and grief.
Daily Divine, Fear, Implement, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Strength or Charisma vs. Will
Hit: 3d8 + Strength or Charisma modifier psychic damage, and the target is subject to your divine sanction until the end of your next turn.
Effect: Until the end of the encounter, melee and ranged
attacks made against you take a −2 penalty.
You unleash a flurry of attacks against all nearby enemies, drawing greater strength from their pain.
Daily Divine, Healing, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. If the attack hits two or more targets, you regain hit points equal to your healing surge value.
Effect: Until the end of the encounter, you gain regeneration equal to your Wisdom modifier while bloodied.
White wings of astral brilliance envelop an ally in a sparkling cocoon, then disappear. The wings reappear a short distance away and unfold, bringing the ally closer to you.
Daily Divine, Teleportation
Standard Action Ranged sight
Target: One willing ally
Effect: The target is teleported from any square you can see to a square within 5 squares of you that is nearer to you than t
he target’s original square.
Ripples of divine energy wash over you and nearby allies, potentially negating harmful and debilitating afflictions.
Daily Divine
Minor Action Close burst 5
Targets: You and each ally in the burst
Effect: All targets make a saving throw against each effect that a save can end. Any penalties to attack roll
s or defenses affecting the targets are removed.
You shine with a soft golden light, inspiring allies at your side and drawing their life force to you.
Daily Aura, Shadow
Minor Action Personal
Effect: You activate an aura 1 that lasts until the end of the encounter. Whenever you or an ally in the aura hits an enemy, he or she gains 5 temporary hit points. Whenever an ally in the aura spends a he
aling surge, he or she regains only half the hit points, and you regain the rest.
Your battle cry renews the determination of flagging allies.
Daily Divine, Healing, Teleportation
Standard Action Close burst 3
Target: Each ally in the burst
Effect: You teleport each target a number of squares equal to your Charisma modifier. The target must end this movement adjacent to an enemy. The target then r
egains hit points equal to 15 + your Charisma modifier.
Your intimacy with mortality allows you to remove the doom of impending death from others.
Daily Divine, Healing
Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge without regaining hit points, and the target regains hit points as if it had spent two healing surges. It can make a saving throw against all effects that a save can end.
You invoke the greatest of all prayers and touch a wounded or recently slain creature, bestowing upon it the gift of life at the expense of your own health.
Daily Divine, Healing
Standard Action Melee touch
Target: One creature
Effect: If the target is alive, it regains hit points no greater than one-half your maximum hit points (your choice), and you take an equal amount of damage.
If the target died since the end of your last turn, it returns to life at 0 hit points, and you take damage equal to one-half your maximum hit points.
You can’t avoid or reduce this damage in any way.
You project an aura around yourself that shields your allies from damage just as it shields you.
Daily Divine, Stance
Minor Action Personal
Effect: You enter the gift of resistance stance. Until the stance ends, each ally within 5 squares of you has resistance 20 to any of the same damage types to which you h
ave resistance. However, your enemies’ attacks ignore all your resistances while you are in this stance.
Majestic silver wings carry you past obstacles.
Encounter Divine
Minor Action Personal
Effect: Until the end of your next turn, y
ou gain a fly speed equal to your speed and a +4 bonus to AC against opportunity attacks.
You recite an ancient verse to avert ill fortune in battle.
Encounter Divine
Immediate Interrupt Close burst 5
Trigger: An enemy scores a critical hit against your ally within 5 squares of you
Target: The triggering enemy in the burst
Effect:
The target rerolls the attack and uses the second result.
Murderous howls tear free from your allies’ throats, their thoughts consumed by bloodlust.
Daily Aura, Shadow
Minor Action Personal
Effect: You activate an aura 2 that lasts until the end of the encounter. Creatures other than you in the aura grant combat advantage
. You and each ally in the aura gain a power bonus to damage rolls equal to twice the number of enemies in the aura.
Your tenacity defies even death.
Daily Divine, Healing
No Action Personal
Trigger: You drop to 0 hit points or fewer and do not die
Effect: You regain 1 hit poin
t and can spend four healing surges.
The virtue of sacrifice binds you and your allies together. An attack against one is an attack against the strongest.
Daily Aura, Divine
Minor Action Personal
Effect: You activate an aura 5 that lasts until the end of the encounter. Whenever you or an ally in the aura would spend a healing surge, you or an ally in the aura can lose a healing surge on that character’s behalf so that he or she doesn’t hav
e to spend the surge.
A golden, emboldening light flashes around you and your companions, transporting you to places where you can confront the enemy directly.
Daily Divine, Teleportation
Free Action Close burst 5
Trigger: You and your allies roll initiative.
Target: You and each ally in the burst
Effect: Each target gains temporary hit points equal to 15 + your Charisma modif
ier. In addition, you can teleport each target up to 10 squares to a square adjacent to an enemy.
You utter words of faith, healing yourself and your allies.
Daily Divine, Healing
Minor Action Close burst 5
Targets: You and each ally
in the burst
Effect: Each target can spend a healing surge.
Your weapon sears a sigil into your foe that hinders its attacks against your companions.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3[W] + Charisma modifier radiant damage. Until the end of your next turn, whenever the target makes an attack that doesn’t inclu
de you as a target, the target is weakened for that attack.
You funnel your devotion into a mighty yell that drags your foes to you and leaves them reeling.
Encounter Divine, Implement, Thunder
Standard Action Close burst 5
Primary Target: Each enemy in the burst
Effect: You pull each primary target 5 squares and then make the following attack.
Secondary Target: Each enemy adjacent to you
Attack: Strength vs. Will
Hit: 2d8 + Strength modifier thunder damage. If the secondary target is marked by you, it
is also immobilized until the end of your next turn.
You visit divine punishment on a foe that attacks your friends, bowing it beneath your god’s displeasure.
Encounter Divine, Implement, Radiant
Immediate Interrupt Close burst 10
Trigger: An enemy makes an attack that does not include you as a target
Target: The triggering enemy in the burst
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier radiant damage, and you knock
the target prone. The target is also blinded until the end of your next turn.
With a single prayer, winter comes early, encasing your foe in a crust of rime.
Encounter Cold, Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack:
Charisma vs. Will
Hit: 2d8 + Charisma modifier cold damage, and the target is restrained until the end of your next turn.
Your smite sends the enemy to the grave.
Encounter Divine, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 3[W] + Strength or Charisma modifier necrotic damage, and the target falls prone and cannot stand until the end of your next turn.
Special: When you gain this power, choose Strength or Charisma as the abi
lity you use when making attack rolls and damage rolls with this power.
You pull an enemy toward you, searing him with radiant energy as he tries to resist.
Encounter Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 4d10 + Charisma modifier radiant damage, and you pull the target a number of squares equal to your Wisdom modifier (minimum 1).
As you assail your foe, you utter a prayer that grants you the power to absorb the damage from your foe’s attacks, even when such attacks aren’t directed at you.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. Until the end of your next turn, any time the target deals damage, you can choose to take that damage. The target’s intended victim takes no
damage but is subject to any other effects of the attack.
You swing your weapon in a mighty arc, unleashing a peal of thunder that knocks adjacent enemies prone.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier thunder damage, and the target is knocked prone. Make a secondary attack.
Secondary Target: Each enemy adjacent to you other than the primary target
Secondary Attack: Strength v
s. AC
Hit: 1[W] + Strength modifier thunder damage, and the target is knocked prone.
Your furious attack unleashes divine might that revitalizes you and an ally.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. You and one ally adjacent to you can each choose to do one of the following things:
• Spend a healing surge (and regain additional hit points equal to twice your Wisdom modifier if the attack deals at least 30 damage).
• Make a saving throw (with a bonus equal to your Wisdom modifier if the attack deals at least 30 dama
ge).
With a wave of your hand, you teleport an endangered ally to a safer location, teleport yourself to his previous location, and strike a foe within reach.
Encounter Divine, Teleportation, Weapon
Standard Action Ranged 5
Primary Target: One willing ally
Effect: You can teleport the target 5 squares. Until the end of your next turn, you grant the target a power bonus to all defenses equal to your Wisdom modifier. In addition, you teleport to the target’s original space and make a secondary attack.
Secondary Target: One creature within your melee reach
Secondary Atta
ck: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
You confer determination and discipline on your allies, drawing on their strength to steady your hand.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, you and each ally within 5 squares of you make a saving throw. You gain a +1 bonus to the attack roll and the damage roll for each ally who saves against an effect.
Attack: Strength or Charisma
vs. AC
Hit: 4[W] + Strength or Charisma modifier damage.
Blinding radiance explodes from your weapon as you strike, searing foes who dare to attack your comrades.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier radiant damage.
Effect: Until the end of your next turn, any enemy within 5 squares of you that hits or misses any ally takes 4d6 radiant damage and is blinded until the end of your next turn.
Sustain Minor: The effect persists.
You land a mighty blow, and the symbol of your deity appears above your enemy’s head as a glowing red rune that only you can see, flashing brightly to warn you whenever he’s about to attack.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target provokes an opportunity attack from you when it attacks (save ends). You gain a +2 b
onus to the opportunity attack roll and deal an extra 1[W] damage.
You judge one of your enemies in the name of your god, and none of its companions can hide from your wrath.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Make a secondary attack that is a close burst 1 centered on the primary target.
Secondary Target: The primary target and each enemy in the burst
Secondary Attack: Charisma vs. Will
Target: The s
econdary target takes ongoing 10 radiant damage and cannot benefit from concealment or total concealment (save ends both).
Your divinely inspired attack enfeebles your foe.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is weakened and subject to your divine sanction (save ends both)
Miss: Half damage, and the target is weakened until the end of your next turn.
A swirling thu
ndercloud of radiant energy forms around you and trails from your weapon as it scythes through your foes. As you move away, the cloud’s lingering energy remains, lashing out at any enemy that gets too close.
Daily Divine, Radiant, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 10 radiant damage. An enemy can take this damage only once
per turn.
You recall the twisted spirits of your past victims to torment your current enemies. Channeled through your weapon, the spirits form a swirling, life-draining mass.
Daily Cold, Conjuration, Divine, Necrotic, Shadow, Weapon
Standard Action Area wall 10 within 10 squares
Effect: You conjure a wall of darkness that lasts until the end of your next turn. The wall’s squares are heavily obscured, and it can be up to 4 squares high. Any creature that enters the wall or ends its turn there takes 15 cold and necrotic damage (a creature can take this damage only once per turn). When the wall appears, make the following attack.
Target: Each creature in the wall or adjacent to it
Attack: Strength vs. Fortitude
Hit: The target is immobilized until the end of its next turn. If the target is outside the wall, the target slides 1 square into it.
Sustain Minor: The wall persists until the end of your n
ext turn, and you can repeat the attack.
The ground shakes and cracks as you unleash the power of divine thunder, hammering your foe and knocking several enemies to the ground.
Daily Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 4[W] + Strength modifier thunder damage, a
nd the target is dazed (save ends).
Miss: Half damage.
Effect: Each enemy within 3 squares of the target falls prone.
You slap down a foe that keeps you from greater enemies.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You and the target swap places.
Until the end of the encounter, your melee basic attacks deal 1[W] extra damage.
Divine light explodes out from your holy symbol, blasting and igniting enemies nearby.
Daily Divine, Fire, Implement
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 6d6 + Charisma modifier damage, and ongoing 10 fire damage (save ends). The target is marked until the end of your next turn.
Miss: Half damage, and ongoing 10 fire damage (save ends). The targe
t is marked until the end of your next turn.
You cleave with a suddenly toxic weapon, leaving behind a deadly infection. The enemy sickens as its blood becomes virulent poison.
Daily Acid, Divine, Poison, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and ongoing 20 acid and poison damage (save ends).
Miss: Half damage, and ongoing 10 acid and poison damage (save ends).
Effect: When the target first becomes bloodied or drops to 0 hit points, creatures
in a close blast 3 from the target take 10 poison and acid damage. You determine the location of the blast.
Cold blossoms around you, bringing ice and snow in from the Shadowfell.
Daily Cold, Divine, Necrotic, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength or Charisma vs. AC
Hit: 4[W] + Strength or Charisma modifier cold and necrotic damage.
Effect: The burst creates a zone of freezing cold and blowing snow that lasts until the end of the encounter. The zone moves with you. Squares inside the zone are difficult terrain and lightly obscured. When an enemy ends its turn within the zone, it takes 10 cold and necrotic damage. At the end of your turn, if you hit at least one enemy with a divine atta
ck power that turn, the zone’s size increases by 1 square (to a maximum of a close burst 5 zone).
As you strike your foe, the power of your sacred vow shatters its resilience.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. If the target is marked by you, you gain a +2 bonus to the attack roll, and you can score a critical hit on a roll of 18–20.
Hit: 2[W] + Strength modifier damage. If you have used ardent vow during this encounter, the target also gains vulne
rable 10 to all damage until the end of your next turn.
The power of the dominions rings through your strike, and you raise your symbol to hurl divine thunder at a nearby foe.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Charisma vs. Fortitude
Hit: 4[W] + Charisma modifier thunder damage. The primary target is slowed and takes a -2 penalty to attack rolls until the end of your next turn. Make a secondary attack that is a close burst 10 using your implement.
Secondary Target: One creature in the burst
Secondary Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier thunder damage, and the secon
dary target takes a -2 penalty to attack rolls until the end of your next turn.
Your weapon glows with a pale inner light, and your enemy is struck blind by the force of your blow.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 3[W] + Strength modifier damage, and the target is blinded until
the end of your next turn.
You touch your holy symbol to an enemy, branding it with the painfully radiant symbol of your deity and causing it to take damage from its own attacks.
Encounter Divine, Implement, Radiant
Standard Action Melee touch
Target: One creature
Attack: Charisma vs. Will
Hit: 4d8 + Charisma modifier radiant
damage. If the target makes an attack on its next turn, it takes half damage from its own attack whether it hits or misses.
Shades of the honored dead join you in your onslaught.
Encounter Divine, Necrotic, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W] + Strength damage. Make a secondary attack that is a close burst 2 using your implement.
Secondary Target: The primary target and each enemy in close burst
Secondary Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier necrotic damage.
Sp
ecial: When charging, you can use this power in place of a melee basic attack.
You invoke an ancient prayer that unleashes your deity’s ire upon an enemy that has just attacked you.
Encounter Divine, Implement
Immediate Reaction Ranged 20
Trigger: A creature within range attacks you
Target: The attacking creature
Attack: Charisma + 2 vs. For
titude
Hit: 4d10 + Charisma modifier damage, and the target is weakened until the end of your next turn.
The shining hand of the divine guides your weapon, and none can ignore you.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier radiant damag
e, and each enemy adjacent to you is subject to your divine sanction until the end of your next turn.
You strike your enemy with such resolve that he is blind to all foes except you.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 3[W] + Charisma modifier damage, and the target is marked until the end of y
our next turn. In addition, the target cannot gain line of effect to anyone but you until the end of your next turn.
You swing your weapon in a mighty arc, stunning targets that you hit.
Encounter Divine, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage, and the target is stunned until the end of your next turn. Make a secondary attack.
Secondary Target: Each enemy other than the primary target adjacent to you
Secondary Attack: Str
ength vs. Will
Hit: 1[W] + Strength modifier damage, and the target is stunned until the end of your next turn.
Your fervor drives you into the fray and strikes terror into your enemy.
Encounter Divine, Fear, Weapon
Standard Action Melee 1
Effect: You charge and make the following attack in place of a melee basic attack.
Target: One creature
Attack:
Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is stunned until the end of your next turn.
Pure blue fire blazes from your holy symbol to devastate foes around you.
Encounter Divine, Fire, Implement
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 4d8 + Charisma modi
fier fire damage. If the target is marked by you, it is also dazed until the end of your next turn.
Your soul-searing strike releases the vice within you, transforming you into living shadow.
Daily Divine, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier necrotic damage.
Miss: Half damage.
Effect: You gain the following benefits until the end of the encounter.
* Your attacks deal extra necrotic damage equal to your Charisma modifier.
* Once per turn after you attack an enemy and hit, you gain 10 temporary hit points. If the attack already grants temporary hit points to you, you gain 5 additional temporary hit points.
* If you start your turn with no uses available of your dread smite power, rol
l a d6. On a 5 or 6, you regain one use of that power.
You become a creature of divine power, an unstoppable force of faith, strength, and virtue that instills hope and bravery in your allies.
Daily Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: You and each ally within 5 squares of you can spend a healing surge. In addition, until the end of the encounter or until you fall unconscious, you gain a power bonus to damage rolls equal to your Charisma modifier, and once per round on
your turn, you can take a free action to restore 10 hit points to one bloodied ally within 5 squares of you.
Like an agent of vengeance, you appear beside your foe to deliver the killing blow.
Daily Divine, Teleportation, Weapon
Standard Action Melee 1
Effect: You teleport 10 squares to a square adjacent to a creature mar
ked by you.
Target: One creature marked by you
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage.
Miss: Half damage.
You give of your own vitality to heal an ally and wound an enemy.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Requirement: You must have at least one healing surge remaining.
Effect: You spend a healing surge but do not regain hit points. Choose an ally within 10 squares of you. That ally regains hit points equal to your healing surge value. Then make the following attack.
Target: One creature
Attack: Strength vs. AC
Hit: The target tak
es damage equal to your healing surge value + your Strength modifier.
Miss: Half damage.
You pronounce a divine sentence upon your enemy and force him to take the damage of his own attacks.
Daily Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 5d10 + Charisma modifier damage. Whenever the target makes an attack, its attack works as usual, but it takes the full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty.
Miss: 5d10 + Charisma modifier damage.
Special: Many creatures have immunity or resistance to their own attacks. When taking damage from its own atta
cks resulting from this power, the target does not gain the benefit of any immunities or resistances.
You utter an ancient name of such power that your enemies are rooted to the spot, unable to escape.
Daily Divine, Implement, Thunder
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Charisma vs. Fortitude
Hit: 5d8 + Charisma modifier thunder damage, and the target is immobilized and weakened (save ends both).
Miss: Half damage, and the target is slowed (save ends).
Effect: Each target is
subject to your divine sanction until the end of your next turn.
You deal a hard blow to your enemy, and divine arcs of light spring from the tip of your weapon and blind those who stand against you.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage. Make a secondary attack.
Secondary Target: Each enemy within 10 squares of you
Seconda
ry Attack: Strength vs. Fortitude
Hit: The target is blinded until the end of your next turn.
Miss: Half damage, and no secondary attack.
In a resounding voice, you command the respect of your enemies.
Daily Divine, Lightning, Thunder, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Str
ength vs. Reflex
Hit: 4[W] + Strength modifier lightning and thunder damage.
Miss: Half damage.
Effect: You knock each target prone.
Your god demands your enemy’s blood, and your weapon draws it.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strengt
h vs. AC
Hit: 4[W] + Strength modifier damage, and ongoing 10 damage (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).
With a weapon’s thrust, you bring sorrow, blindness, and death.
Daily Divine, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier necrotic damage, and the target is blinded and cannot regain hit points (save ends).
Miss: Half damage, and the target cannot regain hit points until the end of your next turn.