"You can’t solve every problem with a hammer . . ."
Prerequisite: Changeling
As a changeling, you alter appearances and identities to suit your purpose. As a chameleon, you take versatility to a new level. You absorb the mannerisms and actions of those around you through careful observation. You not only change your appearance, you alter your powers and are able to perform an astonishing range of maneuvers. The more time you spend with a person, the more accurately you can mimic his or her actions and abilities.
Coordinated Action (11th level): If you have not already spent an action point in the encounter, when an ally spends an action point to take an extra action, you can spend an action point as an immediate reaction. Your action must be taken after your ally has resolved the action from his or her action point.
Shifting Skill (11th level): During an extended rest, choose one skill in which an ally is trained. At the end of the extended rest, you gain training in that skill until the end of your next extended rest. The ally whose skill you choose must be present during the entire extended rest.
Power Focus (16th level): During a short rest, choose one of your allies’ class or paragon path encounter attack powers of 11th level or lower. At the end of the short rest, you can swap the encounter attack power you gained with imitating strike for the chosen attack power. The ally whose power you gain must be present during the entire short rest.
You demonstrate your skills of mimicry as you perfectly imitate your ally’s attack.
Daily
Standard Action Personal
Requirement: You must use this power at the end of an extended rest.
Effect: Until the end of your next extended rest, you can use an ally’s class or paragon path encounter attack power of 11th level or lower as if it were your paragon path encounter attack power. The ally whose power you gain must be present during the entire extended rest before you use this power. You can use your Charisma for the attack roll and damage roll instead of the ability scores normally associated with that power’s attack rolls and damage rolls. You do not need to meet the normal prerequisites to use the power, but you must meet any of its requirements.
You carefully study your ally’s abilities, imitating even those that aren’t part of his or her attack retinue.
Daily
Standard Action Personal
Requirement: You must use this power at the end of an extended rest.
Effect: Until the end of your next extended rest, you can use an ally’s class or paragon path utility power of 12th level or lower as if it were your paragon path utility power. The ally whose power you gain must be present during the entire extended rest before you use this power. You do not need to meet the normal prerequisites to use this power, but you must meet any of its requirements.
Your skill at imitation has culminated in the ability to duplicate even the most complex attacks.
Daily
Standard Action Personal
Requirement: You must use this power at the end of an extended rest.
Effect: Until the end of your next extended rest, you can use an ally’s daily or paragon path attack power of 20th level or lower as if it were your paragon path daily attack power. The ally whose power you gain must be present during the entire extended rest before you use this power. You can use your Charisma for the attack roll and damage roll instead of the ability scores normally associated with that power’s attack rolls and damage rolls. You do not need to meet the normal prerequisites to use the power, but you must meet any of its requirements.
"It looks as if you spent a lifetime learning that technique. I humbly counter—with a technique that took a dozen lifetimes to master."
Prerequisite: Deva
All devas have at least a tenuous connection to their past lives, and they see themselves as spiritual descendants of their previous incarnations. For you, the connection to your past lives is more tangible. As an ancestral incarnate, you can call forth your own spirit as it existed years or centuries ago to advise you, protect you, and confound your enemies. Those who have the temerity to face you in battle learn that they aren’t fighting just the present-day incarnation of you, but also every incarnation of you that has ever been.
Resurgent Action (11th level): When you spend an action point to take an extra action, you can regain the use of an encounter attack power that you have already used during this encounter. The power’s level must be no higher than your level -4, and you must use the power when taking the extra action.
Serene Countenance (11th level): You gain a +2 bonus to saving throws to end effects that make you dazed or stunned.
Past-Life Acolytes (16th level): When you perform any ritual, you can make three ghostly incarnations of your past lives step out of your body to help you. Each incarnation either grants you a +2 bonus to the ritual’s skill check or contributes a healing surge to help pay the ritual’s healing surge cost, if any. The number of incarnations increases to four at 20th level, five at 25th level, and six at 30th level.
A translucent deva spirit steps out of your body and interposes itself between you and an enemy.
Encounter Conjuration, Implement
Standard Action Ranged 5
Effect: You conjure a spectral guardian that occupies 1 square within range. The guardian lasts until the end of your next turn. The guardian makes the following attack when it appears, and it can repeat the attack as an opportunity attack.
Target: One creature adjacent to the guardian
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage.
A spirit resembling one of your past incarnations steps out of your body, bows briefly, and moves as you direct.
Daily Conjuration
Minor Action Ranged 20
Effect: You conjure a spectral servant in an unoccupied square within range. The servant can perform one of these tasks when it appears:
• Move 6 squares.
• Pick up an unattended object adjacent to it that weighs up to 20 pounds.
• Manipulate an unattended object adjacent to it.
Sustain Minor: The servant persists, and it can perform another task from the list above. You can spend multiple minor actions in a round to have the servant perform multiple tasks.
Spirit after sword-wielding spirit leaps out of your body Each stabs a nearby enemy; then they all leap back inside you, invigorating you as they return.
Daily Healing, Implement
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage.
Effect: You regain 5 hit points for each target.
Prerequisite: Deva
At 11th level, your redeemed deva takes on the dark star paragon path. Freeing oneself from corruption is no guarantee against returning to evil, and no one knows this better than does the fallen deva. Reclaiming your deva form does nothing to dispel those memories and experiences from your time as rakshasa. The wicked memories lurk in your thoughts, urging you to indulge in deviant acts, to embrace vice and wickedness, and to succumb to evil’s temptation once more.
Your dark memories haunt you. Try as you might, you cannot silence the voices nor can you suppress the experiences you found in your fallen state. As you were once able, you can still call upon the memories you carry to aid you, but in addition to the other deva lifetimes, you also can draw upon your time as rakshasa as well. Drawing from these recollections places you at risk of falling once more, but provided you remain fixed toward your path, perhaps one day you will overcome the shame you must shoulder.
Devas know their redeemed brethren as dark stars, so named for their new ascendancy toward virtue and also for the evil shadowing their souls. Devas are, of course, rare in the world and so dark stars are even rarer—so scarce most might believe them representative of the entire race. As a dark star, you must ever contend with your unpleasant memories while working to earn the redemption you have received.
Excruciating Transposition (11th level): You gain the excruciating transposition power.
Horrifying Action (11th level): When you spend an action point to take an action, you can use memory of a thousand lifetimes once that turn without expending its use or even if you have used it already during this encounter. Enemies adjacent to you when you spend the action point cannot make opportunity attacks against you until the start of your next turn.
Maddening Delusion (11th level): When you use memory of a thousand lifetimes to add to an attack and that attack hits, the target takes a -2 penalty to its attack rolls and grants combat advantage until the end of your next turn.
Tangled Fate (12th level): You gain the tangled fate power.
Vile Rebirth (16th level): Once per day, when you make a death saving throw, you can add +10 to the saving throw after you roll it. Then, until the end of the encounter, you lose resistance to radiant damage.
Soul Scourge (20th level): You gain the soul scourge power.
You punish a foe’s ambition by twisting fate so it becomes the target of its own attack.
Encounter Psychic, Teleportation
Immediate Interrupt Ranged 10
Trigger: An enemy hits you with an attack.
Target: The triggering enemy
Attack: Primary ability + 4 vs. Will
Level 21: Primary ability + 6 vs. Will
Hit: You and the target teleport to swap positions. The target’s triggering attack deals half damage to you, and the target takes psychic damage equal to half the attack’s damage.
You twist fate’s strings to compel it to serve your interests.
Daily
No Action Ranged 5
Requirement: Your memory of a thousand lifetimes power must be unexpended.
Trigger: You use your memory of a thousand lifetimes power.
Target: One creature
Effect: Roll a d6. The next time the target makes an attack roll, ability check, skill check, or saving throw, you can add or subtract the number to or from the result as a free action.
You burn the flesh with painful light and scorch the soul with killing darkness.
Daily Necrotic, Radiant
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Primary ability + 6 vs. Will
Hit: 1d8 + primary ability modifier radiant damage, and ongoing 10 necrotic damage (save ends).
Miss: Half damage, and ongoing 5 necrotic damage (save ends).
Effect: Until the end of the encounter, your attacks deal 4 extra necrotic and radiant damage.
Prerequisite: Deva
At 11th level, your veilwalker deva takes on the heavenly deceiver paragon path. You walk just this side of a boundary thinner than the finest veil and develop an affinity for the deceptive magic of the rakshasa even as the memories of past incarnations become distant. You choose your path to take advantage of this power and wield it against evil; or perhaps you are on a path dictated by your carelessness—because the intentionally evil would already be beyond redemption. You bear patterns on your skin distinct from those on most devas. The colors are always darker and include more red than their incorruptible brethren. The patterns made by the colorations are sharper, more sudden, and more violent than the simple elegance of other devas.
The longer you remain a veilwalker, the greater a command over illusion and deceit that balancing act grants you. Manipulation of others becomes an art and a second nature to you.
Deceitful Action (11th level): When you spend an action point to take an extra action, you become invisible until the end of your next turn or until you make an attack.
Illusion-Sheathed Strike (11th level): You gain the illusion-sheathed strike power.
Snake-Tongued Mastery (11th level): You gain a +2 bonus to Bluff checks, and you gain the deceitful image power.
Duplicate Image (12th level): You gain the duplicate image power.
Deceitful Terrain (16th level): When you start your turn, you can use a free action to slide an adjacent enemy to another non-hindering square adjacent to you.
Illusion of Solitude (20th level): You gain the illusion of solitude power.
The image looks real, smells real, sounds real, and feels real to a light touch. But it’s not real.
Encounter Illusion
Standard Action Close burst 10
Effect: You create an illusion of any size within the burst that lasts until the end of the encounter, for 5 minutes, or until you use this power again. It appears real to all senses. If the subject of the illusion would normally emit sounds, the illusion can do so as well, but on a limited basis (subject to the DM’s judgment)—it’s not possible, for instance, for the illusion to engage in an extended conversation.
You can give the illusion simple instructions such as moving in a set pattern, appearing to chew on local plants, and similar actions. You can also match actions to a specific trigger. An illusion might move when a creature moves next to it or cower and scream when it is attacked, for example. The illusion cannot travel outside the area of the burst.
You make a Bluff check when the deceitful image is created. Creatures that view or interact with the illusion are entitled to Insight checks opposed by that Bluff check to detect that they are viewing an illusion. A creature is allowed a check the first time it sees the illusion and each time it interacts with it. A creature that touches an illusion automatically determines that the image is fake.
Your foes hold you in such fear that it forces them to their knees.
Encounter Illusion, Psychic
Free Action Personal
Trigger: You hit a target with an at-will attack.
Target: That target of the at-will attack
Effect: The target takes 1d10 extra psychic damage, and you slide the target up to 3 squares.
Suddenly, there are two of you.
Daily Illusion
Minor Action Personal
Effect: Until the end of the encounter, you gain a +5 power bonus to all defenses against opportunity attacks and a +2 power bonus to all defenses against other attacks. When an enemy hits you with an attack, you can use a free action and end this effect to cause the enemy to reroll the attack with a -5 penalty.
Your enemies see only what you want them to see.
Daily Illusion, Psychic
Free Action Personal
Trigger: You make an at-will attack.
Target: Up to three targets of the at-will attack
Effect: If you hit the target with the triggering attack, the target takes 3d8 extra psychic damage. It is also dazed and does not have line of sight to its allies (save ends both). If you miss with the triggering attack, the target takes half damage and cannot see you (save ends).
Aftereffect: The target cannot see you (save ends).
"It is my destiny to unite the Great Teacher’s peoples once again."
Prerequisite: Dragonborn, any divine class
The Great Teacher was revered by all the peoples of his underground realm. The ancient adamantine dragon’s influence didn’t spread into the land of sun and wind, but in the rock, ore, and fungus of the Underdark, his benevolence erected an island of good under the earth. Long ago, the Great Teacher rescued a group of dragonborn that that were beset by denizens of the Underdark, and instead of returning to the surface, these dragonborn devoted themselves to the Adamantine. They became his Adamant Instructors and together they forged a noble nation around the Great Teacher’s hoard in the cavern complex they called Adamanth. The dragonborn prospered under the Teacher’s guidance, and Adamanth became a haven for all that was good and strong. Even some drow and duergar were drawn by the Great Teacher’s benevolence to renounce their darker ways and live in peace under the rule of the Adamant Instructors.
Then one day the Great Teacher departed Adamanth to deal with a nasty group of purple dragons that were slaughtering his people on the borders of his influence. He never returned. For decades, the Adamant Instructors have followed the Great Teacher’s instructions, which were carved on a disk of solid adamantine in flowing draconic script by the ancient dragon before he departed. But the Adamant Instructors are hard-pressed to keep hope alive in Adamanth. Purple worms continue to assail them, the drow are assembling an army, and rumors say that mind flayers are stirring in the deep caves to the west. In the absence of the Great Teacher, it is up to the Adamant Instructors to lead the adamantine dragon’s people through these dark times.
Instructed Action (11th level): When you spend an action point to take an extra action, you and each ally within 5 squares of you gain a +2 power bonus to the next attack roll made before the end of your next turn.
Thunderous Teachings (11th level): Your dragon breath racial power deals thunder damage in addition to any damage type it might have dealt previously. In addition, when you hit a creature with dragon breath, the target takes 1d6 extra damage (2d6 extra at 21st level) and you can push the target 1 square.
Insightful Negotiator (16th level): You gain a +3 bonus to Insight checks. In addition, you can make an Insight check in place of any Diplomacy check.
You rear back your scaled head and let loose a mighty roar, distracting all those in your path.
Encounter Divine, Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma or Wisdom + 6 vs. Reflex
Level 21: Charisma or Wisdom + 9 vs. Reflex
Hit: 2d8 + Wisdom modifier thunder damage, and the target grants combat advantage until the end of your next turn.
An inspired speech escapes your scaled lips, inspiring your allies with words reminiscent of the Great Teacher’s instructions.
Daily Divine
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: The target gains a +2 power bonus to all defenses until the end of the encounter.
You beckon toward the enemy and impress the will of the Great Teacher upon him.
Daily Charm, Divine, Implement, Psychic, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Wisdom or Charisma vs. Will
Hit: 1d10 + Wisdom modifier or Charisma modifier psychic damage, and the target is dominated and takes ongoing 5 thunder damage (save ends both).
Miss: 1d10 + Wisdom modifier or Charisma modifier psychic damage, and target is dazed and takes ongoing 5 thunder damage (save ends both).
"By the honor of Sephitherax, you oppress these people no more!"
Prerequisite: Dragonborn
High atop the mountains in Hoar Frost Castle, the mighty Sephitherax trains an elite corps of dragonborn so that they can defend the innocent. Honorable and decent people respect the Argentum Alliance, and the unscrupulous and corrupt fear it. All flights of chromatic dragons dread the justice of the Alliance, but the white dragons especially seek the destruction of Hoar Frost Castle. Backed by the power of the ancient silver dragon Sephitherax, the Alliance can help people overthrow evil despots or theocrats. They are the first to respond to volcanic eruptions or floods to maintain order and defend people from those who might prey upon weakness. An Argentum Agent is a savior and a welcome sight to the impoverished.
Many a fierce dragonborn, inspired by the tales of the bravery of the Alliance, makes his or her way to the summit of the tallest mountain to Hoar Frost Castle, where each expects to be judged by Sephitherax. In the bailey yard of the castle, with thick ice encrusting the flags and silverwork, each dragonborn kneels before the hundred steps before the citadel.
The ancient silver questions each supplicant. When Sephitherax raises his left claw, the candidate is banished from Hoar Frost Castle immediately. When the wise old dragon raises his right claw, the supplicant might one day become an Argentum Agent, but that day is not today. He or she is given a hot meal and sent down the mountain with the expectation that he or she will perform worthy tasks before returning to the Castle one year hence to be judged again. If the candidate is worthy, Sephitherax pronounces him or her an Argentum Agent by raising both claws and embracing the dragonborn. Rarely is a dragonborn raised the first time he or she is presented to Sephitherax; many are judged two or three times before Sephitherax declares the supplicant an Argentum Agent.
Brothers train at Hoar Frost Castle, and they learn to harness the frigid winds from Sephitherax. The color of the scales of an Argentum Agent fade over time and are replaced with a metallic gleam. None are sure if this transformation is due to the icy conditions or the proximity and blessing of the Heart of Sephitherax, an amulet artifact bestowed to the ancient silver by Bahamut.
Argent Action (11th level): When you spend an action point to make an attack, you mark each enemy within 5 squares of you until the end of your next turn.
Argent Breath (11th level): Your dragon breath racial power deals cold damage in addition to any damage type it dealt previously. Also, when you hit a creature with dragon breath, the target takes 1d6 extra damage (2d6 extra at 21st level) and is slowed until the end of your next turn.
Argent Protection (16th level): You gain resist cold equal to 10 + half your level.
With a vicious attack, the frost on your scales and weapon freezes your opponent in places and locks its wrath upon you.
Encounter Cold, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier cold damage, and the target is restrained until the end of your next turn.
The cries of your ally call your attention and you rush to defend him or her.
Encounter Martial
Immediate Reaction Personal
Trigger: An ally within 10 squares of you falls prone or becomes unconscious
Effect: You move twice your speed to a square adjacent to the fallen ally. Both you and the ally gain a +2 power bonus to all defenses until the end of your next turn.
You inhale deeply and blow out a frigid breath that turns the very bones of your enemies to ice.
Daily Cold
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Strength, Constitution, or Dexterity + 9 vs. Reflex
Hit: 4d6 + Strength modifier, Constitution modifier, or Dexterity modifier cold damage, and the target is restrained (save ends).
Aftereffect: The target is slowed (save ends).
Miss: Half damage, and the target is restrained until the end of your next turn.
"You have a reason to be afraid."
Prerequisite: Dragonborn, dragonfear racial power
The ability to affect others with supernatural draconic fear changes the way a dragonborn sees the world. Dragonborn are already proud, and seeing other creatures flinch and cringe before him or her only swells that pride. Pleased by others’ reactions, they learn how to focus the dragonfear they wield. They hone it into a weapon and force enemies to their knees, tears streaming from their faces in terror. It is an exhilarating feeling that the best fear walkers learn to control.
Your mastery of others’ fear is still growing, but it is already formidable. When you choose, you make enemies grovel at your feet, and you’ve found few you cannot make fear for their lives with choice words and a threatening stance. Soon, you will achieve the same skill with this ability that the dragons themselves wield.
Fear Mastery (11th level): You gain a +2 bonus to damage rolls with fear powers.
Fear Walker's Action (11th level): When you spend an action point, one creature you can see cannot attack you until the end of your next turn or until you attack it. Creatures immune to fear are immune to this effect.
Understanding of Fear (11th level): You gain a +2 bonus to Insight and Intimidate checks, and you are immune to frightful presence.
Walking with Terror (16th level): You gain a +2 power bonus to attack rolls with fear powers against targets adjacent to you.
Your foes hold you in such fear that it forces them to their knees.
Encounter Fear, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Strength +6 or Charisma +6 vs. Will
Level 21: Strength +9 or Charisma +9 vs. Will
Hit: 2d8 + Strength or Charisma modifier psychic damage, and the target falls prone. Until the end of your next turn, if you are next to the target, it cannot stand.
You radiate fear that causes your enemies to flinch away from you.
Daily Fear, Psychic, Stance
Minor Action Personal
Effect: Until the stance ends, when a nonminion enemy starts its turn within 2 squares of you, it must end its turn farther from you or take 10 psychic damage.
You force your presence into your enemies’ minds, making them unable to think of anything but the terror they have of you.
Daily Fear
Standard Action Close burst 10
Target: One, two, or three enemies in the burst
Attack: Strength +9 or Charisma +9 vs. Will
Hit: The target is stunned (save ends).
Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
"Never underestimate the value of a well-timed jest."
Prerequisite: Dragonborn, any arcane class
Dragonborn can be a harsh and taciturn race. When a dragonborn becomes known for excessive jesting or practical jokes, he or she is shunned and called glee-born or “touched by copper.” Rather than accept scorn, glee-born embrace their fun-loving nature and welcome the title with pride, even if they are forced into exile away from dragonborn lands. Luckily, many human kings welcome glee-born into their courts as jesters or courtesans.
Glee-born are quick to laugh, but they can be dangerous in battle. A sly word or cutting insult can easily distract a foe, and glee-born are known to have arcane talents that they use liberally in combat.
Only true copper dragons could match the sly wit of a glee-born, and many scholars posit that the gleeborn must have coppers in their lineage. Indeed, the scales of older glee-born have been known to develop an orange hue and even a green verdigris tinge late in life. If they live long enough, that is.
Glib Tongue (11th level): You gain a +3 bonus to Bluff checks and Diplomacy checks.
Insulting Action (11th level): When you miss a target that grants combat advantage to you, you can spend an action point to reroll that attack roll with a +2 bonus. You must use the result of the second roll.
Captive Audience (16th level): When you hit a creature with an arcane attack, each enemy adjacent to the target grants combat advantage to you until the end of your next turn.
Arcane force washes outward from you . . . but you aren’t there anymore.
Encounter Arcane, Force, Implement
Standard Action Close burst 2
Target: Each creature in the burst
Effect: Before or after the attack, you can shift half your speed.
Attack: Intelligence or Charisma vs. Reflex
Hit: 2d8 + Intelligence modifier or Charisma modifier force damage, and the target takes a -2 penalty to its next attack roll before the end of your next turn.
You fake left and dance right, taking away your attacker’s advantage.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, you do not grant combat advantage for any reason.
You confuse your opponent with quick words and a charming smile.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence or Charisma vs. Will
Hit: 2d10 + Intelligence modifier or Charisma modifier psychic damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).
"The lightning that crackles along my blade is sustained by my honor. If my honor fails, so does my strength."
Prerequisite: Dragonborn, any martial class
A few dragonborn clans are not true clans. Unbound by family ties, these individual warriors join together around a common ideal. These are warrior societies that celebrate the dragonborn ideals of honorable combat and glorious victory, while celebrating what makes them dragonborn—the dragon within that empowers their dragon breath. Each of these warrior clans has a patron dragon type, and the members of those societies typically emulate their patron dragons in a variety of ways, from alignment and behavior to the damage type of their dragon breath.
As an honorable blade, you have reached the pinnacle of such a warrior clan. You have begun to master its most exotic fighting techniques, starting with the ability to sheathe your weapon in the same draconic energy that powers your racial breath power. Your techniques are purely martial, but they embody the physical qualities of dragonkind, just as you strive to embody their behavioral qualities in your own deeds.
Draconic Blade (11th level): Choose one type of damage you can deal with the dragon breath power. As a free action, you can add this damage type to all damage dealt with your melee weapon, in addition to any other type of damage those powers deal. Another free action returns the weapon’s damage to normal.
Dragon Breath Action (11th level): When you spend an action point to take an extra action, you can also use your dragon breath power as a free action, even if you have already expended it in this encounter.
Draconic Resistance (16th level): Choose one damage type you can deal with your dragon breath power. You gain resistance to that damage type equal to 5 + one-half your level.
As your foes move to flank, you deftly step aside, then engulf them in your dragon breath.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy moves into a position where it flanks you.
Effect: You shift 1 square and use your dragon breath as a free action, gaining a bonus to the damage roll equal to one-half your level, even if you have already used your dragon breath in this encounter.
No wings appear on your back, but you leap from the ground as if to take flight, and the strength of the dragon within carries you high and far.
Encounter Martial
Move Action Personal
Effect: You fly your speed. This movement does not provoke opportunity attacks.
You whirl your blade in a circle around you, and elemental power radiates from your weapon to sear your foes.
Daily Martial, Varies, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage. The damage is the same type you deal with your Draconic Blade.
Miss: Half damage.
"The fury of the dragon seethes in my blood!"
Prerequisite: Dragonborn, fighter
Dragonborn issue from the same spiritual line as mighty dragons. Since the earliest days, dragonborn have nurtured their raw fury into a fighting spirit and a proud martial tradition. The empire of Arkhosia formed from these roots, and it expanded at times based as much on the power of its military force as on its civilizing influence.
In Arkhosia, dragonborn served dragons in numerous capacities, from vizier to archmage, oracle to valet. The most important roles performed by dragonborn, however, were as agents in a dangerous world or as defenders of the homeland. Soldierly ways passed through the generations, as did the ability to tap one’s inner draconic nature.
Particular dragonborn masters hone body, mind, and spirit through martial practice to perfectly tap into the inner dragon. Some come to this knowledge on their own; others gain it from teachers eager to train younger dragonborn in ancient traditions. Only a few master the techniques well enough to become legendary heroes or villains.
Whatever your personal history, the untamed blood of dragons flows in your veins. Your veneration of your warrior ancestors has manifested as a supernatural tie to this heritage. You hear the call of the dragon within. Its ferocity courses through you. Woe to those who harm you, for the shedding of your blood rouses the ire of your draconic heart.
Breath Action (11th level): When you spend an action point to take an extra action while you are bloodied, you can use your dragon breath racial power as a free action, even if you’ve already used it during this encounter.
Improved Dragonborn Fury (11th level): While you are bloodied, your racial bonus to attack rolls is +2, instead of +1.
Eternal Breath (16th level): Whenever you hit a target with dragon breath, the target takes ongoing 5 damage (save ends). The ongoing damage is the same damage type as your dragon breath.
As a wound opens, your boiling blood blinds nearby enemies.
Encounter Martial
Immediate Reaction Close blast 3
Trigger: An attack damages you
Target: Each creature in the blast
Attack: Constitution + 4 vs. Reflex
Increase to Constitution + 6 vs. Reflex at 21st level.
Hit: 2d6 + Constitution modifier damage, and the target is blinded until the end of your next turn.
Drawing vitality from your draconic legacy, you channel the blood rage of your ancestors.
Daily Martial
Minor Action Personal
Requirement: You must not be bloodied.
Effect: Your hit points fall to your bloodied value, and you gain temporary hit points equal to the hit points you lost by using this power. Until you have no temporary hit points, you gain resistance to all damage equal to your Constitution modifier.
Each time you swing your weapon, you release a blast of your dragon breath.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, when you deal damage with a melee attack against an adjacent enemy, the attack deals extra damage equal to your Constitution modifier. The extra damage is the same damage type as your dragon breath.
"I can be in many places at once, or right behind you, pretendingto be your best friend."
Prerequisite: Dragonborn, trained in Bluff or Stealth
The House of Methys has always had a strong connection to quicksilver. As the story goes, the family fortune was forged from a source of mercury discovered in one of their iron mines, with the wizards and alchemists of the realm paying handsomely for the rare liquid metal. At some point, though, rumors spread that by digging for more mercury, the House of Methys awoke something powerful in the deeps. Then, the rumors abruptly stopped, possibly because anyone heard prying into the details about the noble house died soon after.
What most folk don’t know is that a clan of twelve mercury dragons served as the source of the Methys fortune. The merchant house drained them of some of their blood, which can be transformed through ritual magic to pure mercury, and then sold the metal to the highest bidder. At first, these mercury dragons were amused that humans would pay so handsomely for their blood, and their hoards grew at the cost of a minute or two of pain. But when they learned that Methys agents had stolen a clutch of a mercury dragon’s eggs to harvest for the precious liquid metal, they realized the scope of the Methys family’s hunger for power. These twelve mercury dragons, maddened
with grief, turned on their business partners and slaughtered the leaders, then used their polymorph ability to assume their identities. Now the Methys dragons have made it their mission to reacquire all of the mercury that came from the dragon eggs by tracking down the sales of the blood using the spotty records the Methys agents kept, plus ensure that knowledge of the ritual used to transform their blood is erased from the world. They have vowed to never again allow another agency to profit from their own blood.
To help them in this endeavor, they turned to group of dragonborn agents, gathered one by one. Soon after the original members of House Methys were dispatched, the twelve dragons discovered that by infusing their blood into that of a dragonborn, through a painful ritual colloquially called the Infusion, the dragonborn gained some abilities that benefited them in their pursuit of their masters’ goal. The mercurial assassins, as these dragonborn are known, are then sent out to hunt down every drop of mercury created from the foul ritual and bring it back to House Methys. They are also charged with tracking down any copies of the ritual that might exist. Assassinating those individuals who have some portion of the mercury isn’t a primary objective, but it isn’t exactly frowned upon either. The mercurial assassin is rewarded no matter the circumstances.
Mercurial Agility (11th level): When you spend an action point to take an extra action, you can also take a move action.
Quicksilver Movement (11th level): You gain a +1 bonus to speed and a +3 bonus to Stealth checks.
Fluid Shape (16th level): When an enemy makes an opportunity attack against you, the enemy must roll twice and use the lower result.
You become liquid metal and move to the other side of your attacker, striking it before it has time to discover your whereabouts.
Encounter Polymorph, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy makes a melee attack against you
Effect: You shift 3 squares to a square adjacent to the triggering enemy.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Your form ripples as if it were water disturbed by a stone, and your appearance changes.
At-Will Illusion, Polymorph
Minor Action Personal
Effect: You can assume the form of any Medium humanoid, and you disguise your clothing and equipment to reflect this change. You retain your statistics in your new form. The new form lasts until you change form again.
Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.
Your weapon drips with quicksilver, and you attack the foe in front of you, moving swiftly to the next target, throwing the poisonous metal into its eyes.
Daily Poison, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier poison damage, and ongoing 5 poison damage.
Miss: Half damage.
Effect: You can shift your speed and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Dexterity vs. AC
Secondary Hit: 3[W] + Dexterity modifier damage, and the target cannot see you (save ends).
Miss: Half damage.
"My patron bathes in the Astral Sea, I am here to keep his interests in the Material."
Prerequisite: Dragonborn
Some mithral dragons are content to spend their lives in the Astral Sea, having no connection to the world or the business of mortal creatures. That is not true of the Mithral Pentad, a band of five mithral dragons who believe it is Io’s will to rid the world of the tyranny wrought by their chromatic brethren. The Pentad seeks to eradicate any nation controlled by evil dragons, but they also strive to wipe out individual chromatics and their hoards to prevent any future injustice. Rarely, a metallic dragon might have vile plans that indicate its evil, but the Pentad seeks to convert them to the will of Io before killing them outright. If they refused to be turned, however, then the life of a copper or a mercury dragon is as forfeit as a red or black.
Although the five ancients of the Pentad are powerful, they cannot be in all places at once, and they seldom exhibit their full might on the battlefield. They have established an order of mortals to seek out and destroy lesser drakes, or band together an army to assault heavily fortified fortresses or even nations. This organization is called the Mithral Arms, because they labor to accomplish the will of the Pentad, and each member is infused with the power of their patrons. Riches, power, and influence mean nothing to a Mithral Arm, unless such means can directly aid the destruction of evil chromatic dragons. Woe to all who stand in the Mithral Arms’ way, because they carry the power of the Pentad with them.
Astral Knowledge (11th level): You gain an encounter attack power of 7th level or lower from your class. You cannot choose a power that you already know. At 21st level, you can replace this power with an encounter attack power of 13th level or lower from your class.
Astral Luck (11th level): When your first attack roll with an attack power is a natural 20, you regain hit points equal to your level.
Prophetic Foresight (11th level): When you spend an action point to take an extra action, you gain a +2 bonus to attack rolls until the end of your next turn.
Astral Step (16th level): You gain teleport 2 as an additional movement mode.
Commune with the Pentad (16th level): Once each day during a short rest, you can commune with one of the Mithral Pentad. Make an Arcana, Nature, or Religion check. Divide the result of the check by 10 (round down). This determines the number of questions you can ask the dragon. The dragon answers yes or no questions only, and the dragon might withhold answers if the question has no bearing on the eradication of evil dragons. A question that results in no answer still counts against the total number available.
You see your opponent’s attack before it happens and twist away.
Encounter Teleportation
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 bonus to all defenses against the triggering attack. If the attack misses, you can teleport 6 squares.
You ride the waves of the Astral Sea to your opponent and away to safety.
Daily Teleportation
Standard Action Personal
Effect: You teleport 5 squares and use one of your encounter attack powers. You can use a power you have already expended this encounter, and using it does not expend it. The attack deals +1d10 damage and deals half damage on a miss. After the attack resolves, you can teleport 5 squares.
"I have mastered a study of magic that was ancient when your kind were barbarians at our feet."
Prerequisite: Dragonborn, any arcane class, Draconic Spellcaster.
In ancient Arkhosia, arcane spellcasters studied the Ninefold Path, a way toward both arcane mastery and spiritual awakening. The steps along the path represent an increasing attunement to the draconic energies in the initiate’s being, a practice that unites the study of magic with the innate characteristics of the dragonborn race.
You are a master of the Ninefold Path, on your way toward arcane perfection as the scholars of Arkhosia understood it. Your dragon breath is another spell in your arsenal, and when you use spells that create the same elemental force as your breath, you demonstrate mastery over the magic that powers them.
Breath Expertise (11th level): Your dragon breath power is considered an arcane power belonging to each of your arcane classes. If you are wielding an implement you can use for your arcane powers, you may add the implement’s enhancement bonus to the damage rolls for your dragon breath power.
Dragon Breath Action (Ninefold Master) (11th level): When you spend an action point to take an extra action, you can also use your dragon breath as a free action, even if you have already expended it in this encounter.
Draconic Resistance (16th level): Choose one damage type you can deal with your dragon breath power. You gain resistance to that damage type equal to 5 + one-half your level.
The innate energy of your draconic breath forms a shield around you, pushing your enemies away.
Encounter Arcane, Implement, Varies
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence or Charisma vs. Fortitude
Hit: 3d6 + Intelligence modifier or Charisma modifier damage, and push the target 1 square. The damage is the same type as any type you can deal with your dragon breath.
As your foe unleashes a blast of elemental power, you release your own, subtly altering your draconic breath to negate your enemy’s attack.
Encounter Arcane
Immediate Interrupt Close blast 3
Trigger: An enemy targets you with a close or area attack that deals a damage type you can deal with dragon breath
Effect: Your space and the blast are not considered part of the triggering attack’s area of effect.
Your exhalation of elemental energy transforms into a swirling vortex of power.
Daily Arcane, Implement, Varies, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence or Charisma vs. Reflex
Hit: 3d8 + Intelligence modifier or Charisma modifier damage. The damage is the same type as any type you can deal with your dragon breath.
Effect: The blast becomes a zone that lasts until the end of your next turn. A creature that enters or starts its turn in the zone takes 10 damage of the same type as the initial attack's damage (a creature can take this damage only once per turn). As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists.
"Each of us must choose a side, and why would any sane person choose the side of envy, vengeance, and greed?"
Prerequisite: Dragonborn, any divine class, must worship Bahamut
Many dragonborn who adopt divine classes follow Bahamut, the Platinum Dragon, but few study the esoteric disciplines of the Platinum Temple. This ancient shrine, located on a remote mountain peak that is said to straddle the boundary between the natural world and Bahamut’s domain in Celestia, teaches a particular form of mysticism that is unique to dragonborn, for its goal is to be increasingly formed into the likeness of Bahamut himself.
Through prayer and meditation, and more important through the rigorous discipline of walking a just and honest path through the world, you apply the teachings of the Platinum Temple to your life. You strive to think as Bahamut would and face every situation with his sense of righteousness and honor. At the same time, you train your body and channel divine power through it, until your scales begin to gleam with the silvery-white color of platinum. With time and further study, you learn to momentarily sprout great draconic wings, speak Supernal with Bahamut’s own authority, and breathe a billowing mist like the Platinum Dragon’s potent breath weapon.
Such power is meaningless, however, if you do not use it in service to Bahamut’s highest ideals.
Bahamut's Warding (11th level): When you use a Channel Divinity power, each ally within 2 squares of you gains a +2 bonus to all defenses until the end of your next turn.
Focused Action (11th level): When you spend an action point to take an action, you can immediately make a saving throw against one effect that a save can end, with a bonus equal to your Charisma modifier.
Polar Breath (16th level): When you use your dragon breath power, you can choose to deal cold damage with it instead of any other damage type. If you do, any creature hit by the attack is also slowed (save ends).
Platinum-colored, scaly wings spring from your back and carry you aloft.
Encounter Divine
Minor Action Personal
Effect: Until the end of your next turn, you gain a fly speed of 8, and you can hover.
Once before the start of your next turn, you can use the power Platinum Wing Buffet Attack.
Encounter Divine
Immediate Reaction Melee 2
Requirement: The power Platinum Wings must be active in order to use this power.
Trigger: An enemy enters or leaves an adjacent square.
Attack: Charisma + 4 vs. Fortitude (+ 6 at 21st level)
Hit: 2d6 + Charisma modifier damage, and you push the target 1 square.
The words issuing from you belong to no mortal tongue, and they carry the weight of Bahamut’s own voice.
Daily Divine
Minor Action Personal
Effect: Until the end of the encounter, you can speak Supernal as if you were a god or angel, such that any creature that has a language can understand your speech. In addition, you gain a +5 bonus to Diplomacy checks and Intimidate checks while speaking Supernal through this power.
Emulating Bahamut’s breath of silvery vapors, you transform your enemies into harmless mist.
Daily Cold, Divine, Implement, Polymorph, Zone
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom or Charisma vs. Reflex
Hit: The target is stunned, weakened, and transformed into fine mist (save ends all). While it is in this mist form, you and your allies can move freely through the target’s space.
Effect: The blast creates a zone that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes 10 cold damage (a creature can take this damage only once per turn). As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists.
"By the blood of Io, you will fall!"
Prerequisite: Dragonborn
Scions of Arkhosia are the descendants of the noble dragonborn heroes of the fallen empire of Arkhosia. In the years since that empire fell, its heirs have scattered across the world, their lineage and heritage confused or lost in the darkness of the present age. Most dragonborn spend their lives unaware of what sort of potential lies within them, but a few manage to awaken and master their hidden reserves of power.
You are one of these scions, and you have begun the long and arduous process of unlocking the power of your noble blood. Your ancestry places you closer to your dragon kin than other dragonborn are. As a result, you gain a greater mastery over your dragon breath, able to alter its substance at will.
The clearest sign of your noble heritage, though, is the draconic wings that begin to form on your back as soon as you adopt this paragon path. They take some time to grow strong and large enough to sustain short bursts of flight, but they mark you unmistakably as what you are: a hero of your people reborn.
Draconic Outburst (11th level): When you spend an action point to make an attack, each enemy adjacent to you takes damage equal to 5 + your Constitution modifier when you resolve the attack. This damage is the same type you initially chose for your dragon breath racial power.
Versatile Breath (11th level): Whenever you attack with your dragon breath racial power, choose one of the following damage types: acid, cold, fire, lightning, or poison. The attack’s damage is also that type.
Blood of Io (16th level): You gain overland flight with a speed of 12.
You exhale draconic energy that detonates at a distance.
Encounter Varies
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Strength, Constitution, or Dexterity + 4 vs. Reflex
Level 21: Strength, Constitution, or Dexterity + 6 vs. Reflex
Hit: 3d6 + Constitution modifier damage.
Special: This power uses the same ability as your dragon breath racial power, and it uses the same damage type you initially chose for that power.
Fully formed dragon wings protrude from your back, giving you the ability to fly.
At-Will
Move Action Personal
Effect: You fly a number of squares equal to your speed. You must land at the end of this movement.
Your breath weapon clings to creatures before you, eating them alive.
Daily Varies
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Strength, Constitution, or Dexterity + 6 vs. Reflex
Hit: 3d6 + Constitution modifier damage, and ongoing 10 damage (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).
Special: This power uses the same ability as your dragon breath racial power, and it uses the same damage type you initially chose for that power.
"Death to all tyrants."
Prerequisite: Dragonborn, genasi, half-orc, or human
For ages your folk fought against the mighty dragon lords of Abeir. Although the catastrophe of the Spellplague broke the power of the draconic tyranny in some lands, others still suffer under the cruel talons and fell magic of dragonkind, both in Faerûn and Returned Abeir. You have vowed to free all those still enslaved by dragons, and to vigilantly defend free lands from the great wyrms.
Steelsky liberators draw upon the power of an ancient divine blessing granted to the mortals who suffered under dragons long ago. No one knows what god or being created this blessing, but over time it has grown stronger and stronger. Each mortal soul that suffers under draconic oppression lends the weight of its sorrow and outrage to this mystic force; the harder the Abeiran dragon lords tried to eradicate the liberators, the stronger they made their enemies.
Most steelsky liberators hail from Returned Abeir, since the oppression of ages of draconic rule still weighs heavily on those lands. However, some of these crusaders were among the dragonborn and genasi of Akanûl, Tymanther, and other lands transferred into Faerûn during the Spellplague. In the decades since, heroes from lands threatened by dragons have come to these Abeiran kingdoms to learn the secrets of defeating such powerful foes.
Draconic Enemy (11th level): You gain a +2 bonus to all your defenses against attack rolls by dragons.
Steelsky Heritage (11th level): When you spend an action point to take an extra action, you regain the use of a racial encounter power if you have already expended it this encounter. If you are human, you gain a +1 bonus on all d20 rolls until the end of your next turn.
Liberator's Resolve (16th level): You gain a +5 bon us to saving throws against charm and fear effects.
The spirits of generations of slaves who chose to fight and die free guide your righteous blade.
Encounter Divine, Weapon
Standard Action Ranged 10
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is Large or larger, any ally adjacent to the target can shift 1 square.
Focused into your blade, the ancient power that shaped Abeir’s skies shakes Abeir’s would-be masters.
Daily Divine, Stance
Minor Action Personal
Effect: If you hit a dragon or an elemental with a melee attack, that target is weakened until the end of your next turn.
Wild energy plays along your blade. The strike of your sword disrupts the enchantments that dragons and other monsters use to enslave mortals to their will.
Daily Divine, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier damage, and any allies within 10 squares of you under the influence of a charm or fear effect created by the target can make a saving throw, even if the effect is not normally one that a save can end.
"Dragons wheel in the winds of the cyclone and dive to earth with each flash of lightning."
Prerequisite: Dragonborn, any primal class, dragon breath power that deals lightning damage
Some dragons are like forces of nature, the elemental power coursing through their bodies akin to the mightiest forces of storm, earth, or sea. The catastrophic dragons embody the destructive forces of nature, but even the blue dragon is a living incarnation of the storm. Your mastery of primal magic has led you to this path: Like these dragons, the power of the storm flows in your blood and erupts in your breath.
Your allies in the spirit world are draconic spirits of wind, lightning, and thunder, heeding your call to rebuke your enemies, carry your allies on the wind, or transport you through the storm. As you advance on the path of the storm dragon, your appearance changes to reflect the nature spirits you commune with—you might develop the blue scales and prominent horn of a blue dragon, or something of the churning elemental appearance of a typhoon dragon. By the time you reach the end of the path, wings sprout from your back, and you fight with all the savagery of the storm dragon.
Storm Spirit (11th level): You gain resist 10 lightning and resist 10 thunder.
Thundering Action (11th level): When you spend an action point to make an attack, you can push each target you hit with that attack a number of squares equal to your Charisma modifier and knock each target prone.
Soul of the Storm Dragon (16th level): Your primal powers ignore the target’s resistance to lightning or thunder.
Storm Dragon Wings (16th level): You gain overland flight with a speed of 8.
You spread wings of lightning, knocking your foes away as you take to the air.
Encounter Lightning, Primal, Thunder
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom + 4 vs. Reflex
Increase to Wisdom + 6 vs. Reflex at 21st level.
Hit: 2d6 + Wisdom modifier lightning and thunder damage, and you push the target 1 square.
Effect: You can fly your speed.
Draconic wind spirits lift you and your allies to carry you through the air.
Encounter Primal
Move Action Personal
Effect: Each ally within 10 squares of you can fly 10 squares as a free action. You fly 10 squares.
Your weapon is the thunder of the storm, and as you call upon it, clouds appear above you. Lightning strikes your foes, and the storm winds buffet enemies and allies alike, allowing you to position them as you please.
Daily Lightning, Primal, Thunder, Zone
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Strength + 6 vs. Fortitude
Hit: 3d8 + Strength modifier thunder damage.
Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that starts its turn in the zone takes 10 lightning damage. Whenever a creature starts its turn in the zone, you can slide the creature 1 square as an immediate interrupt.
As a move action, you can move the zone 3 squares.
"We all inherit the sins of our ancestors; how we choose to deal with them in our time determines if we pass them along to our children."
Prerequisite: Drow
Each drow character is born into darkness and then burdened with the Corellon’s curse and Lolth’s blessing. The curse manifests in their enslavement to the Spider Queen, while the blessing represents the goddess’s filthy touch, a gift ensuring the drow remain in her service. Drow can use only a portion of Lolth’s power, manifesting it into clouds of darkness or limning their enemies with purple flame, but a few drow are powerful enough to expand their talents in other areas. These drow learn to unlock the hidden reserves of their curse and exploit them to achieve greater results.
As a curseborn, you have awakened hidden powers within you. Whether you believe these powers are further gifts granted to you by the Spider Queen or are a permutation of your existing abilities granted by Lolth’s touch, or even a revelation based on your efforts to find redemption, the results are the same. Your Lolthtouched powers are intensified, your darkness is alive with umbral strands of shadow, and your ability to create darkfire is magnified to encompass to affect a number of enemies. In addition, you also learn methods of using Lolth’s gifts in superior ways, from burning your foes with the flames of darkness to sliding into the Shadowfell to cloak your body with tendrils of darkness.
Your evolution into a curseborn results in a subtle transformation that is unnoticeable except when you are using your curseborn or Lolthtouched powers. Each time you tap into these abilities, your bright eyes flare, casting your face into ghastly shadows, while tiny black spiders composed of living shadow scurry off to vanish into puffs of acrid smoke. None of these features interferes with your other abilities, but drow recognize you as being kissed by the Spider Queen.
Clinging Shadows (11th level): In addition to its normal effects, the area of your cloud of darkness power is also difficult terrain for all creatures except you.
Curseborn Action (11th level): When you spend an action point to take an extra action, you regain the use of one of your Lolthtouched powers you have already expended this encounter.
Darkfire Conflagration (16th level): Whenever you use your darkfire power, you can target three creatures instead of one.
Purple flames limn your target, burning the target’s mind and body.
Encounter Charm, Fire
Minor Action Ranged 10
Target: One creature
Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or Charisma +4 vs. Reflex
Increase to +6 bonus at 21st level.
Hit: 2d8 + Charisma modifier fire damage, and until the end of your next turn the target is dazed, grants all creatures combat advantage, and cannot benefit from concealment or invisibility.
Special: This power uses the same ability score as the one you selected for your darkfire power.
Shadows cloak your body as you step partly into the Shadowfell so that you can move with astonishing speed.
Encounter
Move Action Personal
Effect: You can shift up to your speed. You gain concealment until the end of your next turn.
Three spheres of violet light appear next to your target, drawing their attention and luring them to their doom.
Encounter Charm, Conjuration
Standard Action Ranged 10
Targets: One, two, or three squares
Effect: You conjure a sphere of light into the target square. When a creature moves into or begins its turn in that square or an adjacent square, make the following attack as an opportunity attack. You can move an alluring light up to your speed as a move action. If one sphere is dispelled, all the spheres are dispelled.
Attack: Intelligence +4 vs. Will, Wisdom +4 vs. Will, or Charisma +4 vs. Will
Increase to +6 bonus at 21st level.
Hit: The target is immobilized (save ends). Until the target saves, if you move the alluring light that immobilized the target you can also slide the target an equal number of squares to keep the target adjacent to the alluring light.
Sustain Minor: You can sustain this power until the end of the encounter.
Special: This power uses the same ability score as the one you selected for your darkfire power.
"You’re caught in my web of shadows, poor little insect. Now it’s time to die."
Prerequisite: Drow, rogue
Deceive your prey into a weak tactical position. Strike without being seen. Kill without allowing a counterattack. Don’t sever a limb when you can cut off the head. Reward your enemies with death so horrifying that all others fear to oppose you. Live to fight again. All of these are drow rules of warfare, which young drow learn well just to get by in their treacherous society.
The drow are famous for slaughter, murdering all who get in their way. Countless folk have suffered the cruel kiss of a drow priestess’s whip or the vile magic of a drow warlock. Innumerable slaves have lived and died as the wicked and capricious whims of their drow masters demanded. From this world you have come, and like others before you, you have found sanctuary in the arts of death. You learned the rudiments of drow warfare among your school-age peers. You mastered the blade-and-crossbow fighting style of the drow warrior to improve your station among your people. Better to be a valued killer than a slave or a sacrifice.
Maybe you smelled the deceptions and half-truths in your society, put up with the lies of the Spider Queen, until you could take no more. Perhaps the internecine warfare between drow houses left you without allies in the vast Underdark. You abandoned your past. Estranged from your homeland, you joined with other wanderers and continued your training. You have sought to become death incarnate and have succeeded well beyond the normal warriors of your people.
Dread Sneak Action (11th level): When you spend an action point to make an attack against a target granting combat advantage to you, you can deal Sneak Attack damage even if you have already dealt Sneak Attack damage during this round.
Spider Assassin (11th level): You deal one extra die of Sneak Attack damage against a target that could not see you at the start of your turn.
Sinister Presence (16th level): When you reduce an enemy to 0 hit points, pick a second enemy within 5 squares of you. You gain combat advantage against the second enemy until the end of your next turn.
With expert precision, you drive your blade through your opponent and loose a bolt at the same time.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow and a light blade.
Target: One or two creatures
Attack: Dexterity vs. AC (melee or ranged), two attacks
Hit: 2[W] + Dexterity modifier damage per attack.
Special: Using this power doesn’t provoke opportunity attacks.
You feint, causing your opponent to flinch as you slip past.
Encounter Martial, Weapon
Minor Action Close burst 5
Target: One creature in the burst you can see
Effect: You gain a +5 bonus to AC against the target’s opportunity attacks until the end of your next turn.
Using your dark fey power, you deliver a deep and toxic wound.
Daily Martial, Poison, Reliable, Weapon
Standard Action Melee or Ranged weapon
Requirement: must be wielding a crossbow or a light blade.
Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Make a secondary attack against the target.
Secondary Attack: Dexterity vs. Fortitude
Hit: The target is weakened and takes ongoing 5 poison damage (save ends both).
"This darkness is my home, and you should not have come here."
Prerequisite: Drow, trained in Dungeoneering
The Underdark is a terror to most surface folk. Flesheating fungi carpet the walls, bizarre monstrosities lurk in the dark, and whole civilizations of evil flourish in the sunless depths. To you, this is home. You know the twisting tunnels of the Underdark intimately. Every bend in every cavern and every corner in every dungeon is your ally, allowing you to creep close to your foe. You are the hunter in the dark, and you strike from the shadows before your foe ever senses danger.
You have little use for the rest of your kind. While you test your skill in the wilds of the dark, other drow wallow in decadence and cruelty in their cities. You’ve honed the magical abilities of your heritage with long practice, and now the power that flows through your blood is far greater than theirs. You walk the darkness free, while they remain ensorcelled in Lolth’s slavish snares.
Life is a journey. You live to see what wonders and heart-pounding adventures await you just out of sight. The darkness is an unforgiving mistress, but you know her all too well. Choose your path across or beneath Faerûn. No one can stop you.
Ambusher Action (11th level): Whenever you spend an action point to take an extra action to attack, you gain a +2 bonus to your attack roll against an enemy to which you are invisible.
Stone Sense (11th level): When underground, you gain a +2 bonus to initiative checks and to Dungeoneering and Perception checks.
Firemotes (16th level): You gain a +5 bonus to damage rolls against targets currently affected by your darkfire power.
You launch an attack. If your foe doesn’t know you’re there, your blow dazes your enemy for a short time.
Encounter Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC, Dexterity vs. AC, or Constitution vs. AC
Hit: 2[W] + Strength, Dexterity, or Constitution modifier damage.
Special: If the target grants combat advantage to you, the target is also dazed until the end of your next turn.
The cold embrace of darkness flows into your wounds, replacing your life’s blood with its ebon power.
Daily Healing
Minor Action Personal
Effect: Spend a healing surge. If you are inside darkness, add your Constitution modifier to the number of hit points you regain.
You fix your cloud of darkness to the foe you strike, shrouding your enemy in gloom. It remains in place, obscuring your foe’s sight.
Daily Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. AC, Dexterity vs. AC, or Constitution vs. AC
Hit: 5[W] + Strength, Dexterity, or Constitution modifier damage.
Effect: As a free action, use your cloud of darkness power centered on your target instead of you. The power otherwise behaves as normal.
Sustain Minor: The cloud persists, and you can move it 3 squares.
"The wrath of Hell can’t move me, but I can hammer you into place!"
Prerequisite: Dwarf, fighter
Your people defied the titans and giants. Unity has sustained them, and tenaciousness has upheld them; traditions preserving these values serve them well. They stand unmoved and unconquered, like the mountains, against orcs and goblins and dragons.
Dwarf soldiers are unmatched in their fighting prowess and loyalty to one another. War stories hold that a single dwarf foot soldier is the match of any two warriors of another race and the same skill. Two such soldiers are worth five similarly skilled enemies. When the enemy forces are composed of little more than savages, dwarven armies break them like stone channels water.
All the institutions of dwarven society have soldiers loyal to the cause. Doughty fighters serve king or lord, guild or business, deity or church, or a simple creed. A few serve the almighty coin, selling their time and axes for wealth. Time-honored fighting techniques teach a dwarf warrior to use his or her racial abilities to the fullest and to use fine weapons and heavy armor. When the dogs of war are loosed, dwarf soldiers hold the line.
You are a master of dwarven fighting arts, relying on loyal allies as much as your own courage and resilience. Your expertise lies in defensive maneuvers and battle-line tactics. You know how to take advantage of holes in enemy lines. Allies come to rely on you as the center of the squad. They take heart in your steadfastness and your ability to break the defenses of your enemies.
Defensive Action (11th level): Whenever you spend an action point to take an extra action, you gain a +2 bonus to your AC and Fortitude until the end of your next turn.
Stalwart Defender (11th level): Whenever you are adjacent to at least one ally, you and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
Roots of the Earth (16th level): The Stand Your Ground racial trait can reduce the distance you are moved by 5 squares.
Knocking your enemies back, you step into the gap.
Encounter Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square. You can then shift 1 square into the space that the target occupied.
Weapon: If you’re wielding an axe, a hammer, or a pick, the attack deals extra damage equal to your Constitution modifier.
By looking to your own defense, you instill adjacent allies with courage.
Encounter Martial
Minor Action Personal
Effect: Until the end of your next turn, you gain a +4 power bonus to all defenses, and any ally adjacent to you gains a +2 power bonus to Will.
Your strike hammers your foe and causes him to flail about, toppling nearby adversaries in the confusion.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you push enemies adjacent to the target 1 square and knock them prone.
Weapon: If you’re wielding an axe, a hammer, or a pick, the attack deals extra damage equal to your Constitution modifier.
Miss: Half damage, and you push enemies adjacent to the target 1 square.
"The stone is strong. It does not yield. Nor do I."
Prerequisite: Dwarf fighter or dwarf paladin
Evil festers everywhere, and the earth needs defenders to keep back the tide of corruption. You are the shield against the onslaught, the hammer that breaks the tyrant’s blade, the axe that sunders the slave’s shackles, and the fist that crushes evil wherever it shows its vile face. For the source of your power, you look to the stone beneath your feet. You draw upon its sacred power to scatter your foes, and throw off the pain of a hundred wounds.
Implacable as the earth itself, you cannot be broken. A boulder might be sundered, but it cannot be destroyed, and even if it is ground to sand it has merely traded the one for the many. You and your allies are all hewn from the same rock. You are one, even if you are many, and their life is your own. You never allow another to harm an ally unanswered, and you would gladly give yourself to death to keep a friend from danger.
The power of stone is in your heart, allowing you to fight harder than any foe could ever anticipate and stay standing long after lesser heroes would have fallen. With your feet firmly on the ground you cannot be bested. All who tread upon the sacred stones of this world best do so lightly, for if they sully the earth with evil, you’ll find them and make them pay.
Earthheart Determination (11th level): When you use an action point to take an extra action, you can immediately make saving throws against two different effects that a save can end.
Heart of Earth (11th level): When you use your second wind while bloodied, you gain a +2 bonus to melee attack rolls until the end of your next turn.
Great Heart (16th level): When you use your second wind while bloodied, allies within 4 squares of you gain a +1 bonus to melee attack rolls until the end of your next turn.
You draw on the power of the earth to heal your wounds and lend weight to your attack.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] damage. If you are bloodied when you use this power, you regain hit points equal to one-half your level + your Constitution modifier.
The earth speaks silently to you, telling you when a foe draws near no matter what might deceive your eyes.
Encounter Divine
Standard Action Personal
Effect: Until the end of your next turn, so long as you are touching the ground, you gain a +5 bonus on Perception checks and can see invisible creatures.
You bring your weapon crashing down on the ground at your feet. The earth answers, roiling like a storm-tossed sea and hampering nearby foes.
Daily Divine, Weapon, Zone
Standard Action Close burst 3
Target: Enemies in the burst
Attack: Strength vs. Fortitude
Hit: 5[W] damage
Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that begins its turn within 3 squares of you, or that moves to within 3 squares of you, is slowed until the end of your next turn.
Special: The zone always remains centered on you, even if you move after casting the spell.
"My strength is the eternal endurance of the mountains. I will not break."
Prerequisite: Dwarf
At the dawn of creation, dwarven myths say, Moradin made the race of dwarves. His firstborn had bones cut from bedrock, souls wrought from iron, and hearts carved of gleaming diamonds. These firstborn were the models after which all other dwarves were patterned.
Although the firstborn of Moradin’s making vanished in servitude to the giants, their fighting techniques and mystical traditions have not been lost. A new era of dwarven heroism has arrived, and the legacy of the firstborn continues. Those few who most skillfully follow the paths of the ancient firstborn are slowly transformed into the image of Moradin’s firstborn.
As one of the present-day firstborn of Moradin, you forge a deep connection with the earth, tapping into the power that courses through the bedrock beneath your feet. You draw on the strength of the mountains to resist injury, expand your senses through rock and stone, and root yourself in the bones of the earth. You are the stuff new legends are made of.
Stonebones (11th level): Whenever you take a critical hit, roll a d20. If you roll 10 or higher, the critical hit turns into a normal hit.
Strength of the Earth (11th level): When you spend an action point to take an extra action, you can also spend a healing surge.
Dwarven Resurgence (16th level): When you use your second wind, you make a saving throw against each effect on you that a save can end.
You ready yourself for an approaching enemy, deftly maneuvering to a better position and striking before your foe strikes you.
Encounter Weapon
Immediate Reaction Melee weapon
Trigger: An enemy enters a square adjacent to you
Effect: Before the attack, you shift 1 square.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Your connection with the earth allows you to sense even the faintest tremors in stone, letting you see what others cannot.
Daily Stance
Minor Action Personal
Effect: Until the stance ends, you gain tremorsense 10.
You call on the weight of the mountains to crash down on your foes and to ground yourself against your enemies’ attacks.
Daily Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you knock the target prone. If the target stands up before the end of your next turn, you can make a melee basic attack against it as an immediate interrupt if you are adjacent to it.
Miss: Half damage.
Effect: You assume the mountain stance. Until the stance ends, you gain a +2 bonus to AC, and you can ignore being pulled, pushed, slid, or knocked prone.
"Memory, like stone, lasts forever."
Prerequisite: Dwarf, cleric, trained in History
Dwarves have long memories. They strengthen their recollections by retelling stories passed down since the dark days of their enslavement to giants. Preserving these tales is the responsibility of the stone keepers, dwarves chosen for their wisdom and commitment to history. These stone fathers and mothers, as they are sometimes called, chisel stories into shrine walls and temple domes to give their history a physical presence, making them part of the architecture and wonder of dwarven cities.
As a stone keeper, you concern yourself with the past, but you are not simply a scholar. You are a holy champion who draws strength from your fury over all the wrongs ever committed against your people, bringing it to bear against foes who still threaten your race. When dwarven strongholds are in danger, you are the first to unite the clans against the enemy. You also travel widely, visiting ruined dwarven kingdoms and city-states to learn their fates and to exact vengeance when it is deserved.
Your views and beliefs encompass all of history and the place your people occupy in it. You harbor a deep-seated, smoldering anger born of ancient wrongs and long centuries of grief. Your prayers focus this anger into your attacks.
Memorable Action (11th level): When you spend an action point to make an attack, your weapon attacks deal 1[W] extra damage until the end of your next turn.
None So Great (11th level): When you score a critical hit against a target that is larger than you, the target is knocked prone after the attack’s other effects are resolved.
Unfailing Fortune (16th level): When you use your divine fortune power, you gain a +3 bonus instead of a +1 bonus. If you apply this bonus to an attack and miss, you gain another use of divine fortune for this encounter.
Enraged by the harm done to your companions, you force your enemy to repay the debt in blood.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. You gain a +1 bonus to the attack roll for each bloodied ally within your line of sight.
Hit: 3[W] + Wisdom modifier damage.
Fury fills you, and you tower over your enemies.
Daily Divine
Standard Action Personal
Effect: Until the end of the encounter, your reach and speed both increase by 1, and your melee attacks deal 2d6 extra damage.
You channel your smoldering resentment into a savage strike and inspire your allies to finish the job.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage, and each ally adjacent to you gains a +3 power bonus to attack rolls against the target until the start of your next turn.
Effect: You and each ally adjacent to you can spend a healing surge.
"Corellon warns us that the Banished Darkness will one day return. When this day comes, the enemy will find us ready, and we will throw them back into the abyss from which they came."
Prerequisite: Eladrin or elf, must worship Corellon
Lolth’s return and a resumption of the disastrous war that nearly shattered the elven peoples cast a terrible shadow across Corellon’s priesthood. Anticipating this event, the elders formed the Azure Guard who would one day serve as the principle leaders in repelling Lolth’s demonic forces. The warriors combine prayers to Corellon with secret arcane spells to achieve the edge they need to overcome their enemies. Azure Guard members do not advertise their special status lest they invite assassins to strike at them. One cannot join the Azure Guard without invitation, and even those called to serve in its esteemed ranks may find themselves unequal to the demands the training makes.
Enemy of the Darkness (11th level): You gain a +2 bonus to initiative checks, Perception checks, and saving throws against poison.
Excellence in Action (11th level): Whenever you spend an action point to make an attack, you can reroll one attack roll of that attack that misses. You must use the second result.
Shielded Teleport (16th level): Whenever you teleport, you gain a +2 bonus to AC and Reflex until the start of your next turn.
The lightest touch hurls your enemy from you to be blinded and bound by Corellon’s wrath.
Encounter Arcane, Divine, Teleportation
Standard Action Melee 1
Target: One creature
Attack: Your highest ability + 6 vs. Reflex
Level 21: Your highest ability + 9 vs. Reflex
Hit: You teleport the target up to 5 squares. The target is blinded and immobilized until the end of your next turn.
Special: If the target is a demon, drow, or spider, the target also gains vulnerablity to all damage equal to your highest ability modifier until the end of your next turn.
You suffer not the hideous to live. One successful strike sets up your next attack to speed this enemy to the grave.
Encounter Arcane, Divine, Teleportation
Free Action Personal
Trigger: You hit an enemy with an attack.
Effect: You teleport to an unoccupied square adjacent to the triggering enemy. The enemy then grants combat advantage to you until the end of your next turn.
A blue luminescence surrounds and infuses you, revealing that you have won Corellon’s favor. You can now call down the stars to smite your foes.
Daily Arcane, Aura, Divine, Radiant
Minor Action Personal
Effect: You activate an aura 5 that lasts until the end of the encounter or until you dismiss it as a free action. Squares in the aura are brightly lit, and any enemy that ends its turn in the aura takes 10 radiant damage. Demons, drow, and spiders in the aura grant combat advantage. While the aura is active, you can use the secondary power at will.
Daily Arcane, Divine, Radiant, Teleportation
Standard Action Close burst 5
Requirement: The power Corellon's Azure Blessing must be active in order to use this power.
Target: One enemy in the burst
Effect: 10 radiant damage, and you knock the target prone. You then teleport to an unoccupied square adjacent to the target.
"That hum is the sound of your death approaching."
Prerequisite: Eladrin, ranger
The Feywild sings with eldritch energy. It is infused with magic from its twilight sky to its sparkling depths. Fey creatures, its children, are bathed in its supernatural flow. Even the simplest among them have powers beyond those of worldly mortals, bestowing simple tasks with an otherworldly enchantment.
Eladrin are among the heritors of the Feywild’s nature. As humans and other races tamed portions of the world, so too did the eladrin subdue parts of the Feywild according to their fey temperament. They evolved a complex society, rich in crafts and traditions that also sing in concordance with the Feywild. As followers of mores inspired in elder days by the god Corellon, eladrin treat life and all its aspects as an art. Everything they do, wonderful or wicked, reflects this ideal.
Like their counterparts in the world, eladrin have had to fight and die to defend their way of life. Each eladrin learns to wield the longsword, the traditional weapon of the eladrin people. They have martial disciplines that teach an eladrin to channel the innate magic in his or her spirit, as well as that stored within the elements.
A blade from the Feywild or crafted by eladrin hands has a special beauty. The metal vibrates with bizarre potential. Some eladrin learn to make steel shaped into such a blade sing its heart’s song. That song is a fey cry that portends loss of life, and those who wield it are known across the cosmos as blade banshees.
Over the years, you’ve developed a terrifying synergy with your blades. You understand the secret heart of fey-crafted steel. Its unmistakable, dread voice announces your displeasure. As you fight, your blades buzz and keen, unleashing rending vibrations against your foes. But when your soul is bent to friendship or mercy, your swords hum with your own gentleness, briefly bringing a bit of peace to others before shrieking into battle once again.
Banshee's Action (11th level): When you spend an action point to take an extra action while wielding two melee weapons, any enemy adjacent to you takes thunder damage equal to your Wisdom modifier.
Bladed Disruption (11th level): While you’re wielding two melee weapons, any creature you hit with more than one of your melee attacks during your turn takes a -2 penalty to attack rolls until the start of your next turn.
Shrieking Blades (16th level): While you’re wielding two melee weapons, your melee attacks deal extra thunder damage equal to your Wisdom modifier.
You clash your blades together, unleashing a mind-numbing screech.
Encounter Martial, Thunder, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a longsword and another melee weapon.
Target: Each creature in the burst
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier thunder damage, and the target is dazed until the end of your next turn.
With a soft sweep, your blades purr, reaching out to the minds of nearby allies and revitalizing them.
Daily Healing, Martial, Weapon
Minor Action Close burst 3
Requirement: You must be wielding a longsword and another melee weapon.
Target: Each ally in the burst
Effect: Each target can spend a healing surge either to regain hit points or to negate being dazed or stunned.
You use your blades to set up a fey harmonic pattern, allowing you to control your target until you unleash the sound in a disruptive wail.
Daily Charm, Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a longsword and another melee weapon.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target is dominated (save ends). As a standard action, you can end the dominated effect and deal 5d6 thunder damage to the target and each creature adjacent to it.
"That which consumed my homeland will find me a much more dangerous, much less palatable meal."
Prerequisite: Eladrin, ranger
The ancient empire of Cendriane left ruined cities when it fell long ago, but these remnants are not the only legacy of the eladrin kingdom. A group of rangers remains in the service of the lost empire, surviving in the borderlands of the once-great realm.
You are a descendant of the survivors of Cendriane’s mysterious cataclysm, or you have been tutored in the martial secrets of that realm. You have perfected the use of fey step and the art of double-wielding longswords. The Cendriane sword style has pushed you to explore the boundaries of your heritage and expand upon the eladrins’ innate magic. This self-knowledge combined with your blade mastery makes you a transient adversary on the battlefield, disappearing and reappearing as necessary.
Call of Cendriane (11th level): When you spend an action point to take an extra action, you can teleport 5 squares before or after your extra action.
Fey Step Assault (11th level): When you use a power that has the teleportation keyword, or when you use the Call of Cendriane path feature, you gain a +1 bonus to attack rolls with powers that have the weapon keyword until the end of your next turn.
Blademaster of Legacy (16th level): You gain a +1 bonus to damage rolls with melee attacks that use a longsword.
You strike two nearby foes, teleporting them apart to create an opening.
Encounter Martial, Teleportation, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you teleport the target 2 squares. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier, and you teleport the target 2 squares. The target must be teleported to a space within 3 squares of the primary target.
Stepping though thin air, you blink back into existence next to your enemies, making them your prey.
Encounter Martial, Teleportation
Move Action Personal
Effect: You teleport 5 squares. You must teleport to a square adjacent to at least one enemy. Each enemy adjacent to you grants combat advantage to you and is designated as your quarry until the end of your next turn. The enemies don’t count against your normal limit of one quarry at a time, although you can still deal Hunter’s Quarry damage only once per round.
You travel unseen through the battlefield, materializing to strike at a foe before disappearing and moving on to the next adversary.
Daily Martial, Teleportation, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Primary Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] damage per attack.
Effect: Teleport 5 squares. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC (main weapon and offhand weapon), two attacks
Hit: 1[W] damage per attack.
Effect: Teleport 5 squares. Make a tertiary attack.
Tertiary Target: One creature other than the primary and secondary targets
Tertiary Attack: Strength vs. AC (main weapon and offhand weapon), two attacks
Hit: 1[W] damage per attack.
"I am the winter storm, the screaming blizzard, and the blinding snow."
Prerequisite: Eladrin
Nobility to the eladrin people is more than status—it is an investiture of power granted by the archfey in exchange for binding oaths and devotion. The eladrin refer to their nobles by many titles, and one traveling in their circles is bound to encounter coure, novier, firre, and others. Each title reflects a particular pact and the magical power gained as a result. The bralani are eladrin nobles who bind themselves to those archfey associated with nature, the seasons, and storms. The power they wield allows them to harness elements and make them their own.
You are a noble eladrin, having earned your greater standing through a pact made with the Winter Court. While the Winter Court expects you to serve it, the archfey rarely call in their debts. Thus you are free to pursue your own agenda as long as it is not at odds with your patron. You can harness winter’s power, weaving its wild magical energy into devastating attacks. Your connection to winter triggers other changes. Your skin becomes cold to the touch, your features assume a blue hue, and the air around you holds winter’s chill.
Winter's Touch (11th level): When a cold attack hits you, your melee and ranged attacks deal extra cold damage equal to your Dexterity modifier or your Intelligence modifier until the end of your next turn.
Wintersoul Flurry Action (11th level): When you spend an action point to make an attack, you create a zone of flurrying snow in a close burst 5 that lasts until the end of your next turn. Squares in the zone are difficult terrain and lightly obscured for enemies.
Icy Presence (16th level): Any enemy that starts its turn in a square adjacent to you is slowed until the end of its turn.
Snow flies and solidifies around your opponent, binding it in a frigid embrace.
Encounter Cold
Standard Action Ranged 5
Attack: Your highest ability modifier + 6 vs. Fortitude
Level 21: Your highest ability modifier + 9 vs. Fortitude
Hit: 1d10 + your highest ability modifier cold damage, and the target is immobilized until the end of your next turn.
Aftereffect: The target takes 5 cold damage and is slowed until the end of your next turn.
The enemy’s attack causes you to fly apart in a cloud of swirling snow.
Encounter Zone
Immediate Reaction Close burst 2
Trigger: You are damaged by an attack
Effect: The burst creates a zone that lasts until the end of your next turn. Squares in the zone are lightly obscured. While you are in the zone, you have concealment and insubstantial.
Snow and ice explodes from your fingertips to scatter your foes and bind them with ice.
Daily Cold, Teleportation
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Your highest ability modifier + 9 vs. Fortitude
Hit: 3d6 + your highest ability modifier cold damage, and the target is blinded and immobilized (save ends both).
Miss: Half damage, and until the end of your turn the target takes a -2 penalty to attack rolls and is slowed.
Effect: You teleport to any square within the blast.
"Corellon guide my heart, Sehanine my arrow."
Prerequisite: Elf or eladrin, cleric, proficiency with longbow or shortbow
The Seldarine, the fellowship of brothers and sisters of the woods, comprises Corellon, Sehanine, and the other gods and exarchs who dwell in the dominion of Arvandor. Revered by elves and eladrin alike, these gods watch over and protect their favored scions. Elf and eladrin clerics often worship one or another of the Seldarine, but a few pay homage to the whole, drawing their power from Arvandor’s combined wisdom.
As a Seldarine dedicate, you occupy a high position within your temples. You and the few others like you enjoy a broader connection to the gods of Arvandor than other clerics do, and you know methods for communing with them. You draw a bow as readily as you raise your holy symbol to focus your prayers.
Your weapon is inscribed with sigils and runes, which flare with emerald light when you fire a shot with a whispered prayer.
Honor the Bow (11th level): You can use a longbow or a shortbow as an implement for your cleric or Seldarine dedicate implement powers. When you use an implement power through a longbow or a shortbow, you add the weapon’s enhancement bonus, if any, to the power’s attack rolls and damage rolls, but you don’t use the weapon’s proficiency bonus. If you score a critical hit with a magic longbow or shortbow when using it as an implement, you use the weapon’s critical hit effect.
Renewing Action (11th level): When you spend an action point to take an extra action, you also gain an extra use of your healing word power for this encounter.
Footsteps of the Gods (16th level): When you use a cleric or a Seldarine dedicate implement power, you can use a free action to shift 1 square before or after using that power.
A ray of frosty light streaks from your bow to slow the limbs of your prey.
Encounter Cold, Divine, Implement
Standard Action Ranged 20
Requirement: You must be wielding a longbow or a shortbow.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier cold damage. Until the end of your next turn, the target grants combat advantage to anyone that makes a ranged attack against it.
Myriad specks of light swirl about you, hiding you from enemies.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you shift, you gain concealment until the start of your next turn.
You launch a fiery bolt from your bow that erupts into white-hot flame where it hits.
Daily Divine, Fire, Implement
Standard Action Ranged 20
Requirement: You must be wielding a longbow or a shortbow.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier fire damage, and the target takes ongoing 10 fire damage and is dazed (save ends both).
Miss: Half damage, and ongoing 10 fire damage (save ends).
"By the court of the Summer Queen, you shall pay for your transgressions!"
Prerequisite: Eladrin
Most noble eladrin, including bralani and ghaeles such as those described in the Monster Manual, are prominent figures in their houses, lords and ladies who have positions of authority over the lesser members of their houses. A few eladrin heroes, however, champion the cause of their race as a whole, rather than of any particular house. Though they are often anointed by house nobles, these shiere knights are free agents, beholden to no particular house and dedicated to protecting the eladrin from fomorians, spriggans, and other hostile denizens of the Feywild.
Becoming a shiere knight involves more than attaining a title. As a champion of your race, you become a living embodiment of the power of the Feywild. Your appearance is marked by a sign of the fey power within you: a faint glow that outlines your frame and burns in your eyes, an eldritch wind that constantly stirs the air around you, or some other manifestation of your otherworldly nature. You can channel this power to beguile your foes or drive them off in fear.
Blessed of the Fey (11th level): Whenever you are affected by a charm effect that a save can end, you can make a saving throw against the effect at the start of your turn. If you don’t save, you can make another saving throw against the effect at the end of your turn.
Fey Leap Action (11th level): You can spend an action point to teleport 10 squares, instead of taking an extra action.
Cloaked in Magic (16th level): Whenever you teleport, you gain a +2 bonus to all defenses until the start of your next turn.
You fill your foe’s mind with haunting images of the Feywild’s wonder and beauty, with the result that the enemy cannot bear to see you harmed.
Encounter Charm
Standard Action Ranged 5
Target: One creature
Attack: Intelligence, Wisdom, or Charisma + 4 vs. Will
Level 21: Intelligence, Wisdom, or Charisma + 6 vs. Will
Hit: Until the end of your next turn, the target can’t attack you. In addition, when any creature within the target’s reach hits or misses you, the target makes a melee basic attack against that creature as a free action, with a +2 bonus to the attack roll.
Special: When you gain this power, choose Intelligence, Wisdom, or Charisma as the ability you use when making attack rolls with this power.
As your foe draws near, a swirling storm of leaves spins around you and whisks you to safety.
Daily Teleportation
Immediate Interrupt Personal
Trigger: An enemy enters a square adjacent to you
Effect: You teleport 5 squares.
Filled with the power of the Feywild, you drive your enemies away in fear, sapping them of their strength.
Daily Fear
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence, Wisdom, or Charisma + 6 vs. Will
Hit: The target is weakened (save ends). The target then moves away from you at its speed as a free action.
Miss: The target is weakened until the end of your next turn, and you push the target 3 squares.
Special: When you gain this power, choose Intelligence, Wisdom, or Charisma as the ability you use when making attack rolls with this power.
"The circle of my fey steps encompasses one center—victory."
Prerequisite: Eladrin, warlord, Tactical Presence class feature
The Feywild, home of the eladrin, is a wondrous reflection of the world. Within that plane, beauty thrives that defies the worldly mind, but so too does evil. Eladrin are as prone to wickedness as humans are, and in a bygone age, the drow were also natives of the Feywild.
In a time long before other great empires, eladrin faithful to Corellon fought bitter wars within the Feywild against the followers of Lolth and other evil fey. These wars culminated in what came to be known as the Last Battle of the Spiral Tower. During that clash, the Corellon loyalists finally turned the tide and a hero was born.
Ossandrya was an eladrin squad commander when the Last Battle of the Spiral Tower began. Drow and demons had taken the mythic site during a protracted battle that saw the eladrin fighting on many fronts. Several fruitless assaults on the enemy-held tower cost Ossandrya’s superiors their lives. With reinforcements unavailable, the eladrin commander was forced to lead the remaining troops against the drow. She devised a multipronged attack that utilized the eladrin’s fey step, taking the biggest risks on herself and having no regard for the tower’s ultimate fate. In the end, Ossandrya’s efforts proved successful. Although the Spiral Tower was reduced to a blackened spindle bereft of magic, the eladrin drove the drow out for good.
In time, the Spiral Tower was rebuilt. Ossandrya, who survived other campaigns that drove the drow out of the Feywild, eventually passed from the mortal realm. She is counted among legendary warlords. Within the ruins of the Spiral Tower, her story is recorded. Eladrin warriors across the Feywild study her brilliant strategies and tactics, many of which require fey powers.
You have studied Ossandrya’s story and schemes, or you have intuited similar ploys thanks to your fey nature. It could be that some combination of these possibilities influenced your course in life. You have a strongly tactical mind, a sharp sense of space and timing, and the ability to adapt your powers to tactical needs. These aptitudes serve you well in your battles, leading you toward the acclaim Ossandrya has long possessed.
Second Step (11th level): When you spend an action point to take an extra action, you regain the use of your fey step racial power if you have used it during this encounter.
Spiral Timing (11th level): When you and your allies roll initiative, you can allow one ally you can see to reroll with a bonus equal to your Intelligence modifier. The ally must use the new result.
Fey Tactics (16th level): The attack bonus provided by your Tactical Presence is equal to your Intelligence modifier (instead of one-half your Intelligence modifier).
You step through the Feywild to deliver a significant strike from an unexpected angle.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex. If you used fey step to move adjacent to the target during this turn, you gain combat advantage for this attack and it deals 1[W] extra damage.
Hit: 2[W] + Strength modifier damage.
With fey sight, you know exactly how and where to place an ally. You can move him or her there through the Feywild.
Encounter Martial, Teleportation
Move Action Ranged 20
Target: One ally
Effect: You teleport the target a number of squares equal to your fey step distance.
In a moment of perfect clarity, you teleport to each nearby enemy and deliver a crushing strike.
Daily Martial, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: You either slide the target a number of squares equal to your Intelligence modifier or deal ongoing 10 damage (save ends). You can then teleport adjacent to a different target within 3 squares of you and repeat the attack against the new target. Until you have attacked each eligible target once, you can teleport adjacent to a different target within 3 squares of your starting position and repeat the attack against the new target. You then teleport back to your starting position.
"You have no secrets from me."
Prerequisite: Eladrin, rogue class
You know the secrets that people try to keep behind closed doors. With the threat of the Underdark lurking behind every corner, your vigilance is all that stands between a peaceful life for your people and their total annihilation.
Against the Shadows (11th level): You ignore concealment when attacking adjacent creatures.
Watcher of the Night's Action (11th level): When you spend an action point to take an extra action, you also gain a +5 power bonus to Stealth and Perception checks (including passive Perception checks) until the end of your next turn.
Shadowslayer (16th level): While you have any concealment, you can deal your Sneak Attack damage when you make an opportunity attack against a target granting combat advantage, even if you miss.
You snatch arcane power from the Feywild, wreathing your dagger in energy.
Encounter Arcane, Martial, Weapon ; Varies
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Special: Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the power’s damage type.
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.
You find the weak point in an enemy’s defenses and exploit it.
Daily Martial
Minor Action Close burst 10
Target: One enemy in the burst
Effect: The target gains vulnerable 10 cold, vulnerable 10 fire, vulnerable 10 lightning, or vulnerable 10 thunder (your choice) until the end of your next turn.
Your blade cuts deep, leaving a gaping wound.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and the target is slowed and takes ongoing 10 damage (save ends both).
Miss: Half damage.
Effect: The target gains vulnerability 10 to attacks with the weapon keyword (save ends).
"Corellon warns us that the Banished Darkness will one day return. When this day comes, the enemy will find us ready, and we will throw them back into the abyss from which they came."
Prerequisite: Eladrin or elf, must worship Corellon
Lolth’s return and a resumption of the disastrous war that nearly shattered the elven peoples cast a terrible shadow across Corellon’s priesthood. Anticipating this event, the elders formed the Azure Guard who would one day serve as the principle leaders in repelling Lolth’s demonic forces. The warriors combine prayers to Corellon with secret arcane spells to achieve the edge they need to overcome their enemies. Azure Guard members do not advertise their special status lest they invite assassins to strike at them. One cannot join the Azure Guard without invitation, and even those called to serve in its esteemed ranks may find themselves unequal to the demands the training makes.
Enemy of the Darkness (11th level): You gain a +2 bonus to initiative checks, Perception checks, and saving throws against poison.
Excellence in Action (11th level): Whenever you spend an action point to make an attack, you can reroll one attack roll of that attack that misses. You must use the second result.
Shielded Teleport (16th level): Whenever you teleport, you gain a +2 bonus to AC and Reflex until the start of your next turn.
The lightest touch hurls your enemy from you to be blinded and bound by Corellon’s wrath.
Encounter Arcane, Divine, Teleportation
Standard Action Melee 1
Target: One creature
Attack: Your highest ability + 6 vs. Reflex
Level 21: Your highest ability + 9 vs. Reflex
Hit: You teleport the target up to 5 squares. The target is blinded and immobilized until the end of your next turn.
Special: If the target is a demon, drow, or spider, the target also gains vulnerablity to all damage equal to your highest ability modifier until the end of your next turn.
You suffer not the hideous to live. One successful strike sets up your next attack to speed this enemy to the grave.
Encounter Arcane, Divine, Teleportation
Free Action Personal
Trigger: You hit an enemy with an attack.
Effect: You teleport to an unoccupied square adjacent to the triggering enemy. The enemy then grants combat advantage to you until the end of your next turn.
A blue luminescence surrounds and infuses you, revealing that you have won Corellon’s favor. You can now call down the stars to smite your foes.
Daily Arcane, Aura, Divine, Radiant
Minor Action Personal
Effect: You activate an aura 5 that lasts until the end of the encounter or until you dismiss it as a free action. Squares in the aura are brightly lit, and any enemy that ends its turn in the aura takes 10 radiant damage. Demons, drow, and spiders in the aura grant combat advantage. While the aura is active, you can use the secondary power at will.
Daily Arcane, Divine, Radiant, Teleportation
Standard Action Close burst 5
Requirement: The power Corellon's Azure Blessing must be active in order to use this power.
Target: One enemy in the burst
Effect: 10 radiant damage, and you knock the target prone. You then teleport to an unoccupied square adjacent to the target.
"I am the dark of the new moon. My sword is the sharp crescent that heralds the doom you have earned."
Prerequisite: Dusk Elf Stealth feat
Gloaming guardians protect their communities from intruders and occasional trespassers, but even the barrier they create cannot catch all who prowl their lands. Should their communities come under attack, the dusk elves flee, vowing vengeance on those who wrong them. The darkening blades embody the vengeance they swear and to them the dusk elves turn to destroy their enemies.
As a darkening blade, you have mastered a secret fighting style perfected through generations spent in exile. Shadows gather around you so that when you move, you blend into them, making it hard for your enemies to track your movements and attack you. When you strike, you do so with speed and accuracy, darting in, then melding into the gloom.
Gloaming Action (11th level): Whenever you spend an action point to make an extra attack, you can shift your speed into a space adjacent to your target before the attack.
Night Eyes (11th level): Whenever you have total concealment, you also have darkvision.
Flitting Shadows (16th level): When you charge or run, you are treated as being insubstantial for the purposes of taking damage from opportunity attacks.
Your attack slashes the foe, but before it can respond, you disappear into swirling darkness.
Encounter Illusion, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you become invisible to the target until the end of your next turn
Light flees when shadows envelop you to whisk you to safety.
Encounter Illusion
Free Action Personal
Trigger: You miss with an attack
Effect: You shift 3 squares and gain concealment until the end of your next turn.
You strike and dance away, eluding a foe’s counterattacks even as you set up your next strike.
Daily Illusion, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you become invisible to the target (save ends).
Miss: Half damage.
Effect: You can shift 1 square. Until the end of the encounter, whenever the target moves or shifts while it is adjacent to you, it takes damage equal to your Dexterity modifier, and you can shift 1 square as a free action.
"There is strength in numbers, and I have many friends who trust me and are willing to fight for me."
Prerequisite: Half-elf, bard
You hate to be tied to any one location for too long; you’d rather be on the road, meeting new creatures and seeing new lands and nations. As a result, you feel at home nearly anywhere. This same ability also puts you in the good graces of people you meet along the way.
Your inborn empathy and acquired diplomatic skill allow you to fit into nearly any society—if not as someone who has always lived there, then at least as a trusted friend. By understanding many kinds of people and creatures, you learn how to protect them—or fight them, if need be.
When things turn rough, you can use your knowledge of other creatures to your advantage in a fight. The more foes that try to stop you, the better you can tangle their swords and spells, confounding their attempts to hurt you.
Skilled Speech (11th level): Your bonus to Diplomacy checks from your Group Diplomacy racial trait equals your Charisma modifier. In addition, allies within 10 squares of you apply this bonus to all checks with Charisma-based skills in which you are trained.
Valorous Action (Half-Elf Emissary) (11th level): When you spend an action point to take an extra action, allies you can see gain a +2 power bonus to all defenses until the end of your next turn. In addition, you regain the use of the encounter power you gained from your Dilettante racial feature if you have used it during this encounter.
Heal the Besieged (16th level): Whenever you use a bard healing power on an ally, increase the number of hit points regained by 1d6 for each enemy that is adjacent to that ally.
As your weapon clashes against your foe, a thunderclap resounds and empowers all your nearby allies.
Encounter Arcane, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier thunder damage. Each ally within 2 squares of the target gains a bonus to his or her next attack roll against that target equal to your Constitution modifier.
Special: If there are more enemies than allies within 10 squares of you, the bonus to attack rolls increases by 2. Count only active enemies and allies, not unconscious, dead, or dying creatures.
You hearten your ally to turn the odds in the fight to your advantage.
Daily Arcane
Minor Action Ranged 10
Target: One creature
Effect: Choose one of the following benefits.
• The target gains a bonus to its next attack roll equal to the number of enemies and allies you can see (maximum 10).
• The target rolls a saving throw with a bonus equal to the number of enemies and allies you can see (maximum 10).
Count only active enemies and allies, not unconscious, dead, or dying creatures.
With a thrilling battle cry, you exploit your allies’ numbers to defeat your foes swiftly.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, each ally who starts his or her turn within 5 squares of you gains a bonus to attack rolls and to all defenses equal to the number of your allies within 5 squares of you.
"Our greatest limits are those we impose upon ourselves."
Prerequisite: Half-elf
You have a trick that none of your enemies expect you to have. It has come in handy time and again, making you wonder what other skills you might learn to further confound your foes.
You begin by practicing your trick to make it more powerful and even faster to perform. Eventually, you realize that your allies provide instruction in a variety of ways. Some might call what you do imitation, but that barely scratches the surface of the relationship you have with your allies. You can become one of your allies, if only for a moment, and use his or her power as your own. Only the choice of allies you keep around you limits your range of options, and you can take advantage of each ally’s strengths to defeat your common foes.
Dabbler Action (11th level): When you spend an action point and use the extra action to use the power you gained from your Dilettante racial trait, you can move your speed or shift 1 square before or after you resolve the extra action.
Well-Rounded (11th level): Choose any two skills in which you are not trained. You become trained in those skills.
Broad Dilettante (16th level): Choose a 1st-level at-will attack power from any class that is different from yours. You gain that power.
You give your enemies a little something extra that they weren’t expecting.
Encounter
Standard Action Personal
Effect: You use the power you gained from your Dilettante racial trait. If you hit, you deal 2[W] extra damage if your Dilettante power is a weapon attack, or 2d8 extra damage if it is not a weapon attack.
Your diverse set of skills allows you to show amazing proficiency in a variety of areas occasionally.
Daily
Minor Action Personal
Effect: Choose one skill in which you are not trained. Until the end of the encounter, you are trained in that skill.
You unleash a flurry of attacks against your foes, taking the best tricks of your allies to use against your enemies.
Daily Stance
Minor Action Personal
Effect: You assume the infinite reflections stance. Until the stance ends, you can use the 1st-level at-will attack powers of any ally within 10 squares of you as though you knew that power. You use all your own statistics to determine the effect of that power.
"My patron ancestor speaks through me, and her words do not bode well for you."
Prerequisite: Elf; bard, shaman, or warlord; must worship the Spirits of the Past
At the birth of every Valenar child, a Keeper of the Past is present to determine the ancestor spirit destined to guide that individual through life. At the end of every Valenar life, a Keeper of the Past judges the deeds of the deceased and ensures that particularly worthy elves are immortalized in history. In this way the Keepers of the Past lead the Valenar from the day of their birth until the day of their death. No matter the power they wield, all Keepers worship and draw upon the power of revered patron ancestors, known collectively as the Spirits of the Past. The key difference between them is not their power source so much as they way in which they draw upon that power. Shamans tend to have a personal connection with a patron ancestor (the shaman is often a direct descendant). Warlords lead by example—putting the advice imparted by ancestor spirits into practice on the battlefield. Bards inspire those around them to emulate the greatest deeds of ancient heroes. Regardless of the exact means by which you do it, as a Keeper of the Past you commune with and channel the advice, guidance, and sometimes direct power of the Spirits of the Past.
Ancient Enemies (11th level): You gain a bonus equal to your Intelligence modifier to monster knowledge checks made regarding giants and goblins. You also gain the ability to speak, read, and write the Giant and Goblin languages fluently.
Inspirational Action (11th level): When you spend an action point to take an extra action, each ally who can see and hear you gains a +4 power bonus to speed until the start of your next turn.
Inspirational Practice (11th level): When you hit an enemy with an encounter or daily power, that enemy grants combat advantage until the end of your next turn.
Ancestral Retribution (16th level): Whenever an enemy saves against an effect from one of your daily attack powers, that enemy takes ongoing 5 psychic damage (save ends).
Your patron ancestor fills you with righteous anger at an opponent who has harmed you or an ally.
Encounter Primal, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy within your reach hits you or an ally adjacent to you
Target: The triggering enemy
Attack: Charisma modifier, Strength modifier, or Wisdom modifier vs. Will
Hit: 1[W] + Charisma modifier, Strength modifier, or Wisdom modifier damage, and you and your allies gain a power bonus to melee damage rolls against the target equal to your Intelligence modifier until the end of your next turn.
You call upon one of a cabal of patron spirits for advice.
Daily Primal
Minor Action Personal
Effect: Choose an ancestral spirit to channel and gain the bonuses associated with that ancestral spirit until the end of your next turn.
Sword Patron: You gain a +2 power bonus to attack rolls with melee and close weapon attacks.
Archer Patron: You gain a +2 power bonus to attack rolls with ranged attacks, and your ranged attacks ignore the -2 penalty to attack rolls from cover.
Steed Patron: You gain a +4 power bonus to speed, and any ally that starts its turn within 3 squares of you gains a +4 power bonus to speed until the end of his or her turn.
Arcane Patron: You gain a +2 power bonus to attack rolls with close and area implement attacks.
Wise Patron: You gain a +3 power bonus to skill checks.
Sustain Minor: The effect persists.
A swirling storm of ancestral spirits buffets your enemies and shields you and your companions from their view.
Daily Primal, Psychic
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma, Strength, or Wisdom + 9 vs. Will
Hit: 4d8 + Charisma modifier, Strength modifier, or Wisdom modifier psychic damage.
Effect: You gain concealment until the end of your next turn, and until the end of your next turn your allies have concealment while adjacent to you.
Sustain Minor: The effect persists.
"Corellon guide my heart, Sehanine my arrow."
Prerequisite: Elf or eladrin, cleric, proficiency with longbow or shortbow
The Seldarine, the fellowship of brothers and sisters of the woods, comprises Corellon, Sehanine, and the other gods and exarchs who dwell in the dominion of Arvandor. Revered by elves and eladrin alike, these gods watch over and protect their favored scions. Elf and eladrin clerics often worship one or another of the Seldarine, but a few pay homage to the whole, drawing their power from Arvandor’s combined wisdom.
As a Seldarine dedicate, you occupy a high position within your temples. You and the few others like you enjoy a broader connection to the gods of Arvandor than other clerics do, and you know methods for communing with them. You draw a bow as readily as you raise your holy symbol to focus your prayers.
Your weapon is inscribed with sigils and runes, which flare with emerald light when you fire a shot with a whispered prayer.
Honor the Bow (11th level): You can use a longbow or a shortbow as an implement for your cleric or Seldarine dedicate implement powers. When you use an implement power through a longbow or a shortbow, you add the weapon’s enhancement bonus, if any, to the power’s attack rolls and damage rolls, but you don’t use the weapon’s proficiency bonus. If you score a critical hit with a magic longbow or shortbow when using it as an implement, you use the weapon’s critical hit effect.
Renewing Action (11th level): When you spend an action point to take an extra action, you also gain an extra use of your healing word power for this encounter.
Footsteps of the Gods (16th level): When you use a cleric or a Seldarine dedicate implement power, you can use a free action to shift 1 square before or after using that power.
A ray of frosty light streaks from your bow to slow the limbs of your prey.
Encounter Cold, Divine, Implement
Standard Action Ranged 20
Requirement: You must be wielding a longbow or a shortbow.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier cold damage. Until the end of your next turn, the target grants combat advantage to anyone that makes a ranged attack against it.
Myriad specks of light swirl about you, hiding you from enemies.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you shift, you gain concealment until the start of your next turn.
You launch a fiery bolt from your bow that erupts into white-hot flame where it hits.
Daily Divine, Fire, Implement
Standard Action Ranged 20
Requirement: You must be wielding a longbow or a shortbow.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier fire damage, and the target takes ongoing 10 fire damage and is dazed (save ends both).
Miss: Half damage, and ongoing 10 fire damage (save ends).
Prerequisite: Fey origin, half-elf, fey pact warlock, or Fey Bond feat; training in Acrobatics
All realms see their share of swashbuckling types, whose love for freedom and a happy-go-lucky attitude belie their combat prowess. But the Feywild has given rise to a particularly exotic type of swashbuckler, whose fighting style defies gravity. These daring adventurers are known as soaring rakes.
Soaring rakes gain their uncanny abilities through a variety of paths, though each has a profound link to the Feywild, either from being born in that realm or through a direct connection to one of the Feywild powers (such as being a fey pact warlock or having the Fey Bond feat). This connection to the Feywild and its ambient magic allows soaring rakes to take to the skies at will. Due to the added element of flight, soaring rakes develop a unique fighting style, and many consider them the ultimate skirmishers.
Most soaring rakes have an outlook on life that mimics their abilities. Problems, dangers, and frustrations affect them less than most, since the rakes can take to the air and leave their worries behind them. In keeping with their carefree attitude, the vast majority of soaring rakes turn to Avandra for worship, trusting in the god of luck to see them through any challenge.
Fear No Heights (11th level): You gain a +2 bonus to Acrobatics checks, and you take only half damage from a fall.
Soaring Action (11th level): When you spend an action point, you gain a fly speed equal to your speed until the end of your next turn.
Soaring Combatant (16th level): You gain a +2 bonus to melee damage rolls against enemies that have no fly speed or have a clumsy fly speed.
You leap into the air, weaving through your enemies. Then, like a diving hawk, you strike, startling an unwary foe.
Encounter Arcane, Weapon
Standard Action Melee weapon
Effect: You fly up to your speed and make the following attack once at any point during the movement. This movement does not provoke opportunity attacks.
Target: One creature
Attack: Dexterity or Charisma vs. AC
Hit: 2[W] + Dexterity modifier or Charisma modifier damage.
With a gleeful heart, you take to the air.
At-Will (Special) Arcane
Move Action Personal
Effect: You fly up to your speed.
Special: You can use this power only once per round.
You deliver a masterful attack, and the magic filling you from the effort takes you and your friends aloft.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity or Charisma vs. AC
Hit: 4[W] + Dexterity modifier or Charisma modifier damage.
Miss: Half damage.
Effect: You and each ally within 5 squares of you gains a fly speed of 6 until the end of your next turn. When the speed ends, the affected characters descend to the ground, taking no falling damage.
Sustain Minor: The fly speed persists until the end of your next turn.
"Drawing the bowstring is a spiritual oath. The flight of the arrow is its fulfillment."
Prerequisite: Elf, ranger
Like their eladrin cousins, elves have the time and the will to give everything they do a complex expression. To them, something worth doing at all is worth doing better than well—it’s worth total dedication of body, mind, and soul. Any task merits mastering to the extent that the very process of doing it, even in training, is beautiful. Further, to the fey mind, combining seemingly disparate arts and joys into one form creates something more beautiful in the end. This is as true of archery as it is of any other activity.
Ages ago, after they entered the world and became separated from the eladrin, elves found it necessary to survive in the hostile wilds. Grace and awareness became their strengths. The bow became their chosen weapon for hunting and stealthy warfare.
The magic flowing in the fey soul has enabled more than one elf to forge a spiritual tie with the bow. Such archers are practiced at engaging targets in dense forests and areas fraught with cover. The sound of an enemy bowstring being drawn or the hint of movement in the undergrowth is enough to draw a reactive shot faster than any intended attack can come. A master of elven archery easily deals with multiple foes, and in time develops the uncanny ability to make arrows literally track their targets. Elven arrows can be said literally to have an enemy’s name on them.
You carry on this glorious tradition. Stalking in untamed and dangerous places armed with only quiver and bow, you have become an exemplar of elven marksmanship. Your finely honed senses are second to none, and your aim is ever true. Among the most formidable of hunters, you have a shooting expertise that transcends the mundane skill of other archers. Your spirit reaches out to inform you of the unseen. If your skill and your amazing deeds carry you farther, elves who come to the way of the bow after you will hold you as the example that guides them.
Archer’s Action (Sylvan Archer) (11th level): When you spend an action point to take an extra action, your ranged attack rolls take no penalties for cover, superior cover, concealment, or total concealment until the end of your next turn.
Sylvan Senses (11th level): You gain a +2 bonus to Perception checks.
Intuitive Hunter (16th level): When making ranged attacks, you add your Wisdom modifier to the extra damage dealt by your Hunter’s Quarry class feature.
As your foe launches his attack, you loose a shot right down his sights.
Encounter Martial, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy hits you or an ally within 5 squares of you with a ranged attack
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target takes a –5 penalty to the triggering attack roll.
You can easily divide your attention between chosen targets.
Encounter Martial
Minor Action Ranged sight
Target: One creature
Effect: You designate the target as your quarry, even if it isn’t the closest enemy to you. The target doesn’t count against your normal limit of one quarry at a time, although you can still deal your Hunter’s Quarry damage only once per round.
Special: Using this power doesn’t provoke opportunity attacks.
Whispering your foe’s name in Elven, you loose your arrow and watch it streak unerringly across the battlefield.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Effect: If you speak the target’s name when you use this power, you designate the target as your quarry and take no penalties to the attack roll for cover, superior cover, concealment, or total concealment.
Attack: Dexterity vs. Will
Hit: 4[W] + Dexterity modifier damage, and the target is dazed (save ends). If you spoke the target’s name, instead of being dazed, the target is stunned (save ends).
Miss: Half damage, and the target is dazed until the end of its next turn. If you spoke the target’s name, instead of being dazed, the target is stunned until the end of its next turn.
"Despoiler! Feel nature’s wrath!"
Prerequisite: Elf
Among the elves, a rare few embrace the splendor of the natural world and draw power from its bountiful life in ways that others cannot begin to understand. Such elves champion nature in all its forms, placing the needs of the wilderness above their own. These heroes are called twilight guardians, for they preserve the wilderness from the encroaching darkness, safeguarding the natural world from destruction at the hands of the incautious and the malevolent alike.
Though it might seem that the twilight guardian chooses to champion the cause of nature, most twilight guardians would say that the world chose them. The world responds, they believe, to an uncommon reverence for nature, an awareness of the true power of life, and an understanding of the need for a harmonious balance to ensure the world’s survival. These qualities arise most commonly among the elves, and thus the path of the twilight guardian is unique to that race.
As a twilight guardian, you evolve into a physical conduit of natural power, channeling the life force of the earth itself to better combat your enemies. The power flowing though you sharpens your senses and attunes you to your surroundings. Protecting the wilderness is your paramount concern. You are not required to safeguard a particular region, but instead to protect nature wherever you go in your travels. As long as you remain a stalwart protector, the natural world will aid you in your crusade, lending you its strength to ensure your triumph over those who would contaminate the land.
Accurate Action (11th level): When you spend an action point to make an attack, you can roll twice for one of that attack’s attack rolls and use either result.
Elfsight (11th level): You ignore the -2 penalty for attacking an enemy that has concealment. Also, your racial bonus to Perception checks increases to +4, and the racial bonus to Perception checks that you grant through your Group Awareness racial trait increases to +2.
Twilight Walk (16th level): You ignore difficult terrain.
Tendrils erupt from your target’s body, entwining it and holding it fast.
Encounter
Standard Action Ranged 5
Target: One creature
Attack: Intelligence, Wisdom, or Charisma + 4 vs. Reflex
Level 21: Intelligence, Wisdom, or Charisma + 6 vs. Reflex
Hit: 1d10 + Wisdom modifier damage, and the target is restrained until the end of your next turn.
Special: When you gain this power, choose Intelligence, Wisdom, or Charisma as the ability you use when making attack rolls with this power.
With a thought, you vanish into your surroundings.
Daily Illusion
Minor Action Personal
Effect: Until the end of your next turn, you are invisible to any creature against which you have any cover or concealment.
The world reflects your outrage, coming to life with sudden and entangling ferocity.
Daily Zone
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Intelligence, Wisdom, or Charisma + 6 vs. Reflex
Hit: 2d10 + Wisdom modifier damage, and the target is restrained (save ends).
Effect: The blast creates a zone of writhing plants that lasts until the end of the encounter. Any enemy that enters the zone is restrained (save ends).
Special: When you gain this power, choose Intelligence, Wisdom, or Charisma as the ability you use when making attack rolls with this power.
"The elements blend together favorably within my soul and on any battlefield where I have command."
Prerequisite: Genasi, warlord
Within the Elemental Chaos, disparate elements battle for supremacy. In numerous places, the land, sky, and sea roil in a never-ending clash of lightning and fire, poison gas and rolling earth, biting water and tearing wind. The chaos is much like a worldly battlefield on which no leader exerts control. Where one element dominates, the will of a mighty force of nature is often what makes it so.
The unrestrained chaos is much like a worldly battlefield on which no skilled leader exerts control. In such a combat zone, forces clash without clear direction. The tide of battle is all too often determined merely by fate. Clear advantage on one side or the other can rarely be overcome. One side overwhelms the other by happenstance or because of uneven odds. Victory is won at too heavy a cost.
A mythological genasi general of the ancient world, Vyn-kazi, knew the price of warfare’s chaos all too well. She had witnessed it. Like the entropic realm from which they sprang, the great Primordials warred with the gods with no common purpose and no organization—no plan at all. Most of these mighty beings were fractious and grasping loners with armies of fierce slaves. They all but allowed the gods to coordinate against them. One by one, each and its armies succumbed to the gods and their legions.
Vyn-kazi survived a disastrous battle in which her master, Nekal of the Glowing Deep, fell against a host that included Pelor, Kord, Bane, Ioun, and Sehanine. The watersoul genasi went on to swear fealty to Pelor and to take on a firesoul aspect in his name. She then led her people against other Primordials in service to the god of the sun, taking the calm blending of two elements in her spirit and what she had witnessed in Nekal’s defeat as models for her command style.
Similar to celebrated Vyn-kazi, you have learned to mingle and control the elements that cavort in your body and spirit. Your military training has taught you how to guide a combat to triumph by blending the skills of your allies with the needs and variables of the challenge. You have applied your life’s lessons to your teaching, acknowledging that every clash is a meeting of contrasting elements. By carefully mixing those forces, you need not rely on fortune for your success.
Concordant Action (11th level): When you spend an action point to take an extra action, you can also change your elemental manifestation to any other you are capable of manifesting. When you do, you also regain the use of the power associated with the new manifestation if you have used it during this encounter.
Extra Manifestation (11th level): You gain the Extra Manifestation feat (Forgotten Realms Player’s Guide). If you already have the feat, you instead select any other feat for which you meet the prerequisites.
Concordant Resistance (16th level): You gain resist 5 to cold, fire, and lightning. While any ally is adjacent to you, he or she gains the same resistances. These resistances are not cumulative with any other resistance you or your allies possess.
Your elemental soul allows you to tap into your enemy’s resistance to protect another.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. If the target has any resistances, you grant the same resistances to yourself or an ally within 10 squares of you until the end of your next turn.
You call upon the elemental power within you, imbuing a temporary fragment of it into a nearby ally.
Daily Martial
Minor Action Close burst 5
Target: One ally in the burst
Effect: The target shares one elemental manifestation you are currently manifesting. The target can use the associated racial power of that manifestation, even if you have used that power during this encounter. If the target already has an elemental manifestation, the new manifestation replaces the previous one for the duration of this effect. The effect lasts until the end of the encounter or until you take a minor action to end it.
You channel your energy resistance into a potent melee attack, briefly leaving yourself unprotected.
Daily Martial, Weapon ; Cold, Fire or Lightning
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. You lose your resistance to cold, fire, or lightning until the start of your next turn—whichever resistance is highest—and the attack deals extra damage equal to that resistance and of the damage type opposed by the resistance.
Miss: Half damage, and no extra damage.
"There are voices in the land. I can hear their cries in the wind and in the shifting dunes. They call to me, begging for vengeance. Have I any choice but to answer?"
Prerequisite: Genasi
Your purpose has become clear. You see it in the desolation around you, in the ruins scattered across the countryside, in every agonized face you behold. The wind carries it with the stench of carrion, smoke, and fire. The ashes left by defilers, the bone fields that mark the places where tribes, cities or entire races were wiped out—these signs have revealed to you your reason for being: to repair the world. Perhaps the pull you feel is in your head, a delusion born from desperation. Do you dare ignore it? If the despoilers aren’t stopped, what future does this world have? So you take upon yourself a dread task to undo the damage done to this world.
Athasian Totem (11th level): You gain proficiency with the totem as an implement. In addition, after you score a critical hit with an implement attack using a totem, you can shift 1 square as a free action.
Desert Manifestation (11th level): Choose a genasi racial power that you do not already possess. The power must be associated with the ember, magma, sand, or sun manifestation. You gain this power.
Wasteland Action (11th level): When you spend an action point to make an extra attack, each enemy within 3 squares of you is deafened until the end of your next turn. In addition, you can slide each enemy within 3 squares of you 1 square before making the attack.
Elemental Adept (16th level): You gain a benefit associated with each genasi racial power you possess.
Ashfall Evasion: The power becomes a close burst 3.
Earthshock: Creatures hit by this power cannot stand up until the end of your next turn.
Firepulse: On a hit, each enemy adjacent to the target takes fire damage equal to your Strength, Constitution, or Dexterity modifier.
Flowing Magma: This power no longer slows you.
Sandslide: While in the form of living sand, you are also phasing.
Sun Flare: Each target hit by this power is blinded until the end of its next turn, even if it was not bloodied by the attack.
Windwalker: This power becomes an at-will power for you.
You release the vengeful spirits in punishing wind, abrading sand, boiling rock, and suffocating ash.
Encounter Implement, Primal
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Strength, Constitution, or Intelligence vs. Fortitude
Hit: 2d6 + Strength, Constitution, or Intelligence modifier damage. You push the target up to 5 squares, and it takes a -2 penalty to attack rolls until the end of your next turn.
Elemental energy responds to your agony and floods into you in a sudden rush of power.
Daily Primal
Minor Action Personal
Requirement: You must be bloodied.
Effect: You gain 5 temporary hit points, and you regain the use of one genasi racial encounter power that you have already used during this encounter.
Level 21: You gain 10 temporary hit points.
The spirits answer your cry and they surge from the broken landscape to bring elemental death to your foes.
Daily Primal, Zone
Minor Action Area burst 2 within 20 squares
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain and lightly obscured. Any creature that ends its turn in the zone takes 5 damage. While the zone remains, you can use the secondary power at will.
Sustain Minor: The zone persists until the end of your next turn.
Daily Implement, Primal
Standard Action Area burst 2 centered on the zone’s origin square
Requirement: The power Cataclysm must be active in order to use this power.
Target: Each creature in the burst
Attack: Strength, Constitution, or Intelligence vs. Fortitude
Hit: 2d8 + Strength, Constitution, or Intelligence modifier damage. In addition, the target is slowed and takes ongoing 10 damage (save ends both).
"Now I’m free—to kick your ass."
Prerequisite: Genasi
Ameth’s closest friend and advisor, Sot-Olmat, pioneered a discipline of rigorous mastery over the elements within a genasi. It is a discipline that one can master through a combination of meditation on a simple mantra and a series of exercises that look harmless but serve to unlock elemental potential within the genasi. The mantra is a repetition in Primordial regarding one’s elemental affinity: “Fire cannot be chained,” or “Water cannot be chained.” Some manifestations require the mantra be changed: “Earth is not chained; earth is the chain.” “Acid consumes all chains.” Sot-Olmat developed this path while a slave, and he continues to expose himself to danger to teach the rudiments of it to other enslaved genasi.
A genasi who studies this discipline becomes impossible to bind or cage. He or she can escape bonds of all sorts swiftly, becoming a master of escape artistry through the mastery of the elemental nature innate to every genasi.
Elements Unleashed (11th level): When you use an encounter or daily attack power, you can deal damage of any type that any of your manifestations grant you resistance against instead of the type or types of damage which the attack normally deals.
Liberating Action (11th level): When you spend an action point to take an extra action, you and each ally within 5 squares of you ignores the slowed, immobilized, and restrained conditions until the end of your next turn.
Unchained Assault (16th level): When you hit with an attack while you are slowed, immobilized, or restrained, you end slowing, immobilizing, or restraining effects currently affecting you.
You disappear into a burst of energy and reform elsewhere.
Encounter Acid, Cold, Fire, Lightning, Poison, Psychic, Teleportation
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Primary ability + 6 vs. Reflex
Level 21: Primary ability + 9 vs. Reflex
Hit: 2d8 + primary ability modifier acid, cold, fire, lightning, poison, and psychic damage.
Effect: You teleport to any square in the burst or any square adjacent to the burst.
You dissipate into your constituent elements, reforming once danger is past.
Encounter Zone
Standard Action Close burst 2
Effect: The burst creates a lightly obscured zone that lasts until the end of your next turn. You are removed from play until the start of your next turn, when you return to a square within the zone.
The elements that compose you are everywhere, and you manipulate them into simulacra of you to confound your enemies.
Daily Conjuration, Teleportation
Standard Action Close burst 5
Effect: You conjure a duplicate of you in up to 4 squares in the burst. Each duplicate makes a single-target at-will ranged or melee attack against a different creature using your basic attack. A duplicate lasts until the end of your next turn, is indistinguishable from you, and can be attacked. A duplicate that takes damage is destroyed.
Sustain Minor: You and any one duplicate can teleport, swapping places, then each duplicate moves your speed. In addition, the duplicates persist until the end of your next turn.
"Kill me? You would better be served trying to cleave the wind, or quell a volcano’s fury. Can you slay a mountain?"
Prerequisite: Genasi, Extra Manifestation feat
You are as inconstant as the wind on the sea, and yet you burn with passions to match a dragon’s ire. You embrace the chaos from which your people were born. Fire to blacken adamantine, water to wash away an armada, wind to freeze a dragon in flight, and lightning to blast a castle to rubble all flow through your spirit. You are a force of nature incarnate.
Dual Manifestation (11th level): You can use two elemental manifestations at the same time. You choose which elements you are presently manifesting after each short rest or extended rest. You can use the encounter powers for both of these manifestations in the same encounter. Your appearance corresponds to one manifestation or the other (it is not a hybrid).
Elemental Attacks (11th level): Your elemental tempest attack powers deal a type of damage based on your current elemental manifestations. The earthsoul manifestation deals force damage, firesoul deals fire damage, stormsoul deals lightning damage, watersoul deals acid damage, and windsoul deals cold damage.
Elemental Surge (11th level): Whenever you spend an action point to take an extra action, you can choose to adopt any one of the five elemental manifestations. If you cannot normally manifest the element you choose, you gain the benefit of that manifestation until the end of the encounter. If you choose a manifestation that you can normally use but are not currently using as a Dual Manifestation (see above), you can immediately change which two manifestations you are using.
Tempest Lord (16th level): If you have resistance to fire, cold, or lightning, increase each of those resistances by 5.
You flood your surroundings with the force, fire, lightning, acid or cold that manifests within you.
Encounter Acid, Cold, Fire, Force or Lightning
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength +5 vs. Reflex, Dexterity +5 vs. Reflex, or Constitution +5 vs. Reflex
Hit: 2d10 + Constitution modifier acid, cold, fire, force, or lightning damage.
Special: See the Elemental Attacks path feature for determining the type of damage this power deals. This power has the appropriate keyword or keywords for the manifestation or manifestations you are using.
An enemy assails you with elemental power, and you absorb it and use it to strengthen your own attacks.
Encounter
Immediate Reaction Personal
Trigger: Your resistance to fire, lightning, or cold damage prevents damage to you.
Effect: Once before the end of the encounter, you can deal damage of the same type (of one of those three types) equal to your resistance value. You must choose to gain this bonus to damage after the result of the attack roll is known, but before damage is dealt.
With a thought, you bring your ancestors’ elemental fury to bear, obliterating your foe with acid, cold, force, fire, or lightning.
Daily Acid, Cold, Fire, Force or Lightning
Standard Action Ranged 20
Target: One creature
Attack: Strength +6 vs. Reflex, Dexterity +6 vs. Reflex, or Constitution +6 vs. Reflex
Hit: 5d10 + Constitution modifier acid, cold, force, fire, or lightning damage, and all resistances you have increase by 10 until the end of the encounter.
Miss: Half damage, and your resistances are unchanged.
Special: See the Elemental Attacks path feature for determining the type of damage this power deals. This power has the appropriate keyword or keywords for the manifestation or manifestations you are using.
"The Abyss has marked me and made me outcast, giving me in a single act the power and the will to destroy it."
Prerequisite: Genasi, corrupt manifestation
Despite the petty discrimination that Abyssal genasi endure, they make their own way through the world. Some flourish; many falter. A few look beyond the unpleasantness of the world to the true cause of their pain: the Abyss.
You have declared war on the source of your corruption, but you do not deny the power that the Abyss has granted you. Instead, you have decided to seize as much of the Abyss's power as you can grasp, and will turn this power back on its source, wielding it against the forces of the Abyss.
Abyssal Blood Action (11th level): When you spend an action point to take an extra action and you are bloodied, any enemy within 3 squares of you takes ongoing 5 damage (save ends), and you gain regeneration 5 until no enemy has ongoing damage from this feature.
Steal from the Abyss (11th level): When you use your corrupt manifestation racial power, you gain a +2 bonus to your next attack roll, and each demon within 10 squares of you takes a –2 penalty to its next attack roll.
Abyssal Presence (16th level): You ignore the resistances of demons within 5 squares of you.
Channeling the Abyss’s evil, your fingertips tear through your foe’s armor and flesh—more so if you can smell its blood.
Encounter
Standard Action Melee touch
Target: One creature
Attack: Strength or Intelligence + 6 vs. Fortitude
Level 21: Strength or Intelligence + 9 vs. Fortitude
Hit: 3d10 + Strength or Intelligence modifier damage. If the target is bloodied, it takes 1d10 extra damage.
You wrap yourself in a sheathe of demon’s energy, protecting yourself from a variety of elements.
Daily
Minor Action Personal
Effect: Choose a damage type: acid, cold, fire, lightning, or thunder. You gain resistance to that damage type equal to one-half your level until the end of the encounter.
As the Abyss stains your bloodline, you corrupt another’s body and mind.
Daily Charm, Reliable
Standard Action Melee touch
Target: One creature
Attack: Strength or Intelligence + 9 vs. Will
Hit: 2d10 + Strength or Intelligence modifier damage, and the target is dominated (save ends). If the target is a demon, it takes a –2 penalty to saving throws against this effect.
Aftereffect: The target is dazed (save ends).
"Think on the time after you die. It is the same world, distinguished only in that you no longer exist. Do you see how you cannot fight an absence, yet it can be responsible for your demise?"
Prerequisite: Genasi, voidsoul elemental manifestation
What is, the void consumes. To attack the void is of the utmost futility, because it has no point of weakness, no vulnerability, and nothing to sever or destroy.
The scion of absence studies and learns from the voidsoul association with the inverted fundament: the lack of all things. Most are philosophic warriors or masters of magic, seeking the nonaction that achieves their goals. Others resemble destructive forces of nature that no one can easily stop.
Nonbeing Action (11th level): When you spend an action point to take an extra action, you can end one effect you currently have that a save can end. Also, you regain use of your void assumption power if you have expended it this encounter.
Touching the Void (11th level): When an enemy misses you with an attack, it takes psychic damage equal to your Strength modifier or your Intelligence modifier.
Void Phase (16th level): You gain a +2 bonus to saving throws.
Your lightest touch grants the creature the true experience of being without existence.
Encounter
Standard Action Melee touch
Target: One creature
Attack: Strength or Intelligence + 6 vs. Reflex
Level 21: Strength or Intelligence + 9 vs. Reflex
Hit: The target ceases to exist and can take no actions until the start of your next turn. It has line of sight and line of effect to no creature, and no creature has line of sight or line of effect to it. At the start of your next turn, the target reappears in the space it left, or in the nearest available space if that space is occupied.
Aftereffect: The target grants combat advantage to you and your allies until the end of your next turn.
You are nothing; nothing can pierce you or rend you.
Encounter
Immediate Interrupt Personal
Trigger: You take damage
Effect: You reduce the triggering damage to 0.
All creatures that near you feel the fatal pull of utter dissolution.
Daily Psychic, Stance
Minor Action Personal
Effect: You assume the voidsoul infliction stance. Until the stance ends, any enemy that starts its turn within 2 squares of you is dazed until the end of your next turn. The enemy can choose to take 10 psychic damage instead of being dazed.
"I am of that which digs and dissolves. I tear away and destroy, and you are next."
Prerequisite: Genasi, causticsoul elemental manifestation, watersoul elemental manifestation
The soul of erosion combines the two most insinuating elements: water and its destructive cousin acid. Those who pursue this path perfect a devastating fighting style that sweeps foes aside even as it sears them.
Some genasi who follow this path consider the union of water with its Abyssal analogue a measured balance of the natural and the unnatural. Others think of it as diluting their corruption with purity, and cruel minds consider it tainting the purity of the watersoul with the bile of the Abyss. All you know is that, whatever anyone else thinks, your abilities get the job done.
Erosion Action (11th level): When you spend an action point to take an extra action, you can shift half your speed before or after the action. Each enemy adjacent to you at any point during that move takes 5 acid damage.
Union of Blessed and Cursed Waters (11th level): You manifest both watersoul and causticsoul at the same time when you manifest either one. This feature allows you to use both swiftcurrent and acid surge in the same encounter.
Flowing Movement (16th level): You are insubstantial while you are moving.
Tainted water flies out from you to strike a foe before you draw it, and your foe, back in to you.
Encounter Acid
Standard Action Close burst 3
Target: Each creature in the burst
Attack: Strength or Intelligence + 6 vs. Fortitude
Level 21: Strength or Intelligence + 9 vs. Fortitude
Hit: 2d8 + Strength or Intelligence modifier acid damage, and you pull the target 2 squares.
Your body dissolves into water and acid and clings to your enemy.
Daily Acid
Move Action Melee 1
Target: One creature
Effect: You shift 1 square into the target’s space and occupy the same space as the target. While you occupy the target’s space, the target takes ongoing 10 acid damage (save ends), you cannot attack the target, and if the target moves, you move with it. You take half damage from melee and ranged attacks, and the target takes the same amount and type of damage (the target ignores this part of the effect). This effect ends when the target succeeds on its saving throw or if you move or are forced to move out of the target’s space. If the effect ends while you are in the target’s space, you shift to an unoccupied space adjacent to the target.
You create a rushing flow of fluid that makes the eyes water and burns the flesh.
Daily Acid
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Strength or Intelligence + 9 vs. Reflex
Hit: 2d6 + Strength modifier or Intelligence modifier acid damage. You push the target 2 squares, and the target takes ongoing 15 acid damage (save ends).
Miss: Half damage, and ongoing 10 acid damage (save ends).
"Death to all tyrants."
Prerequisite: Dragonborn, genasi, half-orc, or human
For ages your folk fought against the mighty dragon lords of Abeir. Although the catastrophe of the Spellplague broke the power of the draconic tyranny in some lands, others still suffer under the cruel talons and fell magic of dragonkind, both in Faerûn and Returned Abeir. You have vowed to free all those still enslaved by dragons, and to vigilantly defend free lands from the great wyrms.
Steelsky liberators draw upon the power of an ancient divine blessing granted to the mortals who suffered under dragons long ago. No one knows what god or being created this blessing, but over time it has grown stronger and stronger. Each mortal soul that suffers under draconic oppression lends the weight of its sorrow and outrage to this mystic force; the harder the Abeiran dragon lords tried to eradicate the liberators, the stronger they made their enemies.
Most steelsky liberators hail from Returned Abeir, since the oppression of ages of draconic rule still weighs heavily on those lands. However, some of these crusaders were among the dragonborn and genasi of Akanûl, Tymanther, and other lands transferred into Faerûn during the Spellplague. In the decades since, heroes from lands threatened by dragons have come to these Abeiran kingdoms to learn the secrets of defeating such powerful foes.
Draconic Enemy (11th level): You gain a +2 bonus to all your defenses against attack rolls by dragons.
Steelsky Heritage (11th level): When you spend an action point to take an extra action, you regain the use of a racial encounter power if you have already expended it this encounter. If you are human, you gain a +1 bonus on all d20 rolls until the end of your next turn.
Liberator's Resolve (16th level): You gain a +5 bon us to saving throws against charm and fear effects.
The spirits of generations of slaves who chose to fight and die free guide your righteous blade.
Encounter Divine, Weapon
Standard Action Ranged 10
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is Large or larger, any ally adjacent to the target can shift 1 square.
Focused into your blade, the ancient power that shaped Abeir’s skies shakes Abeir’s would-be masters.
Daily Divine, Stance
Minor Action Personal
Effect: If you hit a dragon or an elemental with a melee attack, that target is weakened until the end of your next turn.
Wild energy plays along your blade. The strike of your sword disrupts the enchantments that dragons and other monsters use to enslave mortals to their will.
Daily Divine, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier damage, and any allies within 10 squares of you under the influence of a charm or fear effect created by the target can make a saving throw, even if the effect is not normally one that a save can end.
"Only a fool fights against the wind."
Prerequisite: Genasi, windsoul elemental manifestation
The wind is immortal. Air moves and flows around us all, it is a source of life, and yet it is capable of wreaking terrible destruction. Hurricanes and windstorms can bring a castle down around a king’s ears, or hurl even the greatest hero off a cliff to rocky death below. Your race is connected to the currents of air as you are to all the elements, but for you air is not just a part of your soul; it is a source of incredible power. You are a whirlwind genasi, and your supremacy over wind is the stuff of legend.
Flight, the ability to send your foes sprawling with gale-force wind, or the power to sweep the field of battle with a boulder-crushing, tree-splintering tornado are all as commonplace to you as a casual wave of your hand. You control the flow of a fight, using your power over air to move your foes like pawns around a chessboard.
Whirlwind Action (11th level): When you spend an action point to take an extra action, you gain the use of the windwalker encounter power one additional time in this encounter.
Whirlwind Breeze (11th level): When you use the windwalker encounter power, you gain a fly speed of 8 until the end of your next turn.
Whirlwind Counterforce (16th level): When you are pulled, pushed, or slid, you can either decrease the distance by 1 square or increase it by 1 square. If you choose to increase it, you decide the last square you move into. If a creature pulls you into a square adjacent to it, you can increase the pull by 1 as long as you end in another square adjacent to it.
With a mere thought, you direct a surge of punishing wind to assail your foes and drive them back.
Encounter
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence + 4 vs. Fortitude, Wisdom + 4 vs. Fortitude, or Charisma + 4 vs. Fortitude Increase the bonus on attack rolls to +6 at 21st level.
Hit: 5d4 + Intelligence modifier, Wisdom modifier, or Charisma modifier damage, and you push the target 3 squares.
You whisper to the wind, and currents of air gently lift you and your allies off the ground.
Encounter
Move Action Close burst 5
Target: You and one or two allies in the burst
Effect: You fly 8 squares. Each ally targeted by the power can fly 8 squares as a free action.
A twisting cyclone of rending winds forms around you, flinging foes into the air. The whirlwind moves at your command, wreaking havoc on the enemy.
Daily Conjuration, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence + 5 vs. Fortitude, Wisdom + 5 vs. Fortitude, or Charisma + 5 vs. Fortitude Increase the bonus on attack rolls to +7 at 26th level.
Hit: 3d10 + Intelligence modifier, Wisdom modifier, or Charisma modifier damage, and you slide the target 2 squares.
Effect: The zone lasts until the end of your next turn.
Sustain Minor: You can move the burst 3 squares, then slide each target in the burst 1 square.
"Sheath your sword fool, or I’ll melt it to slag in your hands."
Prerequisite: Genasi, firesoul elemental manifestation
They say a fire rages in the heart of all genasi, but if this is so, it’s nothing compared to the inferno raging within you. You are the master of flame and smoke, reducing all who defy you to burnt cinders and piles of ash. Fire is a tame thing in your hands, dancing in your palm and answering to your every whim.
Your igneous heritage grants you the power to hurl flames upon the enemy or shield your allies from the searing heat of Hell itself. You are the center of a constant whirlwind of fire, and anyone who dares attack you gets burned.
Fire is in your life’s blood, and though it destroys others, it grants you greater vitality. Pity those who must face you in combat, for they do not face a mortal foe, but rather the force of a volcano, with lava for blood and the promise of burning agony to any who raise their weapons against you.
Control the Flames (11th level): When manifesting firesoul, you share your racial fire resistance with any allies within 2 squares.
Fiery Surge (11th level): When you spend an action point to take an extra action, all enemies adjacent to you take fire damage equal to one-half your level + your Strength modifier. In addition, you gain a +1 bonus to attack rolls with the fire keyword until the end of your current turn.
Firesoul Aura (16th level): You are surrounded by a flickering shroud of flame at all times. If an enemy hits you with a melee attack, it takes 5 fire damage.
Searing gouts of flame roar from your body, rolling over nearby foes.
Encounter Fire
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Strength + 4 vs. Reflex, Dexterity + 4 vs. Reflex, or Constitution + 4 vs. Reflex
Increase the bonus on attack rolls to +6 at 21st level.
Hit: 3d6 + Strength modifier or Constitution modifier fire damage, and the target gains vulnerable 5 fire until the end of your next turn.
Within your wounds, a lively flickering flame glows and surges. Ribbons of fire seal your wounds.
Daily Healing
Immediate Interrupt Personal
Trigger: You take damage that would reduce you to 0 hit points or fewer
Effect: Spend a healing surge.
You reach out with your power and set an enemy’s blood aflame inside its body.
Daily Fire
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Strength + 5 vs. Reflex, Dexterity + 5 vs. Reflex, or Constitution + 5 vs. Reflex
Increase the bonus on attack rolls to +7 at 26th level.
Hit: 4d6 + Strength or Constitution modifier fire damage, and ongoing 10 fire damage and the target is dazed (save ends both).
Miss: Half damage, and ongoing 5 fire damage (save ends).
Special: This attack ignores fire resistance and fire immunity.
"The search for enlightenment and the freedom we now possess do not allow us the luxury of quietly suffering our enemies."
Prerequisite: Githzerai
Untold years of slavery shaped your people. Freedom molded them further during the split from those who became the githyanki. In the centuries since the githzerai gained independence, they have struggled to master themselves and prepared themselves against any threat to the liberty they earned so long ago. They shall not be enslaved again.
Defense is not enough, however. Your people have always formed war bands to deal with menaces close and far. Highest among these is a rrakkma, a vengeance band. In these elite cadres, a mighty few—called rrathmals—gather together and venture forth to hunt those who still watch the free githzerai with covetous eyes. Each rrakkma sets out on a hunt, bringing destruction to mind flayers, githyanki, and other threats wherever they are found.
At times, a rrakkma has a specific goal, such as hindering githyanki plans of conquest or ferreting out a hive of mind flayers. Other rrakkmas wander until they have faced a number of foes sufficient to call the mission a success. To serve in a rrakkma is a great privilege, and githzerai preparing to join such a group receive special training. Even a githzerai who has proven worthy while traveling among nongithze-rai might be so honored.
You are such a one. You have served your people well, proven yourself worthy of special training, or found a teacher who knows the techniques of the vengeance warriors of the githzerai. Rrathmals have a variety of abilities, but each of them can make assaults decisively, pursue enemies relentlessly, and defeat foes utterly
As is always true among the githzerai, what you do with your power is up to you. The expectation is only that you use your rrathmal training to the best of your ability to protect yourself, your people, and your companions. With it, you’ll continue to prove yourself among the greatest of your people. You’ll write yourself into the chronicles of the githzerai and into the nightmares of those who invite your vengeful hand.
Psychic Resistance (11th level): You gain resist 10 psychic. The resistance increases to 15 at 21st level
Unfettered Action (11th level): When you spend an action point to take an extra action, any effects that daze, restrain, slow, or immobilize you end.
Preternatural Instinct (16th level): When you roll initiative, you can roll twice and use either result.
By peering into the future, you pick through the possibilities to anticipate your enemy’s next action.
Encounter
Standard Action Ranged 5
Target: One creature
Effect: You gain a +2 bonus to the attack roll of the next at-will melee attack you make against the target before the end of your next turn. If that attack hits, it is automatically a critical hit.
Even as your opponent withdraws, you are in motion, cutting off its retreat.
At-Will
Immediate Reaction Personal
Trigger: An adjacent enemy shifts away from you
Effect: You shift your speed to a square adjacent to the triggering enemy.
Exerting your will, you force order onto the chaos of battle and turn the hostility of your adversaries into suffering.
Daily Psychic, Zone
Standard Action Close burst 2
Targets: Each enemy in the burst
Attack: Dexterity or Wisdom + 6 vs. Will
Hit: 2d10 + Dexterity or Wisdom modifier psychic damage. The first time the target hits or misses on each of its turns, it takes 10 psychic damage (save ends).
Miss: Half damage.
Effect: The burst creates a zone of order that lasts until the end of your next turn. While within the zone, any ally gains the following benefit: The first time the ally makes an attack roll on each of his or her turns, he or she can choose to take 10 on the attack roll, rather than roll a d20
Sustain Minor: The zone persists.
"My inner harmony puts the outer world at my service."
Prerequisite: Githzerai
Githzerai strive for inner harmony, a blending of physical capacities, knowledge, and strength of the soul. They use a variety of methods to acquire this enlightenment. Among these is a cycle of quieting the mind and then returning to physical activity.
A major aspect of the process is meditation. When the mind is allowed to naturally become still in meditation, it transcends normal mental boundaries and leaves the ego behind for blissful silence. Githzerai refer to tapping this transcendent silence as “knowing oneself.” To them, this is like allowing a field to remain fallow for a season, allowing it to retain and build up the nutrients it would otherwise give away.
Returning to physical responsibilities and focused training plants seeds in the healthier soil. The body grows more in tune with the mind and the soul. Because it is nurtured in all aspects, the whole organism grows stronger.
Work and rest in such cycles bears fruit for the devotee in greater skill, greater peace of mind, and greater accord with the outer world. It is this connection of inner self and outer world that storvakals attempt to master. The storvakal has reached a milestone of personal development such that he or she can command nearby forces and expect a positive response. The storvakal’s personal being also responds to adversity more like water flowing around a hammer than a stone struck by the same instrument. Githzerai refer to this state of being as “support of nature,” which garners any githzerai who has it great respect.
Such harmony and respect is yours, for your dedication has placed you on the path of the storvakal. Your serenity mixes with your formidable powers to defend you and give you focus, as well as to support your allies. Adversaries mistake your lack of histrionics for weakness at their peril. Your calm is that of the alpine lake, deep and inscrutable. Their own emotions and lack of commitment give you inroads to manipulate and defeat them.
From now on, the world around you will reorder itself to your needs in ways small and great. Minor fortunate events that seem like luck to others will prove your inner and outer accord. The limit to this support of nature is yours to determine with your dedication and deeds. As it grows, so shall your ability to accomplish anything toward which you bend your will.
Rebalanced Mind (11th level): Reduce the total penalty you are taking to your attack rolls, skill checks, or ability checks by 2.
Restoring Action (11th level): When you spend an action point to take an extra action, you can roll a saving throw against each effect on you that a save can end.
Mind Bar (16th level): You gain a +2 bonus to all defenses against charm, fear, and psychic attacks.
You see all the possibilities and choose one, and the minds of your enemies reel from the sudden changes.
Encounter Psionic, Psychic, Teleportation
Standard Action Close blast 5
Target: Each enemy in the burst
Attack: Your highest ability modifier + 4 vs. Will
Level 21: Your highest ability modifier + 6 vs. Will
Hit: 3d10 + your highest ability modifier psychic damage, and you teleport the target a number of squares equal to 1 + your Wisdom modifier.
Effect: Each ally in the area can teleport a number of squares equal to your Wisdom modifier.
Riding a psychic connection created from your enemy’s wrath, you teleport closer to your attacker and send a projectile intended for you at another target.
Daily Psionic, Teleportation
Immediate Interrupt Personal
Trigger: An enemy misses you with a ranged attack
Effect: The attacking creature rerolls the attack against a creature of your choice within 5 squares of you. You then teleport up to 5 squares plus a number of squares equal to your Wisdom modifier, as long as you arrive in a square within 5 squares of the triggering enemy.
Tapping into your knowledge of balance, and tapping into insecurities, you unleash coruscating arcs of brilliant energy that strip your foes of their most reliable defenses.
Daily Psionic, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Your highest ability modifier + 6 vs. Fortitude
Hit: 3d10 + your highest ability modifier psychic damage, and the target loses all resistances and immunities (save ends). This damage ignores resist psychic and insubstantial.
Aftereffect: The target loses all resistances and immunities (save ends).
Miss: Half damage, and the target loses all resistances and immunities (save ends). This damage ignores resist psychic and insubstantial.
"Now you see me—but not for long!"
Prerequisite: Gnome
The gnome race has learned to survive in a dangerous world by remaining unnoticed, staying out of sight and wielding magic to become invisible. As a fey beguiler, you take that a step farther, using magic to cloud and confuse your enemies’ minds while you perfect your own talents for stealth and secrecy.
As you progress along the path of the fey beguiler, you learn an array of methods to move around unseen while bedeviling your foes. You can turn invisible, blast your foe with a globe of fey light and dash away unseen, or dumbfound an opponent, leaving it vulnerable to your allies’ attacks. To supplement the powers of your path and your class, you also learn skills and utility powers typically available to rogues and wizards, either magical or mundane tricks to enhance your stealth, movement, or other capabilities. The key to your success is to escape notice, and you have an arsenal of techniques to do just that.
You can be sly and sneaky, moving quietly and skulking through the shadows. Subtlety is a valuable tool, and secrecy can save your life. But sometimes a forthright attack on an enemy’s mind is just the right tool for the job.
Disappearing Trick (11th level): You can spend an action point to become invisible until the end of your next turn or until you attack, instead of taking an extra action.
Skill Learning (11th level): You gain training in a skill from the rogue or wizard class skills list.
Clever Versatililty (12th level): You gain a utility power of 10th level or lower from the rogue or wizard class.
Sneaky Gnome (16th level): You roll twice whenever you make a Stealth check and use either result.
As you disappear from view, an orb of bright fey light streaks toward your opponent, then erupts in a dazzling flash that leaves that foe dazed.
Encounter Illusion, Implement, Radiant
Standard Action Ranged 10
Effect: Before the attack, you become invisible until the end of your turn.
Target: One creature
Attack: Intelligence or Charisma vs. Reflex
Hit: 2d8 + Intelligence or Charisma modifier radiant damage, and the target is dazed until the end of your next turn.
Special: When you gain this power, choose Intelligence or Charisma as the ability you use when making attack rolls and damage rolls with this power.
Your mental assault leaves your foe bewildered and vulnerable to attack, as you draw on fey power to regain your ability to vanish.
Daily Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence or Charisma vs. Will
Hit: 4d10 + Intelligence or Charisma modifier psychic damage, and the target grants combat advantage (save ends).
Miss: Half damage, and the target grants combat advantage until the end of its next turn.
Effect: You regain the use of your fade away racial power if you have already used it during this encounter.
Special: When you gain this power, choose Intelligence or Charisma as the ability you use when making attack rolls and damage rolls with this power.
"Striking down evil from the darkness, and returning silently before the light of dawn."
Prerequisite: Gnome, paladin, trained in Stealth
Blending divine magic with your race’s gifts for stealth and cunning, you follow the path of the nightcloak. You bend the shadows that can hide villainy to your own purposes. You seek to protect yourself and your allies from threats, and you seek out evil where it hides under cover of darkness—eliminating it silently, before it can erupt forth to threaten the world of light.
An armored defender of your faith, you nonetheless have learned to become a silent predator, shrouded by protective shadowstuff and able to slip in and strike where foes are least prepared. You can step through the boundary between light and dark to cover distance quickly, or briefly disappear from view to find a new position or to make a surprise attack.
Originally created by adherents of Sehanine for missions requiring some degree of subtlety, the nightcloak tradition has since spread to gnomes of all faiths. Indeed, with the gnome value for secrecy and preservation of outward peace, some would say a group of warriors such as the nightcloaks was inevitability. Many nightcloaks defend hidden gnome communities from danger, venturing out to sabotage or eliminate growing threats without leaving a trace of their presence. Still others travel the world, alone or in like-minded bands of heroes, quietly protecting the interests of gnomes and other goodly races by rooting up the seeds of evil in the darkness that shelters it.
Some might question your covert methods, demanding justice be carried out in full view of all; even considering stealth to be tantamount to cowardice. But you know it’s best to fight darkness with darkness so that you can preserve the overall peace of the innocents. And besides—nobody will ever see you.
By day you might cultivate an image of the friendly gnome knight in shining armor, but when darkness falls, you assume a sterner demeanor, silently and ruthlessly hunting down corruption and villainy before sunrise, when you return to your gregarious ways with none the wiser.
Leaping Shadow Action (11th level): When you spend an action point to take an extra action, you can teleport your speed before or after the action.
Veil of Darkness (11th level): You gain a bonus to Stealth checks equal to your Charisma modifier. In addition, when you use your fade away racial power, you or one ally adjacent to you gains resistance to all damage equal to your Charisma modifier until the end of your next turn.
From the Shadows (16th level): Once per round when you hit a target marked by you that is granting combat advantage to you, you may deal 2d6 extra damage to that target.
As your foe sets up to attack a nearby ally, you appear next to it and drive it back.
Encounter Divine, Teleportation, Weapon
Immediate Reaction Melee weapon
Trigger: A creature you can see hits or misses an ally
Effect: You teleport a number of squares equal to your speed and make the following melee attack.
Target: The triggering creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you push the target 1 square. The target is subject to your divine sanction until the end of your next turn.
Darkness swirls around your ally, who then seems to vanish like a wisp of smoke.
Encounter Divine, Illusion
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target becomes invisible until the start of its next turn or until it attacks.
Shadow flows around your blade then surges over your foe after your attack.
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, the target takes a -2 penalty to all attacks and cannot benefit from concealment.
"You think you’ve faced your worst nightmare? Sorry, that’s coming up next."
Prerequisite: Gnome, swordmage
Gnomes are known for their prowess with illusions, but many outsiders believe such magic is employed merely for hiding and deception. To the gnomes, though, illusions are much more. They serve as a great equalizer, which they use to attack as well as protect. They can assault the minds of foes directly using well-crafted figments and phantasmal perceptions, which are effective regardless of the physical attributes of those involved.
Your race’s natural talent for illusions combines with carefully honed swordmage techniques, creating the path of the phantasm guard. Using your magic, you assail the minds of your foes, and punish those who seek to harm your companions by revealing to them glimpses of their worst nightmares and disguising the true nature of threats.
Phantasm guards are often outwardly charming and compassionate gnomes, expressing a keen understanding of and sympathy for their fellow beings. As one, you act as a trustworthy confidant who is concerned with the plights of others. Frequently interested with exploring the meaning of “truth,” you might engage in philosophical discussions with others to pass the time. However, the purpose of such kindness is just as often more cynical: the goal being to gain and exploit knowledge of potential adversaries so that you can better and more completely defeat your adversaries’ minds if and when the time comes.
Illusory Action (11th level): When you spend an action point to take an extra action, you regain the use of your fade away power.
Shadowed Aegis (11th level): You gain concealment against any creature marked by you.
Insidious Mind (16th level): When you hit with an attack with the psychic keyword, you gain a +2 bonus to Will until the end of your next turn.
With a wave of your sword, a cloud of ghostly hands and wailing heads swarms out over your enemies, chilling them to the bone.
Encounter Arcane, Fear, Illusion, Implement, Psychic
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
The world darkens and warps. Bushes and trees seem to cling at your enemies, and the earth melts and rises up to engulf their feet.
Daily Arcane, Illusion, Zone
Standard Action Close burst 3
Effect: The burst creates a zone of illusory nightmare terrain that lasts until the end of the encounter. Enemies treat squares within the zone as difficult terrain, and allies within the zone gain concealment.
A horde of ghostly figures appears around you to act at your command, menacing your enemies with a field of blades and claws.
Daily Arcane, Illusion, Implement, Psychic, Zone
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage, and you mark the target until the end of your next turn.
Effect: The burst creates a zone of ghostly warriors that lasts until the end of the encounter. Enemies within the zone grant combat advantage, and you can use the Illusory Host Attack power at will.
Daily Arcane, Illusion, Implement, Psychic, Zone
Opportunity Action
Requirement: The power Illusory Host must be active in order to use this power.
Trigger: An enemy in the zone shifts or makes an attack that does not include you as a target.
Target: The triggering enemy
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage, and you mark the target until the end of its next turn.
"On my seventh birthday I was taught how to kill a person with a knife. For the next twelve years my keepers trained me in every known form of personal combat. Now I am free to choose my fights, but I cannot escape what I am."
Prerequisite: Mul
Like many muls, you were born into slavery and, from your earliest childhood, endured brutal training for the arena or the armies of your noble house. For years you endured painful lessons, grueling conditioning, and the occasional lethal test of your skill until you became a killing machine. But despite everything that was done to you, your spirit remained free and unbroken. In time you left your owners’ slave pens behind and set out to find your own fortune beneath the crimson sun.
Perhaps you are truly free, the master of your own fate after years of cruel bondage. Maybe you remain enslaved, but as a successful battle slave, you possess almost all the rights and luxuries of a wealthy free citizen. Whether you are a warrior who calls no one master or a prized champion who is a slave in name only, you carry the harsh lessons of your upbringing. Now it is your choice whether to fight for gold, for glory, for love, or for hate, but regardless of your motivation, you cannot escape the simple fact that fighting is what you do best.
Battle Slave Action (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to melee basic attack rolls until the end of your next turn.
Pain Is Weakness (11th level): You gain a +2 bonus to saving throws while bloodied.
Battle Experience (16th level): If you miss all targets when using an encounter attack power and you have no other encounter attack powers remaining, you do not expend that encounter attack power.
You plunge into the fray with a strike at the legs of one foe, then shift and make a second strike at another foe.
Encounter Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength, Constitution, or Wisdom vs. AC
Hit: 2[W] + Strength modifier, Constitution modifier, or Wisdom modifier damage, and the target is slowed and marked by you until the end of your next turn.
Effect: You shift 2 squares and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength, Constitution, or Wisdom vs. AC
Hit: 2[W] + Strength modifier, Constitution modifier, or Wisdom modifier damage, and the target is slowed and marked by you until the end of your next turn.
You exert all the power of your mighty frame.
Encounter
Free Action Personal
Special: You can use this power only on your turn.
Effect: Until the end of your next turn, you gain a +5 power bonus to Strength checks and Athletics checks, and your successful attacks also push the target 1 square.
You shrug off attacks; pain only makes you stronger.
Daily Stance, Weapon
Standard Action Melee weapon
Effect: You can assume the iron body stance. Until this stance ends, you have resist 5 to all damage.
Target: One creature
Attack: Strength, Constitution, or Wisdom vs. AC
Hit: 3[W] + Strength modifier, Constitution modifier, or Wisdom modifier damage, and you mark the target until the stance ends.
Death couldn’t stop me. Do you really think you can?
Prerequisite: Revenant
Death frees souls from the concerns of life, but some wrongs the departed remember—even if the mind has long rotted away. You’re the ghost of a life you barely recall; yet, you can’t forget what they did. And you won’t forgive it either. Some power put you back in this world, and whether or not it did so for this reason, you’re out for revenge. Of course, those who wronged you in the past aren’t the only ones on your hit list. You received a second chance, and this time you’re not letting anything slide.
With each enemy you bury, you feel a little hollower. The cold rage gives way to a numbing chill, and life—your previous one and the half-life you now lead—slips quietly away into oblivion. Still, what difference does it make? You’re already dead.
Ghostly Action (11th level): When you spend an action point, you gain phasing and insubstantial until the end of your next turn.
Death Reprisal (12th level): When an enemy’s attack reduces you to 0 or fewer hit points, you gain a +2 bonus to attack rolls against that enemy until the end of your next turn.
Unkillable (16th level): Your Unnatural Vitality racial feature allows you to stay conscious until you die.
Your soul lashes out with necrotic energy at one who would harm you.
Encounter Necrotic
Immediate Reaction Close burst 20
Trigger: A creature within 20 squares of you hits you with an attack.
Target: The triggering creature
Attack: Your highest ability modifier + 4 vs. Fortitude
Level 21: Your highest ability modifier + 6 vs. Fortitude
Hit: The target takes necrotic damage equal to the damage you took from the attack.
You adopt a ghostly form to achieve your vengeful aims.
Daily
Minor Action Personal
Effect: You gain insubstantial, phasing, and fly 6 (hover, maximum altitude 2 squares) until the end of your next turn.
Sustain Standard: If you don’t sustain this power, you can land as a free action.
After an initial burst of black, life-sapping energy, your body is flooded with a killing darkness that is attracted to those it initially touched.
Daily Necrotic
Standard Action Area burst 1 within 10
Target: Each creature in the burst
Attack: Your highest ability modifier + 6 vs. Fortitude
Hit: 5d8 + your highest ability modifier necrotic damage, and if the target attacks you, it takes half the damage it deals you as necrotic damage (save ends).
Miss: Half damage, and if the target attacks you before the end of your next turn, the target takes half the damage it deals you as necrotic damage.
"You’ve evaded death long enough. Now it has found you."
Prerequisite: Shadar-kai
Regardless of your religious bent, the traditions of your people run strong in your veins. Those veins have spilled your own dark blood for fated deeds; and those deeds have, in turn, moved you along the road to fulfilling the dream almost every shadar-kai holds in mind and heart. The natural course of your life seems to be to fulfill your people’s ancient pact against all those who stand in opposition to departing creation. Whether through your intentional strengthening of your shadar-kai nature or by happy chance, your body has grown strong in death. You are drawn to those who defy death and fate, especially creatures that have immortality—natural or otherwise. To such ones you deliver the sweet freedom of death, sending them into the arms they sought to avoid. Their resistance is for naught. You are a representative of the inevitable. In your terrifying strength you abide—perhaps one day in immortality justly granted, but certainly in legend.
Blood Calling (11th level): Whenever you bloody a target, that target grants you combat advantage until it is no longer bloodied.
Deathly Action (11th level): When you spend an action point to make an attack, that attack ignores all resistances and insubstantial and shuts down the target’s regeneration (if any) until the end of your next turn.
Hardened Spirit (16th level): Whenever a creature makes an attack against your Fortitude or Will and misses, you gain temporary hit points equal to 1/2 your level + your Constitution modifier.
Through your strike, you disrupt the flow of your foe’s life force, shattering its natural resilience.
Encounter Weapon
Standard Action Melee weapon
Target: One creature
Attack: Chosen ability vs. Fortitude
Hit: 3[W] + chosen ability modifier damage, and the target gains vulnerable 5 to all damage (save ends).
Just as your injuries overwhelm you, you hear the voice of the Raven Queen, and it vitalizes your soul. To the shock of your adversaries, you stand instantly, unleashing a vigorous shout.
Encounter
No Action Personal
Trigger: You fail a death save.
Effect: You reroll your death save with a +5 bonus. If this roll’s result is 20 or higher, in addition to being able to spend a healing surge, you can also immediately stand (no action).
Your devastating strike channels some of your enemy’s vitality into you.
Daily Weapon
Standard Action Melee weapon
Target: One creature
Attack: Chosen ability vs. Fortitude
Hit: 4[W] + chosen ability modifier damage.
Miss: Half damage.
Effect: You can spend a healing surge.
"The end of your days is here, for the strongest enemy you have ever faced stands before you. Your doom lives within me.
Prerequisite: Shadar-kai
The crowing moot of the shadar-kai is your playground, where your myth is in the making. Your accomplishments are known among your peers and written indelibly on your body. Words have you woven before your equals and lessers, telling the story of what you have done and where you have gone. Ever have you emerged undefeated. Doubt you’ve rebuffed with proof, perhaps even a gory show of strength. In the face of your enemies, you speak of their last moments and your inevitable victory. Maybe you even learn all you can about your greatest foes, telling them how the twisted path of history has led them into your reach and, ultimately, to doom. You have mastered the art of crowing to the level of the mystical. Oaths and boasts you make carry with them the fearsome shadow of fate. Adversaries quail before your bold speech, and your allies know what you say is a promise, not a hope. You’re proof that bragging isn’t really bragging if what you say is true.
Fearmonger (11th level): Whenever you make an attack with a power that has the Rattling keyword, the target still suffers the Rattling effect even if your attack misses.
Rattling Action (11th level): Whenever you spend an action point to make an extra attack, the attack power you use is considered to have the Rattling keyword.
Thrive on Fear (16th level): When you use a power that has the Rattling keyword and reduce the target to 0 hit points, you can immediately spend a healing surge as a free action.
Your terrifying avowal echoes in the hollow and short future your enemies now expect as you come for them.
Encounter Psychic, Rattling
Free Action Close burst 3
Trigger: When you bloody a foe, or reduce a foe to 0 hp
Target: Each enemy in the burst
Attack: Charisma +4 vs. Will.
Special: Increase to Charisma +6 vs. Will at 21st level.
Hit: 2d10 + Charisma modifier psychic damage.
With hateful glares, biting words, and bloody evidence, you quickly cow your foes and prove their inferiority.
Encounter Fear
Minor Action
Effect: You can make an Intimidate check against an enemy’s Will defense. If you succeed, you gain combat advantage against that enemy until the end of your next turn.
Special: If you score a critical hit with any attack, you regain the use of this power.
You bring your enemies to a standstill with your ritual boasting, giving you and your allies a window of opportunity.
Daily Psychic, Rattling
Free Action Close burst 5
Trigger: When you bloody a foe or reduce a foe to 0 hp
Target: Each enemy in the burst
Attack: Charisma +6 vs. Will.
Hit: 2d10 + Charisma modifier psychic damage, and the target is dazed and slowed (save ends both).
Miss: Half damage.
You are one small part of an entity whose pieces are distributed across all the planes of existence. It’s time to take advantage of that essential once-upon-a-time unity.
Prerequisite: Shardmind, shard swarm racial power
Your body is an arrangement of inert matter infested with your consciousness. But the spark of your soul is just one part of a much vaster being. Yes, that entity is destroyed and its mind is splintered . . . but if you focus on the shards that make up your form, you can begin to hear the susurrus of a thousand, or perhaps even a thousand thousand other shardmind consciousnesses somewhere “out there.”
With a little more concentration, you can tap into this fantastic network of your fellows and use it to hypercharge your own cognition. You can gain a limited ability to predict the immediate future. You can channel the output of all those minds to enhance your attacks. Sometimes you have the ability to borrow the abilities from other shardminds.
When you manage a particularly clear connection, at times you can predict the future so well that you exploit a foe’s momentary weakness.
All this extra mind power comes at a price; you can get caught up experiencing shadow glimpses from the lives of countless other shardminds. But occasional fugue states do not concern you; they are the price you must pay as you tap the detritus of a mind that might have once equaled a god’s cognition.
Psychic Network (11th level): Choose two skills: Arcana, Dungeoneering, History, Nature, or Religion. You become trained in those skills.
Shard Swarm Reflex (11th level): When you spend an action point to take an extra action, you can use your shard swarm power as a free action, even if you have already expended it in this encounter.
Psychic Channel (16th level): When you use one of your 1st-level at-will attack powers unaugmented, you can choose to have that power deal psychic damage instead of the normal damage types dealt by that attack.
You know your foe is moving to flank you even before it moves, and it walks right into your waiting attack.
Encounter Psionic
Immediate Reaction Personal
Trigger: An enemy moves to a square where it flanks you
Effect: You shift 1 square and make a basic attack against the triggering enemy. If the attack hits, it deals 1d10 extra damage and knocks the target prone.
A fragment of yourself remains behind when you teleport away, providing a convincing simulacra while you move into a new position.
Encounter Conjuration
Free Action Close burst 10
Trigger: You teleport out of a square
Target: The square you just teleported out of in the burst
Effect: You become invisible until you attack or until the end of your next turn. You also conjure a crystal duplicate of yourself on the ground in the target square, and it lasts until the end of your next turn. The crystal duplicate occupies the square, can be attacked, has 1 hit point, and is never damaged by an attack that misses. You move the target up to your speed as part of a minor action and can have the conjuration pick up or manipulate an object as part of a minor action.
You perceive a momentary weakness in your foe and call out to your allies exactly how to exploit it.
Daily Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence, Wisdom, or Charisma + 6 vs. Will
Level 21: +9.
Hit: 3d10 + Intelligence, Wisdom, or Charisma modifier psychic damage, and the target gains vulnerable 10 to all damage until the end of your next turn.
Miss: Half damage, and the target gains vulnerable 5 to all damage until the end of your next turn.
Though the Living Gate from which you descend is destroyed, you retain a knack for guarding thresholds.
Prerequisite: Shardmind
The Living Gate, the first best defense against the horror of the Far Realm, is gone, dissolved into thousands of disparate crystal shards. A disaster, certainly, but you are keenly aware of the upside; some of those shards make up your body and some quanta of the original animating consciousness of the Living Gate makes up your mind.
Aside from the obvious benefit of your own existence, it should also be clear that you are composed of the physical manifestation of a straightforward concept, which fundamentally is about controlling access through a threshold.
Whether others call a feature a gate, a door, or an entry doesn’t matter; all that matters is that you can conceive of a particular area as a threshold. Once you’ve got that fixed in your mind, your body viscerally responds, granting you ever greater abilities to open or close a way, to monitor a passage, to ward off foes, and to keep your allies safe.
Dangerous Threshold (11th level): Whenever an enemy leaves a square adjacent to you and enters a square that is not adjacent to you, that enemy grants combat advantage until the end of your next turn.
Gatekeeper's Action (11th level): When you spend an action point to gain an extra action, until the end of your next turn enemies treat the squares adjacent to you as difficult terrain.
Gate Ward (16th level): When you are first bloodied in an encounter, you regain the use of your chosen threshold utility power. Additionally, any enemy within or adjacent to the wall created by your chosen threshold power grants combat advantage.
An enemy trying to pass by you or an ally suddenly lights up in an agony of psionic backlash.
Encounter Psionic, Psychic
Immediate Reaction Close burst 10
Trigger: An enemy leaves a square that is adjacent to you or one of your allies
Target: The triggering enemy
Attack: Intelligence, Wisdom, or Charisma + 6 vs. Fortitude
Level 21: +9.
Hit: 2d12 + Intelligence modifier, Wisdom modifier, or Charisma modifier psychic damage, and you pull the target 3 squares and it is immobilized (save ends).
You declare a threshold of your choice off-limits to interlopers, and you can defend it even when drawn far away.
Encounter Teleportation
Minor Action Area wall 4 within 10 squares
Effect: The area of the wall becomes your chosen threshold that lasts until the end of your next turn. Any enemy that enters the area of the wall is immobilized (save ends). Once before the end of your next turn, as a move action you can teleport to any square of the wall, or any square adjacent to the wall, even if you do not have line of sight or line of effect to the square to which you are teleporting.
An enemy successfully passes through the area you or your allies guard, but it doesn’t end up where it expected; it is gone.
Daily Psionic, Psychic
Immediate Reaction Close burst 10
Trigger: An enemy leaves a square that is adjacent to you or one of your allies
Target: The triggering enemy
Attack: Intelligence, Wisdom, or Charisma + 6 vs. Fortitude
Level 21: +9.
Hit: 3d12 + Intelligence, Wisdom, or Charisma modifier psychic damage.
Miss: Half damage.
Effect: The target is removed from play (save ends). When the target saves against this effect, you can choose to have it return to play in any unoccupied square on the ground within 10 squares of you.
"My body is but one of many possible configurations of substance."
Prerequisite: Shardmind
A shardmind’s physical form is an amalgamation of crystalline shards that shardminds believe are fragments of the Living Gate, bound together by force of will into a humanoid form. Every shardmind has a limited ability to alter that form.
You, however, are a shard disciple; you have learned how to relax the bonds of your form to the point where your body becomes a swirling storm of crystalline fragments. You can disperse your body to protect yourself from attacks, and your shard swarm racial power lets you form yourself into a lethal cloud of crystals. As you advance in level, you learn to disperse your consciousness into your component fragments, allowing you to quickly recover from mortal injury or even maintain your consciousness in the form of a swirling storm of shards and psionic energy.
Paragon Power Points (11th level): You gain 2 additional power points.
Perfect Shard Swarm (11th level): Your shard swarm racial power becomes a close burst 2, instead of a close burst 1. In addition, you can use shard swarm to teleport your speed, instead of half your speed.
Swarm Action (11th level): When you spend an action point to take an extra action, you take half damage from melee attacks and ranged attacks until the end of your next turn.
Constant Swarm (16th level): You can use your shard swarm racial power one additional time during each encounter.
Ruby shards explode around your foes. With the expenditure of psionic energy, you can transport yourself into the middle of the storm.
Encounter Implement, Psionic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies.
Augment 2
Keyword: This power gains the teleportation keyword.
Area: burst 2 within 10 squares
Effect: As above, and while the zone persists, you can teleport to a square within it as a move action.
Your wounds have broken your mental hold on your physical form, but a flicker of psionic energy within you lets you reconstitute your body elsewhere.
Daily Healing, Psionic, Teleportation
No Action Personal
Trigger: You drop to 0 hit points or fewer
Effect: You spend a healing surge and then teleport 10 squares.
The crystalline fragments of your body explode in a swirling whirlwind of psionic energy, forming a terrible storm to batter your enemies.
Daily Implement, Polymorph, Psionic, Teleportation, Zone
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier damage.
Effect: The burst creates a zone that lasts until the end of your next turn or until you leave it. The zone is difficult terrain for your enemies, and any enemy that ends its turn within the zone takes 10 damage. While the zone persists, you take half damage from melee attacks and ranged attacks, and those attacks can’t pull, push, or slide you. As a move action, you can teleport to a square within the zone.
Sustain Minor: The zone persists.
"My clutchmates and I, we learned to hunt to survive. In these days, I hunt those who speak and think. But I must do so, for I must survive."
Prerequisite: Thri-kreen race
Some thri-kreen fully hone their natural physiology, turning their bodies into weapons deadlier than the gythka. They strengthen their extra arms for making claw attacks, practice graceful jumps with their powerful legs, and augment their natural venom so it is potent enough to take down tough prey. Because of their battle prowess, these kreen often become the strongest members of their packs. It is the thri-kreen way to challenge weaker leaders, and the greatest hunters rise to positions of leadership.
As you grow into the role of thri-kreen predator, you become larger and tougher, with thicker chitinous plates and stronger limbs. Along with these physical changes, your instincts and racial memories become more acute. You sense the long lineage of the kreen, and you understand the great hunts of the past and the long-forgotten tactics that let your race survive the most dangerous periods of Athasian history.
For some thri-kreen, these changes are natural—a hereditary gift. Others use psionic powers or martial training to strengthen themselves. Some find the predator’s path after being exposed to sites or objects of power that stirred deep racial memories. No matter what triggered your transformation, you have become a kreen among kreen.
Leap Into Action (11th level): When you spend an action point to take an extra action, you can make an Athletics check to jump as a free action either before or after your extra action. This jump does not provoke opportunity attacks.
Strong Claws (11th level): You gain a climb speed equal to half your speed. You also gain a +2 bonus to damage rolls with your thri-kreen claws racial power.
Entrapping Pack (16th level): You flank an enemy as long as both you and a nonadjacent ally are adjacent to the enemy.
You snag your foe with one of your claws and rend the enemy with your weaker claws as long as it remains in your grasp.
Encounter
Standard Action Melee touch
Target: One creature
Attack: Strength + 6, Constitution + 6, or Dexterity + 6 vs. Fortitude or Reflex
Level 21: Strength + 9, Constitution + 9, or Dexterity + 9 vs. Fortitude or Reflex
Hit: 3d8 + Strength modifier, Constitution modifier, or Dexterity modifier damage, and you grab the target. Until the grab ends, the target takes 5 damage at the start of each of its turns.
Special: While grabbing the target, you can use a move action to move one-half your speed and pull the target with you.
You suddenly leap across the battlefield, moving too quickly for your enemies to react.
Encounter
Minor Action Personal
Effect: Make an Athletics check to jump. This jump does not provoke opportunity attacks.
In the adrenaline rush of combat, your mandibles fill with a toxin that paralyzes a foe that you bite.
Daily Poison, Reliable
Standard Action Melee 1
Target: One creature
Attack: Strength + 9, Constitution + 9, or Dexterity + 9 vs. Fortitude
Hit: 2d6 + Strength modifier, Constitution modifier, or Dexterity modifier poison damage, and the target is stunned until the end of your next turn. The target also takes ongoing 5 poison damage (save ends).
"Your luck has run out."
Prerequisite: Tiefling, Mantle of Misfortune feat
A tiefling with enough motivation and skill can purge the hereditary infernal magic of their bloodline and replace it with another. The prize demands a price, but a small one, because shifting the watered-down gifts of devils around the world is less arduous than it seems. Not all tieflings are satisfied to give up something at the core of their beings—even to replace it with something else. Those who are brave enough can take more without giving anything up. By taking more of this power, they can gather the might they need to found New Turath, or they can keep the power out of the hands of those who would dare such a dangerous blasphemy.
You have claimed the power of the broken mirrors, whether it is more of the power you already have or an ability that is new to you. Perhaps you stole the power from the devil that originally granted it to your forebears, or you convinced another tiefling to give to you his or her birthright. An infernal power might have granted it to you at a price, or to spite another such power—which might have made you an enemy. Now that you have it, you wield it to your advantage with the same skill and panache that let you acquire it in the first place.
Additional Misfortune (11th level): You can use the mantle of misfortune feat power one additional time each encounter.
Mirror Action (11th level): When you spend an action point, you can slide each enemy within 2 squares of you 1 square or knock that enemy prone.
Deadly Misfortune (16th level): When you slide a creature as a result of your mantle of misfortune power, that creature also takes damage equal to your Charisma modifier.
Your inherited power burns your target’s mind with fear, and shrouds it with ill luck.
Encounter
Minor Action Personal
Effect: If you hit with the next at-will attack you make before the end of your turn, the target you hit takes 2d8 extra damage and falls prone.
You surround yourself with ill luck and ruination.
Daily
Minor Action Personal
Effect: Until the end of your next turn, you radiate an infernal energy that twists your enemies’ fortunes for the worst. Each enemy that starts its turn within 2 squares of you takes a -2 penalty to attack rolls and defenses until the start of your next turn. When an enemy ends its turn within 2 squares of you, you can slide it 1 square.
Sustain Minor: The effect persists.
You encase your foe in a cloud of ill luck so potent it is almost palpable, and it and its friends stumble through every action.
Daily
Minor Action Personal
Effect: If you hit with the next at-will attack you make before the end of your turn, the target of that attack takes 3d10 extra damage and falls prone. Regardless of whether you hit, until the end of the encounter, when the target of the attack misses with an attack, you can slide the target 2 squares.
Special: You cannot use Turathi assault and cloud of misfortune on the same turn.
"Nothing is more treacherous or more deserving of a terrible fate than a devil. I know. The truth is in my blood."
Prerequisite: Tiefling, any divine class
In a bleak period of the Dawn War, Asmodeus, then merely an exarch, rose up and slew his god. As punishment, the gods imprisoned Asmodeus and his followers in the Nine Hells, and thus the devils were born. Whether in error or wisdom, the gods released Asmodeus when they deemed that one evil was necessary to fight another: the primodials. Who can say now which was the lesser evil, especially since Asmodeus did help to defeat the primordials and imprison them?
You know one thing for certain. The Nine Hells should be a prison. Asmodeus and his devils ought to be locked away to inflict their horrors upon each other. Perhaps they ought never have been released.
You want the devils returned to their hells, and your god blesses your desire. It is your quest that Baator again become the bane of infernal creatures rather than their refuge, and the deity you honor has given you the tools to make that happen. You will not rest until every devil bears the burning chains of its own sins. And when the last divine gate slams shut and the last enchanted lock clicks home, you still will not rest. Hell will need its keepers.
Heaven's Keys (11th level): You and allies within 10 squares of you gain a +2 bonus to saving throws against effects that daze, immobilize, stun, or restrain.
Jailor's Strength (11th level): When you spend an action point to take an action, until the end of your next turn any power you use that slows or immobilizes a target instead restrains the target for the duration.
Chains of Their Sins (16th level): Whenever you score a critical hit against an enemy, that creature is also restrained and cannot teleport until the end of your next turn. If the target is a devil, it also loses its resistance to damage until the end of your next turn.
A golden yoke of radiant energy settles heavily upon the shoulders of your foe.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Wisdom vs. Will
Hit: 2d6 + Charisma or Wisdom modifier radiant damage, and the target is restrained until the end of your next turn. If the target is a devil, it is instead dominated until the end of your next turn.
Rattling ghostly shackles twist and writhe in the area, hindering your foes in both body and soul.
Daily Divine, Fire, Zone
Standard Action Area burst 2 with 10
Effect: The burst creates a zone of spectral chains that lasts until the end of your next turn. Enemies treat the zone as difficult terrain and take a –2 penalty to attack rolls while within the zone. Creatures that have the devil keyword also lose their resistance to damage and gain vulnerable 10 fire while within the zone.
Sustain Minor: The zone persists.
Fiery chains enwrap your foe, whisking it away to burn screaming in the Nine Hells.
Daily Divine, Fire, Implement
Standard Action Ranged 20
Target: One bloodied creature
Attack: Charisma or Wisdom vs. Will
Hit: The target is banished to an oubliette in the Nine Hells (save ends). While banished, the target is also stunned, loses any fire resistance or fire immunity, and takes ongoing 15 fire damage. On a save, the target returns to the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choice.
Miss: The target takes 15 fire damage and is immobilized and cannot teleport (save ends both).
"My ancestors gave much to learn the secrets of the Nine Hells. Why shouldn’t I benefit from their sacrifice?"
Prerequisite: Tiefling, ranger
Although you’re a being of this world, you’re cursed to carry the mark of an infernal pact made by your mortal ancestors. The weight of that heritage rests heavy on your soul. Yours has been the life of one apart—a life marred by the prejudice of others and of battle against foul creatures spawned from darkness.
You have long seen similar darkness within yourself, hiding it to avoid the hate of bigots or revealing it to evoke horror in your enemies. You have sought the ancient secrets of your people. You have overcome evil dreams and vile impulses to master your inner nature. Finally, you have tapped sinister knowledge of your immortal forebears to aid you in your quests.
It’s irrelevant whether you obtained these secrets in catacombs once lost to the ravages of time, within your own being, or from tormenting visions. The point is that you’ve learned to unleash some of your hidden potential by speaking words of power that few mortals know. With the baleful utterances you have learned, you can unleash pain, fire, and shadow. You can transform yourself momentarily into a form like that of your greatest ancestors and take to the air.
The darkness you have allowed to creep into your being now colors your exploits. Your heroic acts and your reputation, as well as those of your comrades, are tainted by the devilish legacy you have willingly tapped. The finale of your story will ultimately determine if your end justified your means.
Hunter's Feast (11th level): Whenever you reduce your quarry to 0 hit points, you gain temporary hit points equal to 1 + your Constitution modifier.
Immolation Action (11th level): You can spend an action point to deal fire damage to your quarry equal to your Hunter’s Quarry damage, instead of taking an extra action.
Hellfire Caress (16th level): Whenever you hit your quarry with a melee or a ranged attack, the target loses fire resistance and immunity until the end of your next turn.
Just before you loose your attack, you whisper a word of power to make your enemy more vulnerable to your attacks and to cover yourself in a thin veil of darkness.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One or two creatures
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] + Strength modifier + Charisma modifier damage per attack, and the target gains vulnerable 5 to your attacks until the end of your next turn.
Effect: You gain concealment until the start of your next turn.
You surge aloft on tattered, leathery wings. When you land, they dissolve into foul-smelling smoke.
Encounter Martial
Move Action Personal
Effect: You fly a number of squares equal to your speed and must land at the end of this movement. You then gain concealment until the end of your next turn.
With a word of power, infernal flames erupt all over your weapons, lending fire and speed to your attacks.
Daily Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes ongoing 10 fire damage and loses any fire resistance or immunity (save ends both).
Miss: Half damage.
Effect: You gain concealment until the end of your next turn.
"I don’t see much hope for your future."
Prerequisite: Tiefling, any psionic class
The mind’s eye can travel leagues and leap planes without the body moving a muscle. Imagination and memory move more freely than a ghost. Yet for those with psionic talents, such flights of fancy can be dangerous.
As a tiefling, you couldn’t help but cast your thoughts toward the Nine Hells. Visions of the horrors of Baator haunted you, waking or sleeping. When you put your mind to it, you could even feel heat upon your face. You had no idea if these sights were delusions, but you were determined to see more.
Then something looked back.
During an intensely realistic tour of a hellish fortress, your gaze met that of some red-eyed figure. You caught only the glance of an evil eye before blinding pain struck you. Your own eye had caught fire in its socket, and the agony caused you to lose consciousness. When you awoke, your eye and your hellish visions were gone, replaced by a tiny, flickering flame that burned in your empty eye socket. The flame grants you normal vision, but to this day you wonder if you see the world as others do, or if your new infernal eye twists your perception to suit its own purposes.
Infernal Visions (11th level): When you spend an action point to make an attack, and you miss at least one target, you can choose instead for the entire attack to have no effect (as if you hadn’t used it). You regain the action point (but can’t spend it again this turn), and you regain any powers used as part of the attack.
Mantic Eye (11th level): Your Insight, Intimidate, and Perception checks are modified by your Charisma, Intelligence, or Wisdom modifier, instead of by the normal ability modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Shared Prescience (16th level): You and allies within 10 squares of you can add one-half your Charisma, Intelligence, or Wisdom modifier to initiative checks.
You open your foe’s mind to the future and allow your enemy to see how death will claim it.
Encounter Augmentable, Fear, Implement, Psionic, Psychic
Immediate Interrupt Close burst 10
Trigger: An enemy in the burst is hit by an attack
Target: The triggering enemy
Attack: Charisma, Intelligence, or Wisdom vs. Will
Hit: 1d10 + Charisma, Intelligence Wisdom modifier psychic damage.
Augment 2
Effect: Until the end of your next turn, the target is considered bloodied for all effects.
You gain a momentary glimpse of future failure and subtly guide your companion’s mind toward a better fate.
Daily Psionic
Immediate Interrupt Close burst 10
Trigger: An ally in the burst misses with an attack or fails a skill check
Effect: The ally gains a power bonus to the attack roll or skill check equal to your Charisma, Intelligence, or Wisdom modifier.
Enemies who fall beneath the gaze of your infernal eye feel hellfire burning in their souls and feeding upon their sins.
Daily Fear, Fire, Psionic, Psychic
Minor Action Personal
Effect: Until the end of the encounter, at the start of each of your turns, choose one enemy that you can see within 5 squares. That enemy takes fire and psychic damage equal to 5 + your Charisma, Intelligence, or Wisdom modifier and a -2 penalty to attack rolls until the start of your next turn.
"They say my soul is lost. I say it’s not too late for me to win it back."
Prerequisite: Tiefling, any arcane class
The nobility of ancient Bael Turath made certain promises in exchange for power, but your compact with hell is something new. To put it bluntly, you’ve sold your soul for power. Deep in the Nine Hells, an archdevil holds a contract willingly signed in your hand with your blood.
At the time, the bargain seemed like a good idea: trade away something with no material worth for secrets of arcane power. But the more you learn, the more you worry that you’ve underestimated the value of what you gave up.
Many have forsaken you, perhaps even some of your own friends. But you hold out hope that you can change the destined tragic ending of your story. After all, you helped write it, so why can’t you alter the tale? If nothing else, you’ll use the power you’ve been given to make the collection of your soul more costly than the holder of the contract expects it to be.
Infernal Retribution (11th level): Whenever you take ongoing damage, choose an enemy that you can see within 10 squares. That enemy takes fire damage equal to the damage you just took.
Secrets of Arcane Might (11th level): When you spend an action point, add your Charisma or Intelligence modifier as extra damage on a hit with each arcane attack power you use before the end of your next turn.
Rewards of Arcane Mystery (16th level): When you use an arcane power to reduce an enemy to 0 hit points, you gain temporary hit points equal to your Charisma or Intelligence modifier.
When the attack lands you vanish in a ball of fire and reappear elsewhere, unscathed by the flames that consume your foes.
Encounter Arcane, Fire, Implement, Teleportation
Immediate Reaction Close burst 1
Trigger: An enemy hits you with an attack
Target: Each enemy in the burst
Attack: Charisma or Intelligence vs. Reflex
Hit: 2d6 + Charisma or Intelligence modifier fire damage.
Effect: You teleport 5 squares.
The powers of hell offer you solace, at the potential cost of your own vitality.
Encounter Arcane
No Action Personal
Trigger: You fail a saving throw
Effect: Reroll the save with a bonus equal to your Charisma or Intelligence modifier. If the new save fails, lose a healing surge (or hit points equal to your surge value, if you don’t have any healing surges left).
You call upon the power of the Nine Hells to lend you a portion of the Iron City’s unmatched protection.
Daily Arcane, Conjuration, Fire, Implement
Standard Action Area wall 12 within 10 squares
Effect: You conjure a wall of red-hot iron. The wall can be up to 6 squares high and must be on a solid surface. The wall is a solid obstacle. It can be climbed with an Athletics check (DC 20 + one-half your level). Each square of the wall has 100 hit points and crumbles into difficult terrain if it is destroyed. The whole wall crumbles into dust at the end of the encounter.
Any creature that starts its turn adjacent to or on the wall, or that attempts to climb it, takes 3d8 + Charisma or Intelligence modifier fire damage.
"I do not stand against evil alone. At my side stand the souls of my tiefling ancestors, once cursed to eternity in hell but now seeking salvation for their crimes. Against this force, no evil can escape for long."
Prerequisite: Tiefling, any primal class
You channel the the damned spirits of your tiefling ancestors to battle evil.
Those most responsible for the evils of Bael Turath paid with their souls, and yet others who did not shoulder the same responsibility were swept down to the Nine Hells in the bargain. Though far from innocent, these tiefling spirits seek redemption for the evils done to the world in the name of their empire. Their crimes are not your own, but they are your legacy, and you are determined to help your ancestors repay their debt.
The worlds of the living and of the spirits each bear wounds left by Bael Turath. With the help of tiefling souls seeking salvation, perhaps you can heal these wounds. And if you can turn a few mortals away from the path of evil in time to save their souls, so much the better. After all, the burning grip of the devils is not so strong that it can claim souls the world wants saved.
Calling Souls to Battle (11th level): You can spend an action point to teleport yourself and up to five willing allies that you can see to any squares adjacent to a single enemy within 10 squares that you can see. Each teleported character gains combat advantage against that enemy until the end of your next turn.
Redeemer's Reward (11th level): Each time you reduce a nonminion enemy to 0 hit points, you or one ally adjacent to you (or to your spirit companion, if you have one) gains a +2 bonus to defenses and saving throws until the end of your next turn.
Spirit Shielding (16th level): You gain necrotic resistance equal to 5 + one-half your level.
The spirits speak to the souls of your foes, uttering words of the damnation that lies ahead for them.
Encounter Fear, Implement, Primal, Psychic
Standard Action Close burst 3
Attack: Strength or Wisdom vs. Will
Hit: 3d10 + Strength modifier or Wisdom modifier psychic damage, and the target is dazed until the end of its next turn.
Sensing danger, your ancestor spirit whisks an injured person to safety, using its own primal energy to invigorate him or her.
Encounter Primal, Teleportation
Immediate Reaction Close burst 10
Trigger: You or an ally within 10 squares is hit by an attack
Target: The triggering character
Effect: You teleport the target 5 squares. The target gains temporary hit points equal to your Strength or Wisdom modifier + one-half your level.
You entreat the Nine Hells for souls in search of salvation to aid your cause and earn peace.
Daily Conjuration, Fire, Healing, Primal
Standard Action Close burst 10
Effect: You conjure four fiery spirits in search of redemption. Each spirit appears in a different square within the burst. The spirits last until the end of your next turn. An enemy that ends its turn adjacent to or within the square of a spirit takes ongoing fire damage equal to your Strength or Wisdom modifier (save ends). An ally who spends a healing surge while adjacent to or within the square of a spirit regains extra hit points equal to 10 + your Strength or Wisdom modifier, and that spirit departs the world.
Sustain Minor: The spirits persist.
"Out my way, flesh bags!"
Prerequisite: Warforged
You have dedicated yourself to physical perfection—to becoming an embodiment of strength and prowess. Perhaps you were on the front lines in an army of the Last War, or maybe you were created in the waning days of that conflict and yearn to explore your military nature. Whatever the case, you relish the act of rushing headlong into your enemies and driving them before you. As a warforged juggernaut, you are an unstoppable force, most at home on the battle field surrounded by dozens of foes. When you choose to hold a position, you keep it. Your training and build have given you the ability to shake off attacks that would devastate your allies.
Charging Action (11th level): When you spend an action point to make a charge attack, you gain a +2 bonus to speed and to all defenses until the end of your next turn. In addition, you can take further actions after the charge.
Charging Strike (11th level): Whenever you charge a target and hit it, your attack deals 1d6 extra damage to the target and you push the target 1 square. In addition, you can shift 1 square into a square that the target vacated. The extra damage increases to 2d6 at 21st level.
Construct Perfection (16th level): You gain a +2 bonus to saving throws and Endurance checks.
Unstoppable (16th level): When you spend an action point, you can make a saving throw.
You end your reckless charge with a brutal blow that throws your enemy backward, rattling its nerves.
Encounter Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
To attack your chosen adversary, you hurtle across the battlefield, shrugging off attacks.
Encounter
Minor Action Personal
Effect: Until the end of your next turn, you ignore difficult terrain, can move through enemy spaces, and gain a +2 power bonus to AC against opportunity attacks.
You lock yourself into position, holding your ground with a defensive posture and a series of deadly attacks.
Daily Stance, Weapon
Minor Action Personal
Effect: Until the stance ends, you gain resist 5 to all damage, and whenever this reduces an attack’s damage to 0, you also negate that attack’s effect on you. Additionally, until the stance ends, you can reduce the distance you are pulled, pushed, or slid by 5 squares, and any enemy that starts its turn adjacent to you takes 1[W] damage while you are able to make opportunity attacks.
"I embrace life, living as an example to others."
Prerequisite: Warforged, leader role
You value the unique living aspect of your nature so highly, and study what it means to be alive so deeply, that you have become an expert on these subjects. Embracing your emotions and the needs of living, as well as those of others, you grow to understand life better than those who take it for granted. These insights work through your magical being, making you a better leader and healer.
Healing Action (11th level): When you spend an action point to take an extra action, you or an ally that can see you regains a number of hit points equal to the higher of your Wisdom modifier or Charisma modifier.
Social Savant (11th level): You gain a +1 bonus to Wisdom-based skills and checks, as well as Charisma-based skills and checks.
Empathic Bond (16th level): Any time a power you use heals an ally, you also regain a number of hit points equal to the higher of your Wisdom modifier or Charisma modifier.
Swearing by your existence, you smite your enemy, dazing him and rallying an ally's spirit.
Encounter Weapon
Standard Action Melee weapon
Target: One creature within your melee reach.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is dazed until the end of your next turn. You also grant yourself or an ally within 10 squares of you that you can see a number of temporary hit points equal to 5 + the higher of your Wisdom modifier or Charisma modifer.
When you successfully withstand an attack's lasting effects, your allies find it easy to follow your example.
Daily
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 bonus to saving throws. Whenever you succeed on a saving throw, one ally of your choice within 10 squares of you can make a saving throw against an effect of his or her choice immediately (as long as a save can end the effect). This effect persists until the end of the encounter or for 5 minutes.
You sunder the ties of your for's life force, invigorating you and your allies.
Daily Healing, Weapon
Standard Action Melee weapon
Target: one creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and ongoing 10 damage (save ends). After effect: Ongoing 5 damage (save ends).
Miss: Half damage and ongoing 5 damage (save ends).
Effect: Each time your target takes ongoing damage from this power, you or one ally of your choice within 5 squares of the target regains 5 hit points.
"I am every aspect of nature, its power taken shape in me."
Prerequisite: Wilden
Every wilden manifests the changing face of nature. Each day, a wilden chooses to embody one of nature’s aspects.
For you, these aspects are not just transient states. They are reflections of nature’s versatility and power. As you fight for the preservation of the world, you draw deeply from each aspect. You gain an additional benefit from each aspect while you are bloodied. You have learned ways to funnel the power of nature’s aspects into your attacks. Eventually, you master the ability to quickly change your aspect to meet any challenge with the best tools at your command.
Adaptive Action (11th level): When you spend an action point, you can change your current aspect of nature to a different one as a free action. If you have already used the encounter power associated with your previous aspect, you can’t use the power from your new aspect until you have taken a short rest.
Bloodied Aspect (11th level): You gain a benefit related to the aspect of nature you are manifesting.
Aspect of the Ancients: When you spend a healing surge while you are bloodied, you regain additional hit points equal to your Wisdom modifier.
Aspect of the Destroyer: You gain a +1 racial bonus to attack rolls while you are bloodied.
Aspect of the Hunter: You gain a +1 racial bonus to speed while you are bloodied.
Bloodied Vigor (16th level): When you use your second wind while you are bloodied, you gain a +2 power bonus to attack rolls and damage rolls until the end of your next turn.
You draw power from the world to bolster your attack with a blast of freezing wind.
Encounter Cold
Free Action Personal
Trigger: You hit a creature with an at-will attack power
Target: The creature you hit
Effect: The target takes 1d10 extra cold damage from the triggering attack, and the target is subject to an additional effect based on your current aspect of nature.
Aspect of the Ancients: The target is dazed until the end of your next turn.
Aspect of the Destroyer: The target instead takes 2d10 extra cold damage.
Aspect of the Hunter: The target is restrained until the end of your next turn.
Tapping into the ever-changing nature of the Feywild, you alter your aspect to meet your adversary.
Daily
Minor Action Personal
Effect: You can make a saving throw. In addition, you change your current aspect of nature to a different one. You can use the power associated with the new aspect, even if you have already used an aspect of nature power during this encounter.
Just as a forest fire clears the way for new growth, you ignite your enemy to cleanse its influence from the world.
Daily Fire, Teleportation
Free Action Personal
Trigger: You hit or miss a creature with an at-will attack power
Target: The creature you hit or missed
Effect: The target takes 10 fire damage, the target deals 5 fire damage to each enemy adjacent to it at the start of its turn (save ends), and the target is subject to an additional effect based on your current aspect of nature.
Aspect of the Ancients: The target is subjected to the ancients’ grasp (save ends). Until the grasp ends, any enemy that starts its turn adjacent to the target is immobilized until the end of your next turn.
Aspect of the Destroyer: The target instead takes 20 fire damage.
Aspect of the Hunter: The target is subjected to your hunter’s wrath (save ends). Until the wrath ends, whenever you hit the target, you can teleport it 5 squares to a square adjacent to an enemy.
The power and majesty of an unbending forest tree combined with the quickness and mobility of a living creature flow through you; you are a treeborn.
Prerequisite: Wilden
You dream of leaves shining in the sun, giving you the strength of ten. You dream of roots burrowing into the earth, providing unyielding support. You dream of towering over your foes as tree looks down on undergrowth. Then you open your eyes and smile, because it is no dream.
You have embraced your origins and have learned the trick of manifesting a strength few others can hope to match, either in raw power or in size. You reach for this strength as a guardian of living things everywhere, be they plants or animals, as well as humanoids who’ve learned to live in harmony with nature.
For those who can’t learn coexistence, you have nothing but disdain. If their crimes are severe enough, you act swiftly, showing the enemies of life the error of their ways.
When combat beckons, your height begins to increase. Like a stem seeking the sun, your torso and limbs lengthen as the battle rages, and they reach farther and farther until you can manipulate your foes as if you were a much larger creature.
Reaching for the Canopy (11th level): When you use a wilden racial power, increase your reach with melee attacks by 1 until the end of your next turn.
Reaching Limbs Action (11th level): When you spend an action point to take an extra action that includes a melee attack and you hit with that attack, you can slide the target 4 squares.
Treeborn Action (16th level): You can score critical hits on a roll of 19–20 with melee attacks against creatures granting combat advantage to you.
Your moves emulate those of a storm-tossed tree, but they have deadly purpose. You can attack more than a single foe with one attack.
Encounter Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Highest ability vs. AC
Hit: 2[W] + highest ability modifier, and you can slide the target a number of squares equal to your Wisdom modifier.
You gain a better vantage on your foes from your increased height above the field of combat as well as through the tiny rootlets you send into the ground around you.
Encounter
Minor Action Personal
Effect: You ignore penalties for cover (but not superior cover), concealment, and total concealment. You can attack an invisible target as if it wasn’t invisible. This benefit lasts until you successfully deal damage to a creature that enjoys one of the protections noted or until the end of the encounter.
You briefly swell in height to the size of a forest ash. You stride through your enemies and rain blows down upon them.
Daily Weapon
Standard Action Close burst 2
Effect: Before the attack, shift 4 squares. You can move through an enemy’s space during the shift.
Target: Each creature in the burst
Attack: Highest ability vs. AC
Hit: 4[W] + highest ability modifier damage.
Miss: Half damage.
Organized alphabetically by theme required
"Artistry can be found in anything, young lord—especially swordplay. My earnest advice is to do nothing that you cannot do well."
Prerequisite: Athasian minstrel theme
Throughout the Seven Cities of the Tyr Region, nobles surround themselves with retainers of good education, charming manners, and mastery of the arts. Many of these kept artists are just fops or decoration, but some are more than entertaining companions—they are skilled duelists and treasured advisors, deadly warriors never more than a few steps from their patron’s side. In addition to beautifying the noble household with poetry and song, troubadours of this sort often serve as arms-instructors to young nobles and elite bodyguards trusted with the very lives of their patrons.
Arms-troubadours are typically well educated, literate, skilled in an instrument or two, noteworthy poets, and equipped with aristocratic manners and refinement. Some begin as minor nobility attending wealthier and more important nobles, whereas others are descended from well-off merchants or commoners who set out to master the courtier’s skills and seek out noble patronage. Most remain with a patron for a year or two before moving on, but others—especially those who come to be trusted as advisors and companions—might spend all their lives in a single noble’s service.
As an arms-troubadour, you might have a patron whose interests you look after during your adventures, or you could be between patrons. If so, given your fame and skill, your services might be very highly sought-after.
Skillful Action (11th level): When you spend an action point to take an extra action, you gain a +5 power bonus to any skill checks you make as a part of that action.
Uncanny Grace (11th level): Whenever an enemy misses you with a melee weapon attack or a close weapon attack, you gain combat advantage against that enemy until the end of your next turn.
Clever Footwork (16th level): Whenever you make an Athletics, Acrobatics, or Stealth check, you can roll twice and use the higher result.
Also, you never earn failures in a skill challenge for failed Athletics, Acrobatics, or Stealth checks you fail by 5 or less.
A well-aimed blow briefly confounds your enemy as you easily slip into a better position.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade or a heavy blade and use it to attack with this power.
Target: One creature
Attack: Primary ability vs. Reflex
Hit: 3[W] + ability modifier damage, and you shift 3 squares. Until the end of your next turn, you can use the Elegant Blade Attack power against the target.
Encounter Martial, Weapon
Immediate Interrupt
Requirement: The power Elegant Blade must be active in order to use this power.
Trigger: The target willingly moves to a square that is not adjacent to you or makes an attack
Attack: Primary ability vs. AC
Hit: You slide the target 3 squares, and you shift 3 squares as a free action.
With expert timing, you deflect an enemy’s attack so that it misses you or your ally and targets another foe instead.
Daily Martial
Immediate Interrupt Melee 1
Trigger: An enemy adjacent to you targets you or an ally with a melee attack.
Target: The triggering enemy
Effect: Choose a different creature within the target's reach. The target now attacks that creature instead.
You perform a striking flourish after a successful attack and inspire your allies with a defiant swipe.
Daily Martial, Stance, Weapon
Free Action Melee weapon
Requirement: You must be wielding a light blade or a heavy blade and use it to attack with this power.
Trigger: You hit and deal damage to a creature with an at-will melee weapon attack.
Target: The creature you hit
Effect: You deal 2[W] extra damage, and the target is dazed (save ends). In addition, you can assume the stance of the arms-troubadour. Until the stance ends, you can use the Poetic Flourish Attack power.
Daily Martial, Stance, Weapon
Free Action Close burst 3
Requirement: The power Poetic Flourish must be active in order to use this power.
Trigger: You hit with a melee weapon attack
Target: Each ally in the burst
Effect: Until the end of your next turn, each target can reroll one damage die, using either result, each time he or she hit an enemy with an attack.
"Would you deny shelter to a simple entertainer?"
Prerequisite: Athasian minstrel theme
People in the Tyr Region learn not to trust a performer blindly. An ordinary minstrel, a graceful dancer, or a honey-voiced singer might well be a killer sent by a bitter rival. Custom demands, however, that no entertainer be refused entry. The household should welcome such a guest regardless of any suspicions. Nevertheless, paranoid nobles might turn away one of these entertainers for fear of poison in their drink or a knife in their back.
Those who refuse entry to a performer do so at risk to themselves. Even if the new arrival did not have malicious intent, a refusal is an insult few performers can bear, and such an affront makes enemies where there were none before.
An unwelcome guest is a talented entertainer who uses his or her performer’s status to infiltrate a target’s house and get close enough to make the kill. Unwelcome guests master the use of poisons, hiding venoms and toxins about their persons for easy access when the opportunity to kill presents itself. Some unwelcome guests work alone, but many claim membership in an entertainer’s troupe, an organization often rife with murderers, thieves, and saboteurs. Bards make the best unwelcome guests, but rogues, fighters, and assassins might find something in this path for themselves as well.
Condemning Action (11th level): When you spend an action point to make an attack, each target you hit with that attack is immobilized and grants combat advantage until the end of your next turn.
Duplicitous Nature (11th level): You gain the Alchemist feat as a bonus feat. You also gain a formula book containing bloodstinger poison and two formulas of your level or less. At 21st level, you can add two additional formulas to your formula book.
Additionally, whenever you make a Bluff, Stealth or Thievery check, you can roll two dice and use the higher result.
Foolproof Poison (16th level): Your Athasian minstrel and unwelcome guest powers that deal poison damage now deal acid and poison damage.
A light wound belies the virulent poison you just introduced into the target’s system.
Encounter Martial, Poison, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 1[W] + ability modifier damage plus 5 poison damage. Until the end of your next turn, if the target willingly moves more than 2 squares or makes an attack, it is then subject to one of the following effects: The target takes 2d10 poison damage; the target takes 1d10 poison damage and is immobilized until the end of your next turn; or the target takes 1d10 poison damage and is dazed until the end of your next turn.
The vile substance you apply to your weapon muddles your enemy’s senses and keeps it weak for the killing strike to follow.
Daily Martial, Poison
Minor Action Melee touch
Target: One weapon you’re wielding
Effect: Before the end of the encounter, the next creature hit by a melee attack using this weapon becomes weakened until the end of your next turn. That creature is also dazed (save ends).
The special recipe dripping from your weapon burns the flesh as it works quickly to kill your foe.
Daily Martial, Poison, Reliable, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and ongoing 15 poison damage (save ends). In addition, the target loses any immunity or resistance to poison until the end of the encounter.
Prerequisite: Demon spawn theme or any nongood alignment
The darkness of the Abyss is a deep wound in the center of the Elemental Chaos,a bleak vortex that births the planes’ myriad evils. Corruption flows out from this darkening pit to infect the land and creatures and twist them to evil. During your adventures, you encountered abyssal energy—perhaps when you slew a demon or after you explored a tainted site. The corruption changed you, infected you, and exposed you to horrid evil. Now it is all you can do to hold that evil at bay.
Abyssal Action (11th level): When you spend an action point to make an extra attack, you gain temporary hit points equal to one-half your level. You also gain a +2 bonus to attack rolls until the end of your next turn.
Demonic Bloodlust (11th level): When you bloody an enemy with a melee attack, that enemy grants combat advantage to you until the end of your next turn.
Vile Possession (16th level): While you are bloodied, you gain a +2 bonus to melee damage rolls, and your allies provoke opportunity attacks from you. When anyone provokes an opportunity attack from you while you are bloodied, you take 5 damage if you do not make the attack. This damage cannot be prevented in any way.
Striking one enemy triggers a wild outburst that pushes everyone in reach away from you.
Encounter Elemental
Free Action Close burst 1
Trigger: You hit with a melee attack.
Target: Each creature in the burst
Effect: Each target takes 10 damage, and you can push it 1 square.
Profane runes flare on your body to protect you and give you strength.
Encounter Elemental
Immediate Interrupt Personal
Trigger: You are bloodied by an attack or are hit while bloodied.
Effect: Reduce the damage from the triggering attack by 10. Until the end of your next turn, your melee attacks deal 1d6 extra damage.
You become a horrid demon. Horns break through your brow, your skin turns red, and unholy runes form on your skin.
Daily Elemental, Polymorph
Minor Action Personal
Effect: You gain temporary hit points equal to one-half your level, and you assume the demonic stigmata form until the end of the encounter or until you end this effect as a minor action. While in this form, you gain the following benefits.
Darkvision
An additional use of demonic resilience during this encounter
Use of the secondary power once per round
Daily Elemental, Polymorph
Minor Action Melee 1
Requirement: You must have hit with a melee attack during this turn.
Target: One creature
Attack: Highest ability modifier + 5 vs. Fortitude
Hit: 1d12 + your highest ability modifier damage.
"Raiders? We stand to make a killing if we can get our kank honey to Tyr before the Vordons bring in theirs. I haven’t got time for raiders!"
Prerequisite: Dune trader theme
Caravans are the vital links in the chains of commerce binding outposts of civilization together across the wild wastelands of Athas. They come in many different forms from place to place—long files of slave porters, pack trains of heavily laden crodlus and kanks, wagons drawn by snorting inixes, and of course the towering mekillot-drawn argosy wagons that are wooden fortresses on wheels. Regardless of the beasts of burden or the goods carried, caravans are crucial to maintaining Athasian civilization. Not only do they carry valuable goods from one city to the next, they also carry rumors and tales of doings all across the Tyr Region to people thirsty for news of other places, provide travelers with the opportunity to surround themselves with the safety of numbers, and feed scores of desert outposts and settlements with a steady stream of food and supplies.
Leading a successful caravan is no mean feat. Disaster in a hundred guises waits in the desert—hungry monsters, savage raiders, ruthless competitors, scourging sandstorms, unreliable wells, mutinous drivers, and the possibility that the goods turn out to be worth less than one paid for them when they reach market. From day to day, a caravan master might have to lead the guards and drivers in battle, search out a new path when a familiar road is buried in the shifting sands, bribe greedy officials, or enforce brutal discipline on a rebellious underling. It takes a rare combination of character judgment, business acumen, and physical courage—attributes you’ve cultivated for years. On the open desert, you are the master of your fate, and you wouldn’t have it any other way.
Master's Action (11th level): When you spend an action point to take an extra action, you gain a +2 power bonus to all defenses until the end of your next turn. In addition, you or one ally within 5 squares of you can make a saving throw.
Road-Hardened (11th level): You gain +1 speed. Each ally that starts his or her turn within 5 squares of you gains +1 speed until the end of his or her turn.
Sharp Customer (16th level): Whenever you make an Insight or a Perception check, you can roll two dice and use the higher result. Additionally, you never grant combat advantage from being flanked.
You direct your allies to form a hasty skirmish line, foiling your enemies’ advance for a moment.
Encounter Martial
Standard Action Close burst 5
Target: You and one ally in the burst, or two allies in the burst
Effect: As a free action, the target can shift 2 squares and make a basic attack against an enemy of his or her choice. Until the start of your next turn, any enemy that willingly moves to a square adjacent to the target must stop moving.
You do not allow others to set the terms of your defense, ensuring that you and your comrades are free to act as needed.
Encounter Martial
Minor Action Close burst 5
Target: You and one ally in the burst
Effect: If the target is marked, the marked condition ends. Until the end of your next turn, the target does not grant combat advantage.
You make an attack to hobble an enemy, then direct your allies to fall back in a fighting retreat.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and the target is slowed (save ends)
Effect: Either you and each ally within 5 squares of you can shift his or her speed as a free action, or you and one ally within 5 squares of you can shift 2 squares and make a basic attack against the target as a free action.
"Honest merchants are as rare as water."
Prerequisite: Dune trader theme
A merchant house has power and influence, soldiers and workers, but everything the house is depends on its representatives’ efforts. The shady dealer represents one breed of dune trader, a skilled and treacherous agent specializing in intrigue and manipulation. Some shady dealers work as independent speculators and others act on a larger house’s behalf. They still travel as dune traders, shepherding goods to places in need, but they always have an ulterior motive, seeking some rumor or bit of gossip to benefit themselves or their house.
The image you cultivate masks a devious mind and a propensity for doing whatever you must to survive. Your skills at negotiation and intrigue serve you well: they let you confuse enemies and lure them into traps where your allies can strike. In time, your words and movements make fools of everyone you meet.
Swindling Action (11th level): When you spend an action point to take an extra action, that extra action does not provoke opportunity attacks.
Well Traveled (11th level): Whenever you make a Bluff, Diplomacy or Streetwise check, you roll two dice and use either result.
In addition, choose two languages. You can now speak, read, and write those languages. At 21st level, you can choose two more languages.
Skilled Negotiator (16th level): You never incur failures in a skill challenge for Bluff, Diplomacy, or Streetwise checks you fail by 5 or less.
Making yourself appear vulnerable lures your enemy into danger.
Encounter Charm, Martial
Standard Action Ranged 5
Effect: Before the attack, you shift 1 square to a square with no adjacent enemies.
Target: One creature that can see and hear you
Attack: Primary ability + 6 vs. Will
Level 21: Primary ability + 9 vs. Will
Hit: You pull the target 5 squares. Additionally, choose one of the following: Either you make an at-will melee attack with combat advantage against the target, or one or two of your allies can make ranged basic attacks against the target as free actions.
You spew a stream of prattle to give your allies the opening they need.
Encounter Martial
Standard Action Close burst 5
Target: One enemy in the burst you can see
Effect: The target grants combat advantage to one ally in the burst until the end of your next turn. In addition, a different ally in the burst can shift 3 squares to a square adjacent to the target as a free action.
Careful manipulation and patience turns an enemy into your dupe.
Daily Charm, Martial, Reliable
Standard Action Ranged 5
Target: One enemy that can see and hear you
Attack: Primary ability + 9 vs. Will
Hit: The target is dominated (save ends). Until the end of the encounter, the target takes a -4 penalty to attack rolls against you and your allies and counts as one of your allies for the purposes of flanking with you or your allies. In addition, until the end of the encounter you can use the Unwitting Ally Attack power against the target.
Daily Charm, Martial
Standard Action Ranged 5
Requirement: The power Unwitting Ally must be active in order to use this power.
Attack: Primary ability + 9 vs. Will
Hit: The target makes an attack as a free action against an enemy adjacent to it with an at-will attack power of your choice.
Prerequisite: Earthforger theme, firecrafter theme, primordial adept theme, or elemental pact warlock
Many primordials lie unconscious in their bonds, but Vezzuvu, the Queen of the Burning Mountain, still harbors both awareness and reason. Vezzuvu long ago determined that her road to freedom was to win the devotion (or fear) of mortal followers, and thereby become an elemental god. She can no longer stride the world or reign over an elemental domain, but she can still shake the mortal world by exerting her will on places of elemental power or bestowing on others the ability to call upon her essence.
As a herald of Vezzuvu, you have been gifted with a portion of the primordial’s awesome abilities. You can wield this talent as you like, since Vezzuvu wants others who see your prowess to be drawn to her worship. The Queen of the Burning Mountain requires little from you most of the time, but her interests are erratic; you might walk the world for years without any messages from her, only to be sent suddenly to quell a volcanic rift, destroy the temple of an evil god, or seek out an artifact held by a frost titan.
Volcanic Action (11th level): When you spend an action point to take an extra action, choose fire or thunder. You deal extra damage of that type with your next attack before the end of your next turn. This damage is equal to one-half your level.
Volcanic Resistance (11th level): You gain resist 10 fire, or resist 5 to any damage that includes fire, whichever causes you to take less damage.
Volcanic Walk (16th level): You ignore difficult terrain caused by volcanic conditions (lava, ash, or quaking). You can move on lava as if it were solid ground.
You translate a heavy molten blob from the Elemental Chaos and drop it on a distant foe. Splatters of lava scorch nearby foes.
Encounter Elemental, Fire
Standard Action Ranged 10
Target: One creature
Attack: Highest ability modifier + 4 vs. Reflex
Level 21: Highest ability modifier + 6 vs. Reflex
Hit: 2d8 + your highest ability modifier fire damage, and ongoing 10 fire damage (save ends).
Effect: Each creature adjacent to the target takes 10 fire damage.
You absorb the heat of a fire attack, converting it into healing and empowering your next attack.
Daily Elemental, Healing
Immediate Interrupt Personal
Trigger: You take fire damage.
Effect: You don’t take the fire damage. Instead, you regain a number of hit points equal to the fire damage you would have taken (don’t apply your resistance), and you gain a +2 power bonus to attack rolls until the end of your next turn.
You open a rift to a volcanic eruption in the Elemental Chaos, blasting nearby foes and producing a flood of lava.
Daily Elemental, Fire, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Highest ability modifier + 5 vs. Reflex
Hit: 3d8 + your highest ability modifier damage, and ongoing 10 fire damage (save ends). You push the target up to 3 squares.
Miss: Ongoing 10 fire damage (save ends).
Effect: The blast creates a zone that lasts until the end of the encounter. For creatures other than you the zone is difficult terrain and lightly obscured, and any creature that ends its turn there takes 10 fire damage.
"It is a cruel world, but that is all the more reason to show mercy. To heal one injury or sickness is to heal the whole world in some small part."
Prerequisite: Elemental priest theme
On Athas, the rarest and most honored primal casters are those who evoke the spirits of elemental water. Healers of unmatched skill and bestowers of the blessed rains, they are held in reverence and awe by the common folk. Even vicious raiders and the cruelest slavers hesitate to harm or obstruct a rain priest, understanding that one who follows the rainbringer’s path might very well save their lives someday by calling the rains to a parched desert or granting the gift of healing.
You are one of these rare healers. Like many elemental priests, you are no friend to the sorcerer-kings, or any other defilers. The sorcerer-kings resent any who wield magic outside their own control, and you can expect to be watched closely by templars—or even arrested—if you are careless about revealing your powers. However, the people of the desert and the poor commoners of the cities revere your gifts and often go to great lengths to help you against the sorcerer-kings, the templars, and their informants.
Although many rain-servants are pacifists, you are under no particular obligation to avoid violence or to bestow your healing on those who are not worthy of it. Sometimes the lesser harm lies in destroying a creature that otherwise would go on to inflict greater harm on others—or, in the case of defilers, on the world itself.
Rain Blessed (11th level): Whenever you make an Endurance, Heal, or Nature check, you can roll two dice and use the higher result.
Additionally, when you use a power with the healing keyword, each ally adjacent to you gains temporary hit points equal to half his or her healing surge value.
Rainbringer Action (11th level): When you spend an action point to take an extra action, each ally within 2 squares of you regains 3d6 hit points and can shift 1 square as a free action.
Soothing Presence (16th level): Bloodied allies gain regeneration 2 while adjacent to you.
You evoke an elemental from the high mountains and deep sky, creating a short-lived shower of magical hailstones to impede your foes.
Encounter Cold, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Primary ability vs. Fortitude
Hit: 1d8 + ability modifier cold damage, and the target is weakened until the end of your next turn.
Gentle mists form around your allies, concealing them. The touch of the mist brings healing to one of them.
Encounter Healing, Primal
Standard Action Area burst 3 within 10 squares
Target: Each ally in the burst
Effect: Each target gains concealment until the end of your next turn. In addition, one target can spend a healing surge.
You evoke a mighty elemental spirit, the legendary Rain Serpent. Its lightning tongue strikes down your foes, while its primal power heals your allies.
Daily Healing, Implement, Lightning, Primal, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Primary ability vs. Reflex
Hit: 2d8 + ability modifier lightning damage, and the target is dazed (save ends).
Effect: The burst creates a zone that lasts until the end of your next turn. You can move the zone 4 squares as a move action. All squares within the zone are lightly obscured. Bloodied allies who start their turn within the zone gain regain 10 hit points. Each enemy that starts its turn within the zone takes 2d8 lightning damage and grants combat advantage until the start of its next turn.
Sustain Minor: The zone persists.
"I have been chosen by the Smoking Crown to strike down the wicked, the defilers, the unbelievers. Do not hinder me."
Prerequisite: Elemental priest theme
A number of cults, sects, and secret societies devote themselves to the mighty elemental spirits of Athas. The priests of the Smoking Crown are one such sect. They are servants of the great fire-spirit dwelling in the Smoking Crown, the largest volcano on known Athas; by extension they are servants of volcanic spirits everywhere in the world.
As a Smoking Crown initiate, you are one of the elite members of the priesthood. You carry a large burn scar on your chest, face, or hand as the sign of your allegiance. You are under no one’s orders, nor do you command any lesser priests—all Smoking Crown priests are free to serve as they see fit. Many are wandering fire-scarred lunatics shouting wild prophecies in the wastes, but others are highly effective assassins, champions, and revolutionaries (you likely fall in the latter group). The only member of the priesthood with any special authority is the Keeper of the Smoking Temple, who guards a shrine hidden in the fiery depths of the mountain. Most Smoking Crown priests give aid and protection to other members of the sect when needed.
The Smoking Crown is large and active by the standards of most elemental sects. Initiates travel widely throughout the Tyr Region, teaching people to respect the elemental spirits, exposing iniquity, and defending the weak against the depredations of the strong. Most of the Smoking Crown’s wrath is directed in particular at Hamanu of Urik, because of the damage Urik’s miners have inflicted in the obsidian quarries of the Smoking Crown.
Earthwrath Action (11th level): When you spend an action point to make an attack, you choose one ally within 5 squares of you. Any enemy hit by your attack is marked by that ally until the end of the enemy’s turn. Additionally, all squares adjacent to you become difficult terrain until the end of the encounter.
Fireblessed (11th level): You gain resist 5 fire. If you already have fire resistance, it increases by 5.
Flameshield (16th level): While allies are adjacent to you, they gain fire resistance equal to your fire resistance.
You scour your foes with the breath of the volcano.
Encounter Fire, Implement, Primal
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Primary ability vs. Reflex
Hit: 3d8 + ability modifier fire damage.
Effect: Choose one ally within 5 squares of you. The target is marked by that ally until the end of your next turn.
You call up broken, red-hot rubble from below the ground in a wide circle around you, creating a formidable obstacle.
Daily Fire, Primal, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for your enemies. Any enemy that ends its turn within the zone or that falls prone within the zone takes 1d10 fire damage.
Jagged fissures full of spouting lava surround your ally, searing your foes and trapping them close to that ally.
Daily Fire, Implement, Primal, Thunder, Zone
Standard Action Area burst 2 within 10 centered on one of your allies
Target: Each enemy in the burst
Attack: Primary ability vs. Reflex
Hit: 3d8 + ability modifier fire and thunder damage, and the target is slowed (save ends).
Effect: The burst creates a zone centered on your ally that lasts until the end of your next turn. The zone moves with your ally. The zone is difficult terrain for your enemies, and enemies within the zone that move away from your ally on their turn take 2d10 fire damage and are slowed until the end of their next turn.
Sustain Minor: The zone persists.
"Every slave is a knife held close to the master’s neck. All you need is the courage to press your advantage. He thinks that your chains deprive you of your strength when in fact, they are the weapons with which you fight. Use those shackles to serve freedom!"
Prerequisite: Escaped slave theme or warlord
Power alone is not reason to rule. One should earn obedience and loyalty, not force or buy it. The people need to understand that slavery serves no one. It is merely the strong stealing from the weak, and while that might suit the odious scavengers that sup on dusty carrion in the deserts, it’s no way for people to live. They need someone to pull the veil from their eyes and break the bonds that restrict their thinking. Even the slaves need someone to show them they can be free. They need inspiration. They need an example—someone like an escaped slave.
You are a rarity in Athas: You believe in freedom. You fight not just for yourself but for others. Anyone who seeks to escape the master’s whip deserves your help—as long as they don’t wish to turn the lash upon others. The slave masters, the corrupt nobles, the rich merchants, and the sorcerer-kings—they have the power, but slaves outnumber free people ten to one, and that means the odds are in freedom’s favor.
Comrade's Help (11th level): You can use the aid another action as a move action when aiding a skill or ability check. If you are aiding an escape attempt or a skill or ability check to break bonds or find escape (Thievery to open a lock on chains, Strength to break down a door, Perception to find a way out, and so on), the bonus you grant for a successful DC 10 ability or skill check equals 4 instead of 2.
Fight For Your Freedom (11th level): When you spend an action point to take an extra action, all allies within 10 squares of you that are marked or grabbed by enemies can make a basic attack as a free action. If an ally’s basic attack hits a target that is marking or grabbing that ally, the mark or grab ends. If no ally within range is marked or grabbed, you can instead choose one ally within 5 squares of you to make a basic attack as a free action.
Freedom Requires Vigilance (16th level): You and any allies within 3 squares of you gain a +2 bonus to initiative, Perception, and Insight checks.
You dive to your friend’s rescue and then rise up in revenge.
Encounter Martial, Weapon
Immediate Interrupt Melee or Ranged weapon
Trigger: An ally within 6 squares of you is the target of a ranged or melee attack.
Effect: You shift up to 5 squares to end adjacent to the triggering ally, slide the ally 1 square, and shift into the square the ally left. You make the following attack.
Target: The creature that made the triggering attack
Attack: Primary ability vs. AC
Hit: 3[W] + ability modifier damage, and you gain a +2 power bonus to all defenses against the triggering attack.
Aftereffect: You become the target of the triggering attack.
You’re not giving up, and your fortitude renews your friends’ hope.
Encounter Martial
Minor Action Personal
Effect: Make a saving throw against an effect a save can end. If you succeed, allies you can see can make a saving throw as a free action against any single effect that a save can end.
You strike a vicious blow against your foe to let it know that you are the only enemy worth facing.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One or two creatures
Attack: Primary ability vs. AC
Hit: 4[W] + ability modifier damage, and the target is marked (save ends). While the target is marked by you, you can make a basic attack against the target as a free action each time it makes an attack that does not include you.
Miss: Half damage, and the target is marked by you until the end of its next turn.
"Every drop of blood that falls on the sand seems like applause."
Prerequisite: Gladiator theme
Just as the sun breaks the horizon, sending lambent waves washing across the countryside, the stands fill with eager spectators, pushing and shoving for the best view to the stage where the day’s dramas will unfold. Suddenly, a half-dozen warriors explode from the gladiator gates. They flip and spin, their bone and obsidian blades flashing in the morning light. The crowd roars with delight, welcoming the jazst troupe to the city once more.
Suddenly, a grating sound breaks through the cheers as a heavy gate lifts. The ground trembles, quieting the audience. The jazsts feign concern with exaggerated expressions, calling out to the crowd for aid. The beast gate yawns wide, birthing a ferocious creature, its horny carapace fitted with blades to catch and slash. It looses a thunderous roar as it charges. Before it can connect, the dancers scatter, tumbling away in a dazzling display that leaves the beast confused, blood streaming from a dozen cuts it never saw land.
You have mastered the cruel techniques of the dangerous performers known as the jazst dancers. Unmatched in their skill with the blade, they weave a deadly dance on the arena floor, tumbling and capering as they deliver rapid-fire cuts and slashes to weaken and confuse their opponents. Your skills only improve in time, eclipsing those masters who first taught you as you became the greatest in the Seven Cities. Like your fellows, you draw out your fights, repeatedly springing into danger to impart a painful injury before slipping away.
Dancer's Grace (11th level): When you make a charge attack, run, or move as part of an attack power, you ignore difficult terrain.
Slicing Action (11th level): When you spend an action point to make an extra melee attack using a light blade, one target you hit takes ongoing 10 damage (save ends). The ongoing damage increases to 15 at 21st level.
Painful Wounds (16th level): When you make an attack that deals ongoing damage, the target of the attack also takes a -2 penalty to saving throws against that ongoing damage.
You know where to place your blades to cause the most pain.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade and use it to attack with this power.
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and the target is dazed until the end of your next turn. If the target is already dazed, you deal 2d6 extra damage instead.
Sinuous movements and practiced steps make it hard for your enemies to pin you down.
Daily Martial, Stance
Minor Action Personal
Effect: You assume the stance of the arena dancer. Until the stance ends, you gain a +2 power bonus to AC and Reflex. Also, whenever an enemy misses you with a melee attack, you can shift 1 square as a free action and gain combat advantage against that enemy until the end of your next turn.
You run at your opponent, leaping at the last moment, then spin through the air and carve a bloody path through your enemies.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade and use it to attack with this power.
Effect: Before the attack, you shift your speed.
Target: One, two, or three creatures
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and the target takes ongoing 10 damage and is dazed (save ends both).
Miss: Half damage, and ongoing 5 damage (save ends).
"I have left blood in every arena in the Seven Cities; there is little that can surprise me now."
Prerequisite: Gladiator theme or fighter
The people need heroes. They need brave individuals to show them that adversity can be overcome no matter how tough the opposition. They need to witness battle to slake their thirst for blood, to vent their frustration and anger about their own lives. They need gladiators, for these bold warriors give them all they need and more.
You are the champion the people demand. You might have come from humble roots, having grown up as a slave or a criminal, or you could be a professional who chose this dangerous life for glory and coin. Regardless, something about you and your courage resonates with the people, and you become more than just another warrior fighting for your life in the pit. You are their hero.
Halo of Destruction (11th level): Whenever you bloody an enemy with an attack, each enemy adjacent to you (other than the one you bloodied) takes damage equal to your Strength modifier.
Undaunted Action (11th level): When you spend an action point to make an attack while you are bloodied, you roll two dice for one attack roll during that attack and use either result.
Whirlwind of Destruction (16th level): Enemies adjacent to you cannot shift to a square that is not adjacent to you.
An attack against one of your enemies reveals weakness in all of them, helping you seize whatever advantage it might grant you.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and you slide the target 2 squares. Until the end of your next turn, you and your allies gain combat advantage against the target and a +4 power bonus to damage rolls against enemies adjacent to the target.
No matter how grim the situation, you find a way to snatch victory from the jaws of defeat.
At-Will Martial
Free Action Melee 1
Trigger: You are hit and damaged by an enemy’s attack while you are bloodied.
Target: The triggering enemy
Effect: You shift 1 square as a free action. You slide the target 1 square into the square you just left, and you gain combat advantage against it until the end of your next turn.
You close in for the kill when you sense your enemy’s reserves failing, then compel the foe’s allies to stay for the slaughter.
Daily Martial, Reliable, Stance, Weapon
Standard Action Melee weapon
Target: One bloodied creature
Attack: Primary ability vs. AC
Hit: 4[W] + ability modifier damage. You can assume the finishing strike stance. Until the stance ends, whenever you deal damage to a bloodied enemy with an attack, each enemy adjacent to the bloodied enemy is immobilized until the end of your next turn.
Prerequisite: Ironwrought theme, or proficiency with scale armor and a military melee weapon
From brooding fortresses in the Elemental Chaos, the Doomguard watches the decay of the cosmos and its unstoppable slide into dissolution. These stoic warriors believe the universe’s fate was sealed when the gods defeated the primordials, because imprisoning these entities kept them from sustaining the world and thus doomed it. The Doomlords are the Doomguard’s champions, warriors aligned against those who espouse order and perpetuate corrupt and tyrannical regimes. As is true of their cousins, the Doomguard Marauders (Manual of the Planes), the ranks of the Doomlords include both valiant champions of freedom and murderous anarchists.
Doomlord’s Action (11th level): You can spend an action point to deal 1d10 + your highest ability modifier necrotic damage to each creature adjacent to you, instead of taking an extra action. Each creature damaged in this way then gains vulnerable 5 necrotic until the end of your next turn.
Entropic Surge (11th level): Whenever you spend a healing surge to regain hit points, you can choose to reduce the hit points regained by half your surge value to instead gain a +2 bonus to attack rolls until the end of your next turn.
Entropic Harbinger (16th level): You gain the entropic harbinger power.
A ruinous attack ravages an enemy and delays its ability to recover from its injuries.
Encounter Elemental, Necrotic
No Action Special
Trigger: You hit an enemy with a melee weapon attack.
Effect: The attack deals 1[W] extra necrotic damage, and the target cannot regain hit points or gain temporary hit points until the end of your next turn.
Reality decays at your word, letting you slip through time and space in an instant.
Encounter Elemental, Teleportation, Zone
Move Action Personal
Effect: You teleport up to 5 squares, and the space you leave becomes a zone that lasts until the end of your next turn. Creatures in the zone or adjacent to it take a -2 penalty to attack rolls and saving throws.
Dispatching an enemy releases entropic forces to rend and ruin your foes.
At-Will Aura, Elemental
Free Action Personal
Trigger: You reduce a nonminion enemy to 0 hit points.
Effect: You activate an aura 2 that lasts until the end of your next turn. Enemies in the aura cannot regain hit points or gain temporary hit points.
Your weapon turns black when it strikes and causes your target to dissolve before your eyes.
Daily Elemental, Necrotic
No Action Special
Trigger: You hit an enemy with a melee weapon attack.
Effect: The enemy takes 2[W] extra damage, and it takes ongoing 20 necrotic damage (save ends). If any of this damage reduces the enemy to 10 hit points or fewer, it dies.
Aftereffect: Ongoing 10 necrotic damage (save ends).
"You should all be proud of your place as our soldiers. To die for our illustrious family is the greatest honor you will ever know."
Prerequisite: Noble adept theme
In the interest of protecting the city-states, the sorcerer-kings allow noble families to keep small armies of slave soldiers. Frequently, they use these soldiers to take action against other nobles or to protect their property. A sorcerer-king can, of course, call upon the nobles’ soldiers to fight for his or her interests. And it’s best to follow the sorcerer-king’s commands.
As one of your duties to your family, you were given charge of a legion of slave soldiers. You trained with them, developing your psionic talents so you could command them silently. (Though sometimes shouted commands and threats can intimidate your enemies far better than eerie silence.) The most skilled mind generals can keep up a continuous mental link, sharing sights and combat instincts with all the troops in the legion.
Commanding Action (11th level): When you spend an action point to take an extra action, one ally within 10 squares of you can shift half his or her speed as a free action and also gains a +2 bonus to AC and Reflex until the end of your next turn.
Paragon Power Points (11th level): You gain 2 additional power points.
Reward Victory (11th level): When an ally whom you can see within 10 squares of you reduces an enemy to 0 hit points, you can slide that ally 1 square as a free action.
Telepathic Gestalt (16th level): You can link minds with your allies, splitting their focus and perceptions as you see fit. At the start of each of your turns, choose two conscious allies within 20 squares of you. (You don’t have to be able to see them.) One of them gains a +2 bonus to Fortitude, Reflex, and Will, and the other takes a -2 penalty to the same defenses.
You stagger the target with a mental attack, either to provide your ally with a vulnerable target or allow the ally to get away
Encounter Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Primary ability vs. Will
Hit: The target is dazed until the end of your next turn.
Effect: As a free action, one ally adjacent to the target can either take a move action or make a melee basic attack with a +2 power bonus to the attack roll.
Augment 2
Effect: As a free action, two allies adjacent to the target can each either take a move action or make a melee basic attack with a +2 power bonus to the attack roll.
You send out a telepathic command for your allies to get into position.
Encounter Psionic
Minor Action Close burst 5
Target: One ally in the burst, or each ally in the burst if this is your first turn of the encounter
Effect: Each target can shift half his or her speed as a free action.
You extend your psionic influence to everyone nearby, continually shifting the field of battle to perfect its arrangement.
Daily Implement, Psionic, Psychic, Stance
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Primary ability vs. Will
Hit: 4d6 + ability modifier psychic damage, and you slide the target 3 squares.
Effect: You can assume the stance of unequaled command. Until the stance ends, at the start of your turn you can either slide each ally within 5 squares of you 1 square or slide each enemy within 5 squares of you 1 square.
"The vast stores of knowledge at the Psiumarkh unlocked the true potential within my mind. Your crude attempts at psionics amuse me, but won’t prove much of an obstacle."
Prerequisite: Noble adept theme
Psionic power has an infinite number of uses, but few people on Athas develop more than a passing familiarity with their innate talents. Within the psionic schools of the city-states, or with private tutors, noble children are expected to hone their psionic powers. As with any type of study, most students don’t put forth much effort, and therefore don’t learn much. The average noble retains the barest vestiges of psionic training, just enough to overhear gossip from a distance or to telekinetically move a cup a few inches.
While your peers shirked their studies and neglected their psionic gifts, you devoured every piece of lore and technique you could. Fascinated by the capabilities of the mind, you practiced constantly and delved deep into the secrets of the Way. Every time you outmatched another student with your gifts, every time you tricked someone into giving you what you wanted, you felt a thrill you couldn’t find anywhere else. The world and your society reward the most cunning and the strongest, and you live up to those ideals.
Dazing Action (11th level): When you spend an action point to make an attack, one enemy you hit with that attack is also dazed until the end of your next turn.
Guarded Mind (11th level): You gain resist 10 psychic, increasing to resist 15 psychic at 21st level.
Scholar's Analysis (16th level): Once during an encounter when you hit an enemy with an attack, you can learn that enemy’s resistances. You also learn which of its Fortitude, Reflex, and Will are highest and lowest.
You compel your foe to remain still as you probe its mind and erode its defenses.
Encounter Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Primary ability vs. Will
Hit: 2d6 + ability modifier psychic damage, and the target is immobilized until the end of your next turn. In addition, until the end of your next turn the target either loses one resistance of your choice or takes a -2 penalty to the defense of your choice.
By predicting your enemy’s next attack, you devise the perfect strategy to both avoid it and retaliate.
Daily Psionic
Immediate Interrupt Close burst 5
Trigger: An enemy in the burst hits an ally with an attack.
Target: The triggering enemy
Effect: The target takes a -5 penalty to the attack roll and takes a -5 penalty to the defense the attack was made against until the end of its next turn.
Using your knowledge of all types of psionic power, you attack your enemies’ minds and construct ethereal chains and enervating spikes.
Daily Implement, Psionic, Psychic
Standard Action Area burst 3 within 20 squares
Target: One, two, or three enemies in the burst
Attack: Primary ability vs. Fortitude, Reflex, and Will
Hit (Fortitude): The target is weakened (save ends).
Hit (Reflex): The target is restrained (save ends).
Hit (Will): The target takes ongoing 15 psychic damage (save ends).
Special: One saving throw ends all effects on a single target.
"Who better to protect the land than the land itself?"
Prerequisite: Primal guardian theme
There is no greater calling than to protect the land, to shelter it from those who would exploit it for the power it contains. Your long associations with the spirit world revealed to you the fragile balance that allows life to continue despite the hardships. Only if this balance is maintained can life and the world recover, and so you make this your work, devoting your life to its protection.
The primal spirits are not blind to your sacrifice, and they respond to your efforts by lending aid where and when they can. Whenever you choose a land to guard, the spirits emerge from the broken landscape to add their strength to your own. They slow enemies as they approach and punish the trespassers.
As your bond with the land grows, so too does your understanding of its power. You can draw primal magic into yourself when you assume bestial forms, growing your strength and vitality. Within your guarded sites you can move from place to place, ensuring that nothing under your stewardship comes to harm. And if you face a dire threat, you can call forth the ancient spirits to harry and kill any you name as your enemy.
Guarded Land (11th level): Your connection to the world lets you form bonds with the land’s spirits. You gain the guarded land power.
Land Guarding Action (11th level): When you spend an action point to take an extra action, you can move the zone created by guarded land 3 squares. After the move, any enemy within the zone takes damage equal to your primary ability modifier.
Nature's Steward (11th level): Once per day, you can use the Speak with Nature ritual without expending components.
In addition, you no longer need to eat or drink.
Watchful Wrath (16th level): Once per round on your turn, as a free action you mark every enemy within the zone created by guarded land until the end of your next turn.
The land’s spirits awaken, answering your plea for aid.
Encounter Primal, Zone
Minor Action Close blast 3
Effect: You mark each enemy in the blast until the end of your next turn. The blast creates a zone that lasts until the end of the encounter, or until a creature uses arcane defiling within the zone. The zone is difficult terrain for your enemies. You can move the zone 1 square as part of a move action, or 3 squares as a move action.
The land is your ally, and at your call it rises up to smash your enemies.
Encounter Primal
Immediate Interrupt Area special
Trigger: An enemy within the zone created by your guarded land and marked by you makes an attack that does not include you as a target.
Target: Each enemy within the zone created by guarded land
Attack: Primary ability + 6 (9 at 21st level) vs. Fortitude
Hit: 2d10 + ability modifier damage, and you slide the target 3 squares to a square within the zone created by guarded land.
While on or near the lands you guard, nothing can hold you.
At-Will Primal, Teleportation
Move Action Personal
Requirement: You are within the zone created by guarded land or adjacent to it.
Effect: You teleport 3 squares to a square within the zone created by guarded land.
The land stirs to violence, snatching and rending your enemies.
Daily Primal
Standard Action Area special
Target: Each enemy within the zone created by guarded land
Attack: Primary ability + 9 vs. Reflex
Hit: 3d8 + ability modifier damage, and the target is immobilized and takes ongoing 10 damage (save ends both).
Miss: Half damage, and the target is immobilized (save ends).
"You speak of suffering? Look around you. Can you not see that the world cries in agony, too?"
Prerequisite: Shaman or primal guardian theme
The primal spirits all bear scars from the ancient conflict that led to the world’s devastation. Many vanished, consumed by destructive magic. Those who remained either retreated to the few remaining havens or turned to elemental power to sustain themselves in the bitter aftermath. It is to the ravaged, the broken, and corrupted that you turn to wage your war against tyranny and right the world’s course once more. You give voice to their grievances, guiding their wrath to destroy the enemy you have vowed to fight.
You have become the ally of these twisted primal spirits, who allow you to wield not only their strength but their very essence in your crusade against the despoilers. The spirits answer your commands, lending both primal and elemental power to your attacks. Their anger lets you drive your enemies to turn on one another, while at the same time sheltering your allies from harm or infusing them with elemental strength. The spirits are vengeful, and you are that vengeance personified. The most revealing aspect to your heightened connection is the ability to bind your spirit with your enemies, so that even as your companions close, your spirit rends the soul within.
Spirit Ride (11th level): After each extended rest, choose one of your allies and one of the following damage types: cold, fire, lightning, or thunder. The chosen ally gains resist 10 to that damage type and a +1 bonus to attack rolls with powers that deal damage of that type. These benefits last until you take another extended rest.
Wrathful Action (11th level): When you spend an action point to take an extra action, each enemy adjacent to you takes fire, cold, lightning, and thunder damage equal to your primary ability modifier.
Bountiful Returns (16th level): When you use a daily primal attack power, each ally within 5 squares of you gains temporary hit points equal to your primary ability modifier and can shift 1 square as a free action.
You force your enemy to endure the ravages that have plagued Athas, causing it to turn against one of its allies.
Encounter Charm, Primal, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Primary ability + 6 vs. Will
Level 21: Primary ability + 9 vs. Will
Hit: 1d10 + ability modifier psychic damage, and as a free action the target makes a basic attack against a creature of your choice, with a bonus to the damage roll equal to your ability modifier.
You summon the primal spirits of air and earth, creating a soothing whirlwind that washes over your allies to give them respite from their wounds.
Daily Healing, Primal
Minor Action Close blast 5
Target: Each ally in the blast
Effect: Each target regains hit points as if it had spent a healing surge and gains a +2 power bonus to all defenses until the start of your next turn.
You call forth the greatest and most vengeful of your spirit allies, sending that spirit to lash out at your enemies and bring them under your command.
Daily Charm, Primal
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Primary ability + 9 vs. Will
Hit: The target is stunned (save ends).
First Failed Saving Throw: The target is dominated instead of stunned (save ends).
Aftereffect: The target is dazed until the end of your next turn.
Miss: The target is dazed (save ends).
"Sometimes hard decisions must be made to further the interests of the State. The dictator trusts my judgment in these matters."
Prerequisite: Templar theme or sorcerer-king pact class feature
Through a combination of personal talent, family connections, wealth, and loyal service to Dictator Andropinis, you have won a high office among the templars of Balic. Most praetors are magistrates, overseers of commerce, or military commanders—they lack your personal might and are simply high-ranking officials and administrators. You, however, aren’t saddled with mundane duties. Instead, you are a personal representative of the dictator, vested with the power to further the interests of the state in whatever manner you deem appropriate. As a badge of your special office, you are entitled to wear a cloak or tunic with a purple stripe or border.
As a praetor legate, you might spy on Balic’s enemies, investigate corruption, look after the defense of the life-sustaining trade routes throughout the Forked Tongue, track down criminals, or search for ancient artifacts in ruined cities. You answer only to Andropinis himself . . . and if you are a true patriot, you might find that the interests of the dictator and the interests of Balic are not always one and the same.
Balic is friendlier to trade than any other city in the Tyr Region is, and several important merchant houses are based here. Consequently, praetors find that their duties often lead them to distant villages and even other cities, watching over Balic’s trade affairs. Most praetor legates are natives of Balic, but capable and trustworthy foreigners occasionally rise high in the ranks of Andropinis’s templars.
Praetor's Action (11th level): When you spend an action point to make an attack, the next ally who hits and damages one of the targets of your attack before the end of your next turn gains an action point.
Praetor's Censure (11th level): Whenever you bloody an enemy with an attack, that enemy grants combat advantage until the end of your next turn.
Chosen of Andropinis (16th level): Whenever an enemy starts its turn adjacent to you, you can slide that enemy 1 square as a free action.
You create a black, ghostly javelin of magical force. Its concussion drives your foe back and makes it a tempting target for your ally.
Encounter Arcane, Force, Implement
Standard Action Melee or Ranged 10
Target: One creature
Attack: Primary ability vs. Reflex
Hit: 3d8 + ability modifier force damage, and you push the target 3 squares.
Effect: The next ally who hits and damages the target before the end of your next turn gains resist 10 to all damage until the end of that ally’s next turn.
You stride through the air in a whirling cloud of dust.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, you can fly (hover) at your speed. You have an altitude limit of 1 square. You have concealment while flying or hovering.
You channel the power of Dictator Andropinis to pronounce a dire judgment on your foe. Your spell roots the target to the spot and crushes its will to resist you, and you offer a bounty of vitality on the head of the damned.
Daily Arcane, Healing, Implement, Psychic
Standard Action Close burst 10
Target: One creature in the burst
Attack: Primary ability vs. Will
Hit: 4d8 + ability modifier psychic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: The next ally who hits and damages the target before the end of the encounter regains hit points as though he or she had spent three healing surges.
"Arcane power steadies my mind and focuses my defenses. Those who are with me need not fear the battle’s outcome."
Prerequisite: Veiled Alliance theme
Preservers of the Veiled Alliance lead the way for spellcasters everywhere, keeping the only honorable path of arcane power alive. And yet as powerful as they are, most of them need stalwart warriors to hold back the enemy while they work their magic. Protecting preservers is a duty of all who consider themselves members of the Veiled Alliance.
You have taken this tenet to heart and become its embodiment. Involvement with preservers has taught you much. Your training with the Alliance has honed your skills so that you can disable any adversary. This practice might have even made you into a preserver proper, if you weren’t one before.
Now you are an elite defender of the Alliance and its goals, an ideal example of the preserving way. You weave arcane power to give your allies the openings they need. So that you and your allies can succeed, you hinder the enemy with specialized techniques. Victory is sometimes defined as mere survival or a daring escape, but preventing enemies of the Alliance from doing harm or making their own getaway is even better. Few do that better than you.
Alliance-Trained Mind (11th level): You gain a +1 bonus to Will and a +2 bonus to Insight checks and Perception checks.
Veiled Defender's Action (11th level): When you spend an action point, one enemy adjacent to you is marked by you and grants combat advantage (save ends both).
Marked Preservation (16th level): When an ally makes an arcane attack against a creature adjacent to you, you can mark that creature until the end of your next turn.
Using special techniques, you deliver a blow that wounds the body, mind, and soul.
Encounter Arcane, Weapon
Standard Action Melee weapon
Special: You can spend a minor action when you use this power to enhance it. If you do so and your attack hits, one ally adjacent to the target can shift 1 square.
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and you mark the target until the end of your next turn. Until the mark ends, the target can use only at-will powers and cannot recharge powers.
Your eldritch might threatens to knock aside those who stand in your path as you chase down a chosen adversary.
Encounter Arcane, Weapon
Move Action Personal
Effect: You move your speed to a square adjacent to an enemy. You mark that enemy until the end of your next turn. You have resist 10 to all damage during this movement, and each enemy that makes an opportunity attack against you during this movement is knocked prone.
With a vicious sweep of your weapon, you attract the attention of all nearby enemies. Leaving your presence is asking for swift punishment.
Daily Stance, Weapon
Standard Action Close burst 1
Special: You can spend a minor action when you use this power to enhance it. If you do so, you gain a +2 power bonus to the melee basic attack rolls granted by this stance.
Target: Each creature in the burst
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and you mark the target (save ends).
Miss: Half damage, and you mark the target until the end of your next turn.
Effect: You can assume the veiled guardian stance. Until the stance ends, when a target of this power marked by you leaves a square adjacent to you, you can make a melee basic attack against the target as an opportunity action. If your attack hits, the target cannot leave the square until the start of its next turn.
"The templars say otherwise, but there is life in the desert. More than life, there is also freedom."
Prerequisite: Wasteland nomad theme
The endless deserts, shattered mountains, and broken landscape are home to more than just rubble and debris. Life survives despite the challenges, as proven by the desert snakes, the dune mice, the scrabbling lizards, the burgeoning cacti, and more. As the nomadic tribes well know, life might be easier in some ways in the city-states, but it’s not impossible in the wastelands if you know what to look for and what to do. Yet there are greater secrets than these guarded by the land’s spirits. Through long sojourns in the deserted places of the world and years of studying the land’s mysteries, you have acquired the skills needed to subsist in the most barren environments. No land, no matter how desolate, poses so great a danger as to bar your passage.
As a dune strider, you are the living embodiment of wanderlust. The dust of a dozen cities and villages lies under your sandals; from the Ringing Mountains to the Sea of Silt, from the Endless Sand Dunes to the Road of Fire, you mean to take in all the splendors of Athas in good time. You witness the world from a unique perspective, seeing its beauty as well as its desolation, believing the possibility that the wrongs done to it can one day be righted. The land’s spirits offer you their power to aid in this restoration and help you to punish those who worsen the world and bring it ever closer to annihilation.
Dune Strider Action (11th level): When you spend an action point to take an extra action, until the start of your next turn you gain a +2 bonus to all defenses and you ignore difficult terrain.
Waste Walker (11th level): You gain a +2 bonus to Endurance checks and Nature checks.
You gain a bonus to Fortitude against attacks from diseases (including sun sickness) equal to your primary ability modifier.
Finally, when traveling overland, you and all allies who can see you gain a +2 bonus to speed and need only half the usual survival day requirements.
Shifting Sands (16th level): Whenever you shift, you gain concealment against enemies adjacent to you at the end of the shift until the start of your next turn.
The wind howls when your weapon connects, as the desert spirits clamor for blood to quench their bitter thirst.
Encounter Primal, Thunder, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 1[W] + ability modifier thunder damage, and the target is blinded until the end of your next turn.
Effect: You gain concealment until the end of your next turn.
You become a raging dust storm, sending your enemies stumbling as you sweep across the battlefield.
Encounter Primal
Move Action Personal
Effect: You swap places with a creature of your size or smaller within 3 squares of you. Then you can swap places with a different creature of your size or smaller within 3 squares of you. Each creature you swap places with grants combat advantage until the end of your next turn.
The accursed sun lends strength to your attack, leaving your enemy gasping beneath its punishing heat.
Daily Fire, Primal, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and the target is weakened (save ends). Each time the target fails this saving throw, it takes 10 fire damage and is knocked prone.
Miss: Half damage, and the target is weakened until the end of your next turn.
"Before I’m done, I’ll kill your friends, your family, even your kank. I’ll rip up every stone, tear down every building. I won’t stop until you and everyone you love are dead."
Prerequisite: Wasteland nomad theme
The deserts of Athas are breeding grounds for raiders, brigands, and bloodthirsty savages of all kinds. In a world where it takes backbreaking labor to scratch out a living from the dusty soil and countless people live under the shadow of famine and starvation, many creatures find it easier to get what they need by taking it from others. Most sand reavers operate in small bands, since large tribes can’t support themselves on the slim pickings of the deserts. Other reavers move from band to band and region to region, seeking out the easiest prey and most reliable companions they can find. Life among the marauding tribes is often brutal and short; the day a warrior fails to keep up with the march or take his next meal from the tribe’s latest victim is the day he is left behind, abandoned to his fate.
As a sand reaver, you are a wolf of the wilderness, a lean and hungry predator. You are familiar with the harsh laws of the desert bands and always ready to react to sudden violence—or begin it, if need be. You are regarded as an outlaw and an enemy to all civilized creatures, and your life is forfeit in any city-state you enter if you are identified for who and what you are. The best of your kind are outlaws with a glimmer of purpose and a rough code of honor, sworn to protect each other and to steal only from those who have goods to spare. The worst are rabid jhakars and ragged kestrekels without a single redeeming virtue. Where you fall on this scale is, of course, up to you.
Whether you chose a life in the desert or found it forced on you, your experiences leave you changed. Your softness, mercy, and empathy are gone, and in their place is only ruthless determination. But your struggles leave you stronger, tougher, and better able to withstand any difficulty you encounter. Above all, you are a survivor, and the wastes are your home.
Bloodlust Action (11th level): When you spend an action point to make an attack, you gain a +2 bonus to any attack roll made against a bloodied target.
Relentless Reaver (11th level): You add your primary ability modifier to your healing surge value.
Unspeakable Bloodlust (16th level): Whenever you hit a bloodied creature with a melee attack, that creature takes a -2 penalty to attack rolls until the end of your next turn.
Friend and foe alike must flee to escape your wild rage and whirling weapons.
Encounter Primal, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage. If the target ends its next turn adjacent to you, it provokes an opportunity attack from you.
Effect: You grant combat advantage until the start of your next turn.
Each foe you drop adds power to your destructive melee attacks.
Daily Primal, Stance
Minor Action Personal
Effect: You assume the bloody harvest stance. Until the stance ends, each time you reduce an enemy to 0 hit points with a melee weapon attack, you gain a bonus to the next damage roll you make with a melee weapon attack before the end of your next turn. The bonus equals your primary ability modifier.
Your brutal attack leaves the enemy with a difficult choice—stand and fight, or flee the battlefield.
Daily Healing, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 4[W] + ability modifier damage, and the target cannot shift (save ends).
Miss: Half damage, and the target cannot shift until the end of your next turn.
Effect: If the target is bloodied but still conscious after you use this power, you can spend a healing surge as a free action.
"I will stand! I will fight! If every bone in my body breaks and the sandstorm strips my flesh, still I will stand and fight!"
Prerequisite: Wilder theme
Practitioners of the Way form connections between their minds and bodies that allow them to go beyond their physical limits. Wilders with strong inborn talents have the strongest connection, and hurting such an individual causes his or her psionic power to flare even brighter. Some wilders have returned after being exiled to the desert, walking tall when they should be nothing but piles of picked-clean bones. Others have become notorious for their battle prowess, taking on wave after wave of enemies and dispatching each more viciously than the last.
As your foes attack, your mind surges and you feel your muscles and senses burn with new strength. With every cut and bruise you suffer, more power rushes over you, making your mind more dangerous and protecting or healing your damaged body.
Reinvigorating Surge (11th level): Whenever you score a critical hit, you can spend a healing surge.
Volatile Action (11th level): When you spend an action point to make an extra attack, until the end of your next turn attacks against targets of that extra attack can score a critical hit on a roll of 19–20.
Volatile Surges (16th level): Your at-will psionic attack powers can score a critical hit on a roll of 18–20.
After suffering your opponents’ attacks, you strike back, frying one with a psychic assault that prevents it from concentrating.
Encounter Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Primary ability vs. Will
Hit: 3d8 + ability modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls against you until the end of your next turn. If this attack is a critical hit, the target is also dazed (save ends).
You foresee your enemy’s doom.
Daily Psionic
Minor Action Close burst 5
Target: One enemy in the burst
Effect: Until the end of your next turn, when you or any ally hits the target with an attack, you can choose to end this effect and make that attack a critical hit.
Your psionic power overcomes all restraints, flooding out and manifesting shards of psionic force that surround your body.
Daily Force, Implement, Psionic
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Primary ability vs. Reflex
Hit: 3d8 + ability modifier force damage. The target takes ongoing 5 damage, and attacks against the target can score a critical hit on a roll of 18-20 (save ends both).
Miss: Half damage.
"I bind my rage to my blade, and I will bring it back within my mind only when it has slaked its thirst for your blood."
Prerequisite: Wilder theme or battlemind
The desperate conditions on Athas call for desperate measures. Wielders of the Way use slivers cut from their own minds to strengthen their armaments.The exchange is worth its price, since it lets them disorient and destroy their foes. They can always reclaim the mental fragments, though some wielders of the Way consider certain emotions to be liabilities and believe life runs smoother without those feelings cluttering their minds.
You entrust the wild, untamed parts of yourself to your weapon, mentally fracturing your personality and reinforcing your weapon—whether it’s an obsidian sword, a bone axe, or a rock warhammer—with that emotion. Though you still have a faint connection to that piece of your mind (at least enough to replace it later), you do have difficulty expressing the emotion associated with that fragment. Your allies find you inscrutable, wondering how you can fight with such ferocity while keeping a placid demeanor, or why your expressions and speech seem calm while you’re pursuing stronger and stronger foes.
Fragment of the Way (11th level): You remove an aspect of your psyche and bind it to your weapon. Whenever you take a short rest, you can choose to expend 1 power point at the end of that short rest. If you do so, until you rest again the next weapon attack you make that hits deals 1[W] extra damage to one target hit by the attack.
Paragon Power Points (11th level): You gain 2 additional power points.
Wielder's Action (11th level): When you spend an action point to make an extra attack, you regain 1 power point.
The Way Made Real (16th level): When you hit a target with an augmented psionic weapon attack power, you gain a +2 bonus to saving throws until the start of your next turn. You can gain this bonus only once per turn.
As your weapon strikes home, the aspect of your psyche imbued into your weapon burns into your foe’s mind and influences its actions.
Encounter Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and the target grants combat advantage until the end of your next turn.
Augment 2
Hit: 2[W] + ability modifier damage. Until the end of your next turn, the target grants combat advantage and any attack it makes provokes opportunity attacks.
You imbue your weapon with more of the untamed parts of your psyche, transferring those reckless emotions to your enemies.
Encounter Psionic
Minor Action Melee touch
Target: One weapon you are wielding
Effect: The next melee weapon attack you make with the target weapon dazes any creature it hits until the end of your next turn.
With a vicious attack, you fully embed the facet of your soul into your foe, overtaking its mind.
Daily Charm, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage.
Effect: The target is dominated (save ends). While it is dominated, the target gains a bonus to attack rolls equal to your primary ability modifier.
"How am I this good? Easy. I went to school."
Prerequisite: Any arcane class
You have a diploma from one of the premier arcane academies, but that bit of paper was only a formality. What you took away from your years of education was an unshakable grounding in the arcane fundamentals and a justifiable confidence in your command over these forces. Since then, you’ve mastered the basics of magic and have begun to weave arcane energy like a true artist. You recognize other practitioners who have your level of education by their calm control over magic, as well as the depths of their knowledge and creativity.
Arcane Underpinning (11th level): You gain a +2 bonus to Arcana checks. When you hit a target with an arcane at-will attack power, you gain a +1 bonus to attack rolls with an arcane attack power you use against that target before the end of your next turn.
Educated Action (11th level): When you spend an action point to take an extra action, you can also reroll the next attack roll you make that misses before the end of your next turn.
Fundamental Mastery (16th level): When you hit an enemy with an arcane at-will attack power, you deal 3 extra damage of the same type as the at-will power deals. This extra damage increases to 5 at 25th level.
You masterfully channel arcane energy into one of your simplest powers, imbuing it with surprising power.
Encounter Arcane, Reliable ; Implement or Weapon
Standard Action
Effect: Use one of your arcane at-will attack powers on the target. If you hit, you deal +2[W] damage, or +2 dice of damage if it is a nonweapon attack.
A moment of concentration allows you to reclaim the power invested in your faulty effort.
Encounter Arcane
Free Action Personal
Trigger: You miss every target when using an arcane encounter attack power.
Effect: The attack power is not expended.
With great skill, you increase the power of an oft-used spell to devastating effect.
Daily Arcane, Reliable ; Implement or Weapon
Standard Action
Effect: Use one of your arcane encounter attack powers on the target. That power is not expended. If you hit, you deal +2[W] damage, or +2 dice of damage if it is a nonweapon attack. You can also increase the duration of any effect the power applies to an enemy to “(save ends).”
Prerequisite: Any arcane class, at least two illusion at-will or encounter powers
You have adapted your arcane talents to control the field of battle. Your tradition originated with gnomes of the Feydark, who escaped their fomorian masters by mastering shadow magic to make their innate talent for illusions even more potent. Like those gnomes, you are an illusionist at heart, building your tactics on deception and misdirection. The shadowstuff you infuse into your spells makes those illusions a tangible part of the battlefield.
Battleweave (11th level): You gain the battleweave power.
Hindering Illusion (11th level): Whenever you hit a creature with an at-will illusion attack power, the creature is slowed until the end of your next turn.
Weaver's Action (11th level): When you spend an action point to use an illusion attack power, you have combat advantage against each target of the power. In addition, for each target you hit with the power, you can shift up to 2 squares as a free action.
Illusory Shelter (12th level): You gain the illusory shelter power.
Pierce Illusion (16th level): Any enemy takes a -2 penalty to its first saving throw against the effects of your illusion powers.
Reshape Battlefield (20th level): You gain the reshape battlefield power.
Shadow unfurls from your hands to surround your foes, setting up a haze of swirling darkness that leaves them at your mercy.
Encounter Arcane, Illusion, Implement, Psychic, Shadow
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence or Charisma vs. Will
Hit: 2d6 + Intelligence or Charisma modifier psychic damage, and the target is slowed and grants combat advantage until the end of your next turn.
You call forth the illusion of a bunker, a wall, or some other concealing structure to shield you and your allies from enemy eyes.
Daily Arcane, Illusion, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone that lasts until the end of your next turn. Your allies gain partial concealment while in the zone. In addition, you can place the following illusions anywhere in the zone: 2 squares of difficult terrain that allies can ignore, and one wall 3 of blocking terrain.
Sustain Minor: The zone persists until the end of your next turn.
You call forth shadowstuff to take the form of piles of rubble, rampart walls, obscuring mist, and deadly spikes to hinder your foes.
Daily Arcane, Illusion, Psychic, Shadow
Standard Action Area burst 3 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence or Charisma vs. Will
Hit: 3d6 + Intelligence or Charisma psychic damage.
Effect: You can distribute the following shadow terrain throughout the area of the burst.
* 5 squares of difficult terrain that allies can ignore.
* Two walls 3 of blocking terrain.
* 2 heavily obscured squares.
* 2 squares of caltrops. Any enemy that enters a caltrops square or ends its turn there takes damage equal to your Intelligence or Charisma modifier. A creature can take this damage only once per turn.
Once distributed, the shadow terrain is stationary and cannot be moved. The shadow terrain lasts until the end of the encounter or until you end this effect as a minor action.
"The power of the Abyss is mine to command. Demon, obey!"
Prerequisite: Any arcane class
You have nothing to fear from things you control. It’s the things you can’t control that can ruin you. As a demonologist, you know this lesson well. When you look into the eye of the Abyss, you have no doubt in your mind that you can learn to master it—one demon at a time, if need be.
You have never shrunk from looking into shady places to serve your ambition. The longer you peer into darkness, the more certain you become that the secret to overwhelming power is hidden in the Abyss.
As a consequence of your studies, you have gained the attention of a minor demon—a filthy quasit. Discussions with this companion have expanded your mind to grim new possibilities. At the same time, the lessons have dissipated any reservations that perhaps you have gone too far. The more you learn from this quasit, the greater the power you control. Thus far, you have blithely ignored a nagging suspicion that somehow things might go terribly wrong.
Demonic Action (11th level): When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. Each creature adjacent to you takes 5 damage of the chosen type, and you gain resist 10 to that type until the end of the encounter.
Demonic Companion (11th level): You gain a quasit companion. The quasit is a creature allied with you, but not with your allies.
You can communicate telepathically with the quasit as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so.
Your quasit’s level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block.
The quasit shares your healing surges. Whenever an effect requires your quasit to spend a healing surge, the surge is deducted from your total. When you use your second wind, your quasit also regains hit points equal to your healing surge value. At the end of a short rest, your quasit regains all its hit points.
If you die or your quasit drops below 1 hit point, it disappears. You have two ways of calling your quasit back.
Minor Action: You take a minor action and lose a healing surge. Doing so causes your quasit to appear in your space with hit points equal to your healing surge value.
Short or Extended Rest: You lose a healing surge at the end of the rest. Doing so causes your quasit to appear in your space with full hit points.
Quasit Actions
As a creature under your control, your quasit relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter.
Standard Actions: To take a standard action, your quasit needs you to take a standard action to command it to do so.
Move Actions: Whenever you take a move action, your quasit can also take a move action. Alternatively, you can stay put but take a move action to command your quasit to take a move action.
Minor Actions: To take a minor action, your quasit needs you to take a minor action to command it to do so.
Free Actions: Your quasit can take free actions without you taking an action to command it.
Triggered Actions: The quasit can take a triggered action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your quasit companion provokes an opportunity attack from it, you must take an opportunity action to command the quasit to make the attack.
Quasit Independent Actions: Your quasit serves you against its will. If you are in a situation where you can’t give the quasit commands, such as when you are unconscious, stunned, dominated, or more than 20 squares away from it, it acts under the Dungeon Master’s control as your enemy. When you can issue commands again, the quasit comes under your control once more.
A quasit acting independently can take a standard, a move, and a minor action on its turn. It can also take opportunity actions and free actions, but cannot take immediate actions.
Demonic Summons (16th level): Your quasit companion and any creatures you summon gain a +2 power bonus to damage rolls. In addition, these creatures gain resist 5 to one of the following damage types (choose when the creature appears): acid, cold, fire, lightning, or thunder.
You bind a demon to your enemy’s soul and bend the creature to your will.
Encounter Arcane, Charm, Implement
Standard Action Ranged 5
Target: One enemy adjacent to your quasit companion
Attack: Intelligence or Charisma vs. Will
Hit: You slide the target up to a number of squares equal to its speed. The target then makes a melee basic attack as a free action against a creature you choose. The target has combat advantage for the attack and a +4 power bonus to the damage roll. If the attack misses, the attacker is dazed until the end of its next turn.
You turn toward an enemy and fix it with a disturbing stare.
Encounter Arcane, Fear
Immediate Interrupt Close burst 3
Trigger: An enemy that can see you hits you while within 3 squares of you.
Target: The triggering enemy in the burst
Effect: The target takes a -4 penalty to the attack roll and grants combat advantage to you until the end of your next turn.
You rip a hole in reality, letting loose a horde of minor demons that claw, rend, and trip your foes.
Daily Arcane, Implement, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence or Charisma vs. Fortitude
Hit: 2d8 + Intelligence modifier or Charisma modifier damage, and the target falls prone.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of the encounter. While the zone persists, you can take a standard action to cause each creature in the zone to take 5 + your Intelligence modifier or Charisma modifier damage and fall prone. If the creature is already prone, it takes 5 extra damage.
"Never underestimate the value of a well-timed jest."
Prerequisite: Dragonborn, any arcane class
Dragonborn can be a harsh and taciturn race. When a dragonborn becomes known for excessive jesting or practical jokes, he or she is shunned and called glee-born or “touched by copper.” Rather than accept scorn, glee-born embrace their fun-loving nature and welcome the title with pride, even if they are forced into exile away from dragonborn lands. Luckily, many human kings welcome glee-born into their courts as jesters or courtesans.
Glee-born are quick to laugh, but they can be dangerous in battle. A sly word or cutting insult can easily distract a foe, and glee-born are known to have arcane talents that they use liberally in combat.
Only true copper dragons could match the sly wit of a glee-born, and many scholars posit that the gleeborn must have coppers in their lineage. Indeed, the scales of older glee-born have been known to develop an orange hue and even a green verdigris tinge late in life. If they live long enough, that is.
Glib Tongue (11th level): You gain a +3 bonus to Bluff checks and Diplomacy checks.
Insulting Action (11th level): When you miss a target that grants combat advantage to you, you can spend an action point to reroll that attack roll with a +2 bonus. You must use the result of the second roll.
Captive Audience (16th level): When you hit a creature with an arcane attack, each enemy adjacent to the target grants combat advantage to you until the end of your next turn.
Arcane force washes outward from you . . . but you aren’t there anymore.
Encounter Arcane, Force, Implement
Standard Action Close burst 2
Target: Each creature in the burst
Effect: Before or after the attack, you can shift half your speed.
Attack: Intelligence or Charisma vs. Reflex
Hit: 2d8 + Intelligence modifier or Charisma modifier force damage, and the target takes a -2 penalty to its next attack roll before the end of your next turn.
You fake left and dance right, taking away your attacker’s advantage.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, you do not grant combat advantage for any reason.
You confuse your opponent with quick words and a charming smile.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence or Charisma vs. Will
Hit: 2d10 + Intelligence modifier or Charisma modifier psychic damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).
"They say my soul is lost. I say it’s not too late for me to win it back."
Prerequisite: Tiefling, any arcane class
The nobility of ancient Bael Turath made certain promises in exchange for power, but your compact with hell is something new. To put it bluntly, you’ve sold your soul for power. Deep in the Nine Hells, an archdevil holds a contract willingly signed in your hand with your blood.
At the time, the bargain seemed like a good idea: trade away something with no material worth for secrets of arcane power. But the more you learn, the more you worry that you’ve underestimated the value of what you gave up.
Many have forsaken you, perhaps even some of your own friends. But you hold out hope that you can change the destined tragic ending of your story. After all, you helped write it, so why can’t you alter the tale? If nothing else, you’ll use the power you’ve been given to make the collection of your soul more costly than the holder of the contract expects it to be.
Infernal Retribution (11th level): Whenever you take ongoing damage, choose an enemy that you can see within 10 squares. That enemy takes fire damage equal to the damage you just took.
Secrets of Arcane Might (11th level): When you spend an action point, add your Charisma or Intelligence modifier as extra damage on a hit with each arcane attack power you use before the end of your next turn.
Rewards of Arcane Mystery (16th level): When you use an arcane power to reduce an enemy to 0 hit points, you gain temporary hit points equal to your Charisma or Intelligence modifier.
When the attack lands you vanish in a ball of fire and reappear elsewhere, unscathed by the flames that consume your foes.
Encounter Arcane, Fire, Implement, Teleportation
Immediate Reaction Close burst 1
Trigger: An enemy hits you with an attack
Target: Each enemy in the burst
Attack: Charisma or Intelligence vs. Reflex
Hit: 2d6 + Charisma or Intelligence modifier fire damage.
Effect: You teleport 5 squares.
The powers of hell offer you solace, at the potential cost of your own vitality.
Encounter Arcane
No Action Personal
Trigger: You fail a saving throw
Effect: Reroll the save with a bonus equal to your Charisma or Intelligence modifier. If the new save fails, lose a healing surge (or hit points equal to your surge value, if you don’t have any healing surges left).
You call upon the power of the Nine Hells to lend you a portion of the Iron City’s unmatched protection.
Daily Arcane, Conjuration, Fire, Implement
Standard Action Area wall 12 within 10 squares
Effect: You conjure a wall of red-hot iron. The wall can be up to 6 squares high and must be on a solid surface. The wall is a solid obstacle. It can be climbed with an Athletics check (DC 20 + one-half your level). Each square of the wall has 100 hit points and crumbles into difficult terrain if it is destroyed. The whole wall crumbles into dust at the end of the encounter.
Any creature that starts its turn adjacent to or on the wall, or that attempts to climb it, takes 3d8 + Charisma or Intelligence modifier fire damage.
"The unquenchable hunger, the unrestrained passion, the merciless destroyer. Fire serves me; be wary."
Prerequisite: Any arcane class
The history of pyromancy parallels the history of all magic among the mortal races. As soon as they first dabbled in the arcane, primitive wizards sought to apply that power to one of the most intimidating and important natural forces of their experience: fire. They learned rudimentary spellcraft under the difficult tutelage of flame, and their experiments became the foundation for almost every subsequent study.
Ironically, pyromancy’s lessened popularity indicates its importance. It remains so fundamental that many wizards take it for granted, relegating it to their perceived inferiors. Common presumptions reveal the truth, however: Tales of wizardry nearly always include at least one fireball.
As a Master of Flame, you embrace this ancient discipline without regard for anyone’s disdain. You will show them true mastery of magic as you devastate opponents with the force they overlook.
Combustive Action (11th level): When you spend an action point to take an extra action, you deal fire damage equal to your level to each enemy adjacent to you.
Critical Conflagration (11th level): Whenever you score a critical hit with an arcane fire attack, one creature you hit with the attack takes ongoing fire damage equal to twice your Intelligence modifier (save ends).
Swath of Destruction (16th level): When you use an arcane fire burst or blast attack, you can increase the size of the burst or blast by 1.
As flames envelop one of your enemies, you cause the flames to swell and spread to another.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature taking ongoing fire damage
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier fire damage, and any ongoing fire damage the target is taking increases by 5.
Effect: Make a secondary attack in an area burst 1 centered on the primary target.
Secondary Target: Each creature in the burst
Secondary Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage.
You become a creature of pure flame.
Daily Arcane, Fire, Polymorph
Minor Action Personal
Effect: You transform into a creature of fire until the end of the encounter. While in this form you gain the following benefits and limitations: You are insubstantial, you can shift 1 square as a minor action, you are immune to fire, you gain a +5 power bonus to damage rolls with arcane fire attacks, and you cannot use any attack power without the fire keyword. Additionally, whenever an enemy hits you with a melee attack, it takes fire damage equal to 5 + your Intelligence modifier.
You summon a titanic column of flame that draws everything nearby toward destruction.
Daily Arcane, Fire, Implement, Zone
Standard Action Area burst 2 within 10
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes 15 fire damage (a creature can take this damage only once per turn). Make a secondary attack as an area burst 4 with the same origin square.
Secondary Target: Each creature in the burst
Secondary Attack: Intelligence vs. Fortitude
Hit: You pull the target 2 squares toward the attack’s origin square.
Sustain Minor: The zone persists until the end of your next turn, and you repeat the secondary attack.
"My path guides Athas back toward health. It does the opposite for those who oppose me."
Prerequisite: Arcane class
For most arcane spellcasters, the urge to defile is an ever-present temptation that whispers deep in their souls. The unseen life energy of plants and animals nearby sings with power as a spell is shaped, a ripe fruit waiting to be plucked and savored. Far too many spellcasters see no reason to resist, and they eagerly rip away the life essence to fuel their magic, but those who choose the preserver’s path carefully shape their spells around this fragile aura, drawing a little energy from many different places, and never so much that the life that it emanates from is harmed or extinguished.
In this delicate give-and-take of spellcasting, the master preserver is an arcanist who has developed a perfect sense for the balance of destruction and power. Whereas other casters struggle to maintain their discipline and must consciously control their impulse to drink too deeply of the fragile energy around them, the master preserver’s self-control, experience, and intuitive grasp of the subtle currents at play allow him to instantly shape his spells without fear of defiling. In fact, the master preserver’s skill and precision are so great that he can often match the raw power of the most reckless defilers without harming a single blade of grass.
When you choose the master preserver’s path, you turn your back on defiling forever. From that day forward, the whispers of temptation hold no more power over you. But in exchange, your sacrifices have led you to a place where you need to give less to perform your magic; the world now gives you a little back. If this situation isn’t confirmation of your path’s integrity, what else could be?
Blessing of the Land (11th level): You can no longer use arcane defiling. In addition, you gain a +2 bonus to Endurance, Nature, and Perception checks.
Master Preserver's Action (11th level): When you spend an action point to make an arcane attack, you can choose to reroll one attack roll or damage roll and use either result.
Surging Vitality (16th level): Whenever you spend a healing surge, one ally within 10 squares of you regains hit points equal to twice your primary ability modifier. In addition, you gain a +1 bonus to attack rolls with arcane attack powers until the end of your next turn.
Your mastery of preserving allows you to conserve the fleeting vitality of your enemy to invigorate an ally.
Encounter Arcane, Healing
Standard Action Personal
Effect: You can use one of your arcane at-will attack powers as a free action. If you hit, you deal 1d10 extra damage, and you or one ally within 10 squares of you can spend a healing surge.
You shield your ally’s life with your arcane energy.
Encounter Arcane
Immediate Interrupt Close burst 5
Trigger: An ally in the burst takes damage from an attack.
Effect: The damage the ally takes is reduced by 10 + your primary ability modifier.
You radiate scintillating light that burns into the minds of your enemies and fills your allies with light and life.
Daily Arcane, Healing, Implement, Radiant, Zone
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Primary ability vs. Will
Hit: 2d10 + ability modifier radiant damage, and the target takes a -2 penalty to attack rolls and cannot recharge powers (save ends both).
Effect: The attack creates a zone that lasts until the end of the encounter or until you dismiss it as a free action. When you move, the zone moves with you, remaining centered on you. Any ally within the zone who hits with an attack deals 2d6 extra radiant damage or regains hit points equal to your primary ability modifier.
"I have mastered a study of magic that was ancient when your kind were barbarians at our feet."
Prerequisite: Dragonborn, any arcane class, Draconic Spellcaster.
In ancient Arkhosia, arcane spellcasters studied the Ninefold Path, a way toward both arcane mastery and spiritual awakening. The steps along the path represent an increasing attunement to the draconic energies in the initiate’s being, a practice that unites the study of magic with the innate characteristics of the dragonborn race.
You are a master of the Ninefold Path, on your way toward arcane perfection as the scholars of Arkhosia understood it. Your dragon breath is another spell in your arsenal, and when you use spells that create the same elemental force as your breath, you demonstrate mastery over the magic that powers them.
Breath Expertise (11th level): Your dragon breath power is considered an arcane power belonging to each of your arcane classes. If you are wielding an implement you can use for your arcane powers, you may add the implement’s enhancement bonus to the damage rolls for your dragon breath power.
Dragon Breath Action (Ninefold Master) (11th level): When you spend an action point to take an extra action, you can also use your dragon breath as a free action, even if you have already expended it in this encounter.
Draconic Resistance (16th level): Choose one damage type you can deal with your dragon breath power. You gain resistance to that damage type equal to 5 + one-half your level.
The innate energy of your draconic breath forms a shield around you, pushing your enemies away.
Encounter Arcane, Implement, Varies
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence or Charisma vs. Fortitude
Hit: 3d6 + Intelligence modifier or Charisma modifier damage, and push the target 1 square. The damage is the same type as any type you can deal with your dragon breath.
As your foe unleashes a blast of elemental power, you release your own, subtly altering your draconic breath to negate your enemy’s attack.
Encounter Arcane
Immediate Interrupt Close blast 3
Trigger: An enemy targets you with a close or area attack that deals a damage type you can deal with dragon breath
Effect: Your space and the blast are not considered part of the triggering attack’s area of effect.
Your exhalation of elemental energy transforms into a swirling vortex of power.
Daily Arcane, Implement, Varies, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence or Charisma vs. Reflex
Hit: 3d8 + Intelligence modifier or Charisma modifier damage. The damage is the same type as any type you can deal with your dragon breath.
Effect: The blast becomes a zone that lasts until the end of your next turn. A creature that enters or starts its turn in the zone takes 10 damage of the same type as the initial attack's damage (a creature can take this damage only once per turn). As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists.
Prerequisite: Any arcane class, training in Religion
From time to time, the Raven Queen’s gaze lingers on a mortal soul whose courage and devotion sparks her cold heart. To these mortals she sends a special boon—a raven-shaped shadow whose appearance is a sign of her favor.
Those who gain this blessing are known as ravenkin, and from that point on they are never truly alone. The shadow raven that keeps them company is a physical connection to the god of death. Devout worshipers of the Raven Queen are the most common ravenkin. However, some ravenkin are recent converts to her faith, unsure of what they have done to warrant such a gift.
Since the blessing that marked you as a ravenkin, you have been aware that you are watched by the Raven Queen. Some might grow uneasy under such scrutiny, but you embrace it, knowing that you have a special place in the god’s plans.
Murderous Action (11th level): When you spend an action point to use an arcane attack power and your shadow raven familiar is in active mode, the attack can originate from the shadow raven’s space.
Shadow Raven Familiar (11th level): You gain a shadow raven familiar.
Sight of the Raven (11th level): While your shadow raven familiar is in passive mode, you have darkvision.
Winter's Raven (11th level): You gain the winter’s raven power.
Raven Harrier (12th level): You gain the raven harrier power.
Bonded Raven (16th level): You can communicate telepathically with your shadow raven familiar out to a range of 10 squares. You must have line of effect to your familiar to communicate in this manner. Your familiar also gains a +2 bonus to all defenses.
An Unkindness of Ravens (20th level): You gain the power an unkindness of ravens.
As an enemy aims at you, your raven unfurls as a shroud of bitter wind that deflects the attack.
Encounter Arcane, Cold, Implement, Shadow
Immediate Interrupt Close burst 5
Trigger: An enemy within 5 squares of you targets you with a ranged attack.
Target: The triggering enemy in the burst
Attack: Wisdom or Charisma vs. Reflex
Hit: 2d8 + Wisdom or Charisma modifier cold damage.
Effect: If your shadow raven familiar is present, it appears adjacent to the target in active mode. The target takes a -2 penalty to attack rolls until the end of your next turn.
Your shadow raven flies shrieking into combat at your command, distracting a foe to grant you the advantage.
Encounter Arcane, Shadow
Minor Action Personal
Requirement: Your shadow raven familiar must be in active mode.
Effect: One creature adjacent to your shadow raven familiar grants combat advantage until the end of your next turn.
Your shadow raven splinters into a dozen distinct shapes, attacking your enemies with deathly cold.
Daily Arcane, Cold, Implement, Necrotic, Shadow
Standard Action Close burst 3 centered on you or your shadow raven
Target: Each enemy in the burst
Attack: Wisdom or Charisma vs. Reflex. If the target is bloodied or undead, you gain a +2 power bonus to the attack roll.
Hit: 2d8 + Wisdom or Charisma modifier cold and necrotic damage, and the target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
Miss: Half damage, and the target is slowed (save ends).
Prerequisite: Any arcane class
You became a shadowthief when you fell victim to a curse that stole your own shadow away, replacing it with a dark hunger for the shadows of other creatures. You now use your arcane knowledge to seek and draw strength from those shadows, fueling the magic on which your dark power is built.
Harvest of Shadows (11th level): When you spend an action point to make an attack that allows you to use your Shadow Feast path feature, you gain two shadows when you use Shadow Feast instead of one shadow.
Shadow Feast (11th level): Whenever you reduce an enemy to 0 hit points with an arcane attack power, you gain one shadow. You can have multiple shadows, and they last until the end of the encounter.
As a free action, you can spend up to four of these shadows to gain a power bonus to your next attack roll, damage roll, or saving throw. This bonus is equal to 1 per shadow spent.
Shadow Lance (11th level): You gain the shadow lance power.
Shadowcursed (11th level): You gain a +2 bonus to all defenses against shadow attack powers and against the attacks of shadow creatures and undead.
Shadow Walk (Shadowthief) (12th level): You gain the shadow walk power.
Decisive Darkness (16th level): Whenever you bloody an enemy or score a critical hit against an enemy, you gain one shadow.
Shadowcurse Cataclysm (20th level): You gain the shadowcurse cataclysm power.
A potent spike of darkness lances out at your foe, sundering its life force for your own use.
Encounter Arcane, Implement, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Intelligence or Charisma vs. Fortitude
Hit: 2d10 + Intelligence or Charisma modifier necrotic damage.
Effect: You gain one shadow. If the attack hits, you instead gain two shadows. If the attack reduces the target to 0 hit points, you instead gain three shadows. These shadows are in addition to the ones you gain from your Shadow Feast path feature.
The shadows of the creatures you have slain unfurl across the battlefield, forming a path that only you can walk.
Encounter Arcane, Shadow, Teleportation
Move Action Personal
Requirement: You must have at least one shadow available to spend.
Effect: You spend at least one shadow and teleport up to 5 squares plus 2 squares per additional shadow spent.
You raise your hands to the sky, calling down a storm of shadow against your foes.
Daily Arcane, Implement, Necrotic, Shadow
Standard Action Close burst 10
Target: One enemy in the burst; for every two shadows you spend, this power targets an additional enemy in the burst.
Attack: Intelligence or Charisma vs. Fortitude
Hit: 5d6 + Intelligence or Charisma modifier necrotic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
"Only the Goddess can hear your prayers, but I will do whatever I can to champion them."
Prerequisite: Any arcane or divine class that can use an implement; must worship Selûne
You follow the sometimes radiant and sometimes shadowy path of the mistress of the skies, Selûne. Through the world’s many changes, one story remains eternal: Selûne’s vigilant opposition to the machinations of her dark sister, Shar. Silverstars carry the light and hope of their goddess into the darkness, championing causes others think lost.
Unlike many of the other gods and goddesses, Selûne is willing to share some of her power with worshipers who are not solely devoted to studying her will. Wizards, warlocks, bards, and sorcerers can become silverstars of note.
Before the Spellplague, Selûne’s mortal concerns often centered on lycanthropes: werewolves, wereboars, werebears and other worshipers who could change into animal shapes governed by the moon. After the Spellplague, lycanthropy spiraled beyond Selûne’s benevolent control. She does what she can for its victims, but sometimes all she can do is offer a swift silver blade.
Goddess of Changes (11th level): You are immune to diseases carried by lycanthropes. All your weapon and implement attacks count as if they were made with silvered weapons.
Moonsparked (11th level): When you spend an action point to take an extra action, all enemies within 5 squares of you cannot benefit from concealment or invisibility until the end of your next turn.
Open Discipline (11th level): The ability used for attack powers associated with this paragon path is the highest of your Charisma, Intelligence, or Wisdom. Characters who use the arcane power source can use their implements as normal with these powers.
Moon Oracle (16th level): When you hit with an attack on your turn, all allies within 20 squares of you gain a +2 bonus to saving throws until the end of your next turn.
You conjure a small orb of luminescent silver light that streaks to your enemy. Its power is unpredictable, but so are the moods of the moon.
Encounter Divine, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will, Wisdom vs. Will, or Charisma vs. Will
Hit: While you are bloodied, deal 3d10 + Intelligence, Wisdom, or Charisma modifier psychic damage. If you are not bloodied, the target is instead stunned until the start of its next turn.
Where you walk in the power of your goddess, darkness yields to silvery splendor.
Daily Divine
Minor Action Personal
Effect: Until the end of the encounter, darkness within 6 squares of you counts as dim light.
From overhead a spiraling column of cold, white light descends against your foe. Even as it consumes the wicked, your allies are soothed by its cool glow.
Daily Divine, Healing, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex, Wisdom vs. Reflex, or Charisma vs. Reflex
Hit: 4d10 + Intelligence, Wisdom, or Charisma modifier radiant damage, and all allies within 5 squares of the target regain hit points equal to one-half your level + your Charisma modifier.
Miss: Half damage, and all bloodied enemies within 5 squares of the target take radiant damage equal to your Charisma modifier.
Death is not always the end. Not until the fight is over.
Prerequisite: Any arcane, divine, or shadow class; must worship Nerull
For those who devote themselves to Nerull, the nature of the Reaper becomes clear. These few can access a shard of Pluton—a domain of the restless dead unclaimed by the Raven Queen—and bend it to their will. For a true worshiper of Nerull, few higher rewards exist.
As a soul binder, you have bound a soul to your service. The soul might be that of an enemy whose torment you wish to prolong, a loved one whose company you wish to keep, or a friend whom you’re saving from a vile afterlife. Regardless of your reasons, the soul must protect and serve you.
Call Bound Soul (11th level): You gain the call bound soul power.
Soul-Bound Action (11th level): When you spend an action point, your bound soul can also take a standard action.
Touch of Pluton (11th level): You can choose for your attacks that deal necrotic damage to also deal radiant damage.
Overflowing Soul (12th level): You gain the overflowing soul power.
Death Is the Source (16th level): Whenever your attack or that of your bound soul drops a nonminion enemy below 1 hit point, you gain temporary hit points equal to 5 + one-half your level. As a free action when you gain the temporary hit points, you can transfer some or all of these hit points to your bound soul.
Gray Legionnaires (20th level): Gain the gray legionnaires power.
You call the soul bound to serve you into the physical realm.
Encounter Divine, Summoning
Minor Action Ranged 5
Effect: You summon your bound soul into an unoccupied space within range. The soul is an ally to you and your allies.
The soul lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the bound soul’s description. You must have line of effect to the soul to command it. When you command the soul, you and the soul share knowledge but not senses.
When the soul makes an attack roll or a check, you make the roll using your statistics, not including any temporary bonuses or penalties.
The soul lasts until it drops below 1 hit point. At that time, you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, the soul lasts until you dismiss it as a minor action or until the end of the encounter.
Your bound soul leaves and grants your allies false life.
Encounter Divine
Minor Action Area burst 2 centered on your bound soul within 10
Effect: Your bound soul is dismissed, and you and each ally in the burst gain 10 temporary hit points.
You lose touch with the physical world as you summon more souls of Pluton to serve you.
Daily Divine, Summoning
Standard Action Close burst 5
Effect: You summon three bound souls into unoccupied spaces within range. These souls are allies to you and your allies. You grant combat advantage while more than one of your bound souls is present.
Each soul lacks actions of its own. Instead, you spend actions to command it mentally. When you spend an action to command one of your bound souls, each of your bound souls can also take that same type of action, choosing from the actions in the bound soul’s description.
You must have line of effect to the soul to command it. When you command the soul, you and the soul share knowledge but not senses.
When a soul makes an attack roll or a check, you make the roll using your statistics, not including any temporary bonuses or penalties.
Each soul lasts until it drops below 1 hit point. At that time, you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, the soul lasts until you dismiss it as a minor action or until the end of the encounter.
"I am the lurking sickness in your veins, the lurking fear in your mind, and the lurking stain on your soul. From me you’ll receive no less than you deserve."
Prerequisite: Any arcane class or Covenant of Malediction class feature, Vistani Heritage
Rumor and legend speak of horrifying Vistani curses. Few are willing to put these dark parables to the test. Threat of ill fortune or a wasting disease is enough to keep the Vistani safe from numerous threats.
Folk do well to heed the folktales, because the stories are true. Of this fact you are living proof.
Although many a Vistani knows the magic to place a lasting curse on someone who has offended the clan, you are something more. In an instant, with but a glare and an oath, you can turn fortune against your adversaries. Those who dare raise their hands against you soon see the folly of their actions.
Any who show you the respect and camaraderie you deserve have little to fear. While standing beside you or watching your back, your allies benefit from the bad luck you hurl at your foes. They could even say that you bring them good fortune instead of afflicting enemies. Despite the reality, with a sly Vistani smile, you might let them believe this is true.
Cursed Action (11th level): When you spend an action point to make an attack, you gain combat advantage against each of your targets.
Sight Beyond Sight (11th level): Whenever an effect would blind you, you can make one saving throw to remove that effect as a free action, even if that effect doesn’t normally allow a save. Additionally, you ignore concealment for any creature within 5 squares of you.
Master of the Vistani Curse (16th level): You can use evil eye of the Vistani one additional time per encounter.
You lay an imprecation on your adversary, driving its friends too far away to offer protection and opening your foe to attack.
Encounter Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence, Wisdom, or Charisma vs. Will
Hit: 2d8 + Intelligence, Wisdom, or Charisma modifier psychic damage. Until the end of your next turn, the target grants combat advantage, and any enemy within 3 squares of the target takes a –4 penalty to attack rolls and cannot regain hit points.
With a word, you turn a sure strike into a glancing blow that momentarily throws your opponent off balance.
Daily
Immediate Interrupt Personal
Trigger: An enemy hits or misses you with an attack
Effect: Whenever the target makes an attack roll (including the attack roll that triggered this power), roll 1d6 and subtract the result from the target’s attack (save ends).
Your curse attracts doom to your enemies, and it rewards with continued pain their insolent attacks against you and your allies.
Daily Implement, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence, Wisdom, or Charisma vs. Will
Hit: 3d8 + Intelligence, Wisdom, or Charisma modifier psychic damage.
Miss: Half damage.
Effect: The target grants combat advantage and has ongoing 10 damage (save ends both). Until the target saves against this effect, once each turn when the target hits an ally, roll 1d6. The target takes a penalty to saving throws equal to the result of this roll until the end of your next turn.
"It is my destiny to unite the Great Teacher’s peoples once again."
Prerequisite: Dragonborn, any divine class
The Great Teacher was revered by all the peoples of his underground realm. The ancient adamantine dragon’s influence didn’t spread into the land of sun and wind, but in the rock, ore, and fungus of the Underdark, his benevolence erected an island of good under the earth. Long ago, the Great Teacher rescued a group of dragonborn that that were beset by denizens of the Underdark, and instead of returning to the surface, these dragonborn devoted themselves to the Adamantine. They became his Adamant Instructors and together they forged a noble nation around the Great Teacher’s hoard in the cavern complex they called Adamanth. The dragonborn prospered under the Teacher’s guidance, and Adamanth became a haven for all that was good and strong. Even some drow and duergar were drawn by the Great Teacher’s benevolence to renounce their darker ways and live in peace under the rule of the Adamant Instructors.
Then one day the Great Teacher departed Adamanth to deal with a nasty group of purple dragons that were slaughtering his people on the borders of his influence. He never returned. For decades, the Adamant Instructors have followed the Great Teacher’s instructions, which were carved on a disk of solid adamantine in flowing draconic script by the ancient dragon before he departed. But the Adamant Instructors are hard-pressed to keep hope alive in Adamanth. Purple worms continue to assail them, the drow are assembling an army, and rumors say that mind flayers are stirring in the deep caves to the west. In the absence of the Great Teacher, it is up to the Adamant Instructors to lead the adamantine dragon’s people through these dark times.
Instructed Action (11th level): When you spend an action point to take an extra action, you and each ally within 5 squares of you gain a +2 power bonus to the next attack roll made before the end of your next turn.
Thunderous Teachings (11th level): Your dragon breath racial power deals thunder damage in addition to any damage type it might have dealt previously. In addition, when you hit a creature with dragon breath, the target takes 1d6 extra damage (2d6 extra at 21st level) and you can push the target 1 square.
Insightful Negotiator (16th level): You gain a +3 bonus to Insight checks. In addition, you can make an Insight check in place of any Diplomacy check.
You rear back your scaled head and let loose a mighty roar, distracting all those in your path.
Encounter Divine, Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma or Wisdom + 6 vs. Reflex
Level 21: Charisma or Wisdom + 9 vs. Reflex
Hit: 2d8 + Wisdom modifier thunder damage, and the target grants combat advantage until the end of your next turn.
An inspired speech escapes your scaled lips, inspiring your allies with words reminiscent of the Great Teacher’s instructions.
Daily Divine
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: The target gains a +2 power bonus to all defenses until the end of the encounter.
You beckon toward the enemy and impress the will of the Great Teacher upon him.
Daily Charm, Divine, Implement, Psychic, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Wisdom or Charisma vs. Will
Hit: 1d10 + Wisdom modifier or Charisma modifier psychic damage, and the target is dominated and takes ongoing 5 thunder damage (save ends both).
Miss: 1d10 + Wisdom modifier or Charisma modifier psychic damage, and target is dazed and takes ongoing 5 thunder damage (save ends both).
"Gold, red, puce, doesn’t matter one copper to me. All I care about is whether or not you serve the Chromatic Dragon. This is one thing I just can’t stand."
Prerequisite: Any divine class
The titanic struggle between Bahamut and Tiamat is legendary. Throughout history, the two gods have clashed, their armies mustering and throwing themselves against each other repeatedly as the two powers struggle for dominance. No matter the other interests guiding them or their involvement in the natural world, their longstanding animosity inevitably comes to the fore. Many champions fighting for the Platinum Dragon identify this endless conflict and come to see Tiamat as evil’s author in the world. Those who do might take the battle to Tiamat’s followers, committing themselves to rooting out and destroying her dragons and other servants. As a Chromatic Bane, you devote your training and purpose to the destruction of evil dragons. Metallic or chromatic, planar or otherwise, if the dragon is sworn to the Lady of Avarice, it becomes your sworn enemy. You hone your fighting techniques to withstand draconic fury and develop ways to lend aid to comrades who fight at your side. When you master your style, you become Tiamat’s bane, a relentless adversary opposing her designs on every front.
Inspired Bravery (11th level): When you end your turn, one ally who can see you can make a saving throw against a charm effect or a fear effect.
Resilient Action (11th level): When you spend an action point to make an extra attack, you also gain resist 10 to one of the following damage types until the end of the encounter: acid, cold, fire, lightning, or poison. At 21st level, the resistance increases to 15.
Platinum Mantle (16th level): You gain the Channel Divinity power platinum mantle.
Destructive power washes around you, but Bahamut protects you and those who trust you.
Encounter Divine
Immediate Interrupt Close burst 3
Channel Divinity: You can only use one Channel Divinity power per encounter.
Trigger: You are hit by a close or area attack
Target: You and each ally in the burst
Effect: The target gains a +2 bonus to all defenses until the end of your next turn.
As your foe strikes you, you roll to the side to make a punishing counterstrike.
Encounter Divine, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy hits you with a melee attack
Target: The triggering enemy
Effect: Before your attack, shift 5 squares to any square adjacent to the target.
Attack: Strength, Wisdom, or Charisma vs. AC
Hit: 1[W] + Strength, Wisdom, or Charisma modifier damage, and you gain a +2 bonus to all defenses until the end of your next turn. If the target is a dragon, this attack deals an extra 1[W] damage.
You voice is a clarion, cutting through the confusion to stir your ally to action.
Daily Divine
Minor Action Close burst 10
Target: One dazed or stunned ally in the burst that you can see
Effect: The dazed or stunned condition ends and the target can take a move action as a free action.
Your foe recoils from your attack in agony, but your pursuit of justice brings you implacably after it.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength, Wisdom, or Charisma vs. AC
Hit: 4[W] + Strength, Wisdom, or Charisma modifier damage, you slide the target 3 squares and shift 3 squares to a square adjacent to the target, and the target is marked until the end of the encounter.
Miss: Half damage and the target is marked until the end of the encounter.
Special: When charging, you can use this power in place of a melee basic attack.
"You have delayed your end, unclean spirit, but Kelemvor's judgement awaits."
Prerequisite: Any Divine class; worship Kelemvor
Some mistake Kelemvor's single-minded focus on destroying undeath as a doomed obsession. As a Doomguide of Kelemvor, you might be willing to grant that your focus is obsessive. But doom? Doom is reserved for the undead and for those who prevent the spirits of the dead from seeking their proper destinations.
Blessings of Kelemvor (11th level): When you spend an action point to take an extra action, you gain a +2 bonus to all defenses until the end of your next turn.
Doomguide's Geas (11th level): If you use a power that has the healing keyword, you restore an additional 2 hit points. While there are undead opponents within 10 squares of you, this benefit increases to 5 hit points.
Doomguide’s Resolve (16th level): When you drop an enemy to 0 hit points or fewer, you can immediately make a saving throw against one effect that a save can end. If you drop an undead enemy to 0 hit points or fewer, you can instead immediately make saving throws against all effects that a save can end.
You throw your arms wide to fling out a circle of holy radiance. Foes nearby burn, and undead creatures explode into white motes, but your allies are soothed by holy warmth.
Encounter Divine, Healing, Implement, Radiant
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier radiant damage.
Effect: Your allies in the burst regain 5 hit points, or 10 hit points if your attack hit at least one undead enemy.
Kelemvor wards those whom you call friend. With his name you purge your ally of a baleful effect before it takes hold.
Daily Divine
Immediate Interrupt Ranged 10
Trigger: You or an ally is hit by an attack against Fortitude or Will defense
Effect: The target of the attack gains a +5 power bonus to Fortitude or Will defense until the end of your next turn.
You hold your blade high, and a holy fire envelops its length. Your strike is charged with dazzling, radiant power, and you and your allies are healed by Kelemvor’s grace.
Daily Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier radiant damage, and the target is dazed (save ends).
An undead creature hit by this power is stunned (save ends) rather than dazed.
Effect: You and each of your allies within 10 squares regain 15 hit points.
"Filthy demon, I abjure you! Leave this place and never return!"
Prerequisite: Any divine class, must worship the Silver Flame
No force stands in greater opposition to the world’s evils than the Church of the Silver Flame. Its holy warriors are embroiled in an eternal war against demons, devils, lycanthropes, and undead. Foremost among the Silver Flame’s divine servants are the exorcists of the Silver Flame. These individuals travel the world, devoting their lives to deeds that exemplify the faith’s precepts.
As an exorcist of the Silver Flame, you enjoy a powerful connection to the Silver Flame and have become a living vessel for the power that underpins the Church. The Voice of the Flame specifically selected you for this service, and it falls to you to uncover corruption and purge it from this world. You have hardened yourself against the grisly deeds you must perform to eliminate evil. You unleash the power of your faith upon your enemies, scorching them with flames that purify the iniquitous and bolster the righteous. Whenever you use your prayers, a small silver flame appears above your head to identify the holiness of your cause and the stature of your position within the Church.
Bolstered by Flame (11th level): Whenever you use a fire power, you and one ally within 5 squares of you gain temporary hit points equal to your Wisdom modifier.
Silver Flame Action (11th level): When you spend an action point to take an extra action, your attacks deal 2d6 extra fire and radiant damage until the end of your next turn.
Silver Exorcism (16th level): When you attack a demon, a devil, a shapechanger, or an undead using a fire or radiant power, you can reroll any damage die roll of 1 or 2.
You unleash a wave of flames that incinerates the unrighteous.
Encounter Divine, Fire, Implement, Radiant
Standard Action Close burst 3
Target: Each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier fire and radiant damage, and the target is blinded until the end of your next turn. If the target is a demon, a devil, a shapechanger, or an undead, it takes 2d6 extra fire and radiant damage and a penalty to AC equal to your Charisma modifier until the end of your next turn.
You summon a silver flame that bolsters allies and punishes foes.
Daily Divine, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone of silver flame that lasts until the end of your next turn. You and each ally within the zone gain resist 10 fire, resist 10 radiant, and a +2 power bonus to all defenses. Each enemy within the zone gains vulnerable 5 fire and vulnerable 5 radiant, and takes a -2 penalty to all defenses.
Sustain Minor: The zone persists.
A tongue of fire erupts on your foe’s brow.
Daily Divine, Fire, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier fire and radiant damage, and the target is blinded and dazed (save ends both). If the target is a demon, a devil, a shapechanger, or an undead, it also takes ongoing 10 fire damage and ongoing 10 radiant damage (save ends both).
Miss: Half damage, and the target is blinded and dazed until the end of your next turn.
"The odds are stacked in my favor."
Prerequisite: Any divine class, must worship Avandra
Serendipity favors you. You have long proved a constant and loyal servant to Avandra by making her interests your own in your ongoing struggle against tyranny and in your willingness to explore the world and sample all it has to offer. Your virtuous soul and good works have won you the goddess’s favor, and although you know you were ever in her good graces, you realize you have only touched upon what is possible in her service.
Becoming fortune blessed makes luck your servant, yours to shape and manipulate as you desire. The goddess permits this mastery as long as you advance her aims in the world and remain pure of heart and purpose. You have a knack for husbanding your good fortune and turning setbacks to your advantage. The greater your power becomes, the more the impossible becomes possible until one day you find there is nothing you can’t achieve with luck on your side.
Avandra's Luck (11th level): Whenever you roll a natural 1 or 20 on an attack roll or saving throw during an encounter, you gain 1 luck token. Luck tokens remain until you spend them or until you take an extended rest, at which point you remove all unexpended luck tokens.
Whenever you make an attack roll, saving throw, ability check, or skill check on your turn, you can expend one luck token after seeing the result. Roll a d6. On a result of 1–3, you gain a +1 bonus to the triggering roll. On a 4 or 5, you gain a +2 bonus to the triggering roll. On a 6, you can reroll the triggering roll and use the result you like. You have no limit to the number of luck tokens you can spend during an encounter, but you can spend only one token per turn.
Fortune Blessed Implements (11th level): You can use any implements you would ordinarily use for divine powers with fortune blessed implement prayers.
Lucky Action (11th level): Whenever you spend an action point to take an extra action, you can make a saving throw. If the saving throw succeeds, you also gain one luck token.
Swift Luck (16th level): The first time in each encounter that you roll a natural 18, 19, or 20 on an attack roll or saving throw, you can take an extra move action on your next turn.
You steal a bit of luck from your enemy to leave the foe fumbling and stumbling through the fight.
Encounter Divine
Immediate Reaction Melee touch
Trigger: An enemy adjacent to you misses you with a melee attack
Target: One creature
Effect: The triggering enemy repeats the attack against a legal target of your choice or itself, with a +2 bonus to the attack roll. If the attack hits and deals damage, it deals extra damage equal to your highest ability modifier. In addition, if have 0 luck tokens when you use this power, you gain 1 luck token.
Unexpected fortune turns a certain injury or even death into a close call.
Daily Divine
Immediate Interrupt Personal
Trigger: You take damage
Effect: Reduce the triggering damage by your healing surge value. You can spend 1 luck token to add 1d20 to this amount. If this reduces the damage to 0, you also shift 1 square.
You call to Avandra and ask the goddess to lift her gaze from your enemy. For a time, nothing goes right for your chosen foe.
Daily Divine, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Highest ability vs. Will
Hit: 2d8 + highest ability modifier psychic damage.
Effect: The target is dazed, slowed, takes a -2 penalty to attack rolls, and takes psychic damage equal to your highest ability modifier the first time it misses with an attack on its turn (save ends all). Whenever the target succeeds on a saving throw to end the effect, you can spend 1 luck token as an immediate interrupt to force the target to reroll the saving throw and use the second result.
"What higher calling is there than the preservation of beauty, and the defense of love?"
Prerequisite: Any divine class, must worship Sune
You are a champion of Sune, goddess of love and beauty. You delight in art, music, dance, poetry, and all other pursuits that lend beauty to mortal lives. Romance is certainly at the forefront of these, but you are no simple hedonist—to you, a courtship marked by chivalry and gallant gestures is the highest expression of true love.
You oppose cruelty, callousness, and tyranny in all their forms. Evil creatures often seek to hoard or destroy things of beauty, and hold no love in their hearts. You seek to protect love wherever it exists and set right any wrongs that interfere with love’s intended course. Daring quests and long-nurtured hopes stir your heart, especially those that lead to the flowering of beauty in a place where evil once held sway. Although you do not take pleasure in combat, sometimes evil can be checked by no other means. Through your devotion and loyalty to your companions, Sune’s divine love shields them from harm and lends courage to their hearts.
Heartwarders are most often wandering knights, poets, and gallants who roam Faerûn’s cities and courts. Most can’t resist a little matchmaking, and gladly advise young suitors in the arts of romance.
Sune's Touch (11th level): When you spend a healing surge, you can restore hit points equal to one-half your level + your Charisma modifier to an adjacent ally.
Tears of Evergold (11th level): When you spend an action point to take an extra action, all foes within 10 squares of you who are vulnerable to a type of damage take damage equal to that vulnerability. If a foe is vulnerable to more than one type of damage, use the highest value.
Instinctive Remorse (16th level): After an enemy attacks you, it takes a -4 penalty to attack rolls against you until you attack that enemy, you mark that enemy, or the enemy attacks a different creature.
Your words inflame the passions of your adversary, mesmerizing your enemy for a short time.
Encounter Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: The target is dominated until the end of your next turn or until the target is attacked.
With divine compassion, you ward your ally from harm at your own expense.
Daily Divine
Minor Action Ranged 10
Targets: Two allies within 5 squares of each other, or an ally within 5 squares of you and yourself
Effect: Until the end of the encounter, any time one of the targets takes damage, the other target can choose to take half that damage in the first target’s stead.
Your touch plants a seed of love in your foe’s heart, overwhelming your enemy. Harm that befalls you injures your foe as well.
Daily Divine, Implement
Standard Action Melee touch
Target: One creature
Attack: Charisma + 2 vs. Will
Hit: You push the target 4 squares, and the target is dazed (save ends). In addition, until the end of the encounter or until you are reduced to 0 hit points or fewer, each time you take damage, the target takes half as much damage as you took.
Miss: You push the target 2 squares, and the target is dazed until the end of its next turn.
"Nothing is more treacherous or more deserving of a terrible fate than a devil. I know. The truth is in my blood."
Prerequisite: Tiefling, any divine class
In a bleak period of the Dawn War, Asmodeus, then merely an exarch, rose up and slew his god. As punishment, the gods imprisoned Asmodeus and his followers in the Nine Hells, and thus the devils were born. Whether in error or wisdom, the gods released Asmodeus when they deemed that one evil was necessary to fight another: the primodials. Who can say now which was the lesser evil, especially since Asmodeus did help to defeat the primordials and imprison them?
You know one thing for certain. The Nine Hells should be a prison. Asmodeus and his devils ought to be locked away to inflict their horrors upon each other. Perhaps they ought never have been released.
You want the devils returned to their hells, and your god blesses your desire. It is your quest that Baator again become the bane of infernal creatures rather than their refuge, and the deity you honor has given you the tools to make that happen. You will not rest until every devil bears the burning chains of its own sins. And when the last divine gate slams shut and the last enchanted lock clicks home, you still will not rest. Hell will need its keepers.
Heaven's Keys (11th level): You and allies within 10 squares of you gain a +2 bonus to saving throws against effects that daze, immobilize, stun, or restrain.
Jailor's Strength (11th level): When you spend an action point to take an action, until the end of your next turn any power you use that slows or immobilizes a target instead restrains the target for the duration.
Chains of Their Sins (16th level): Whenever you score a critical hit against an enemy, that creature is also restrained and cannot teleport until the end of your next turn. If the target is a devil, it also loses its resistance to damage until the end of your next turn.
A golden yoke of radiant energy settles heavily upon the shoulders of your foe.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Wisdom vs. Will
Hit: 2d6 + Charisma or Wisdom modifier radiant damage, and the target is restrained until the end of your next turn. If the target is a devil, it is instead dominated until the end of your next turn.
Rattling ghostly shackles twist and writhe in the area, hindering your foes in both body and soul.
Daily Divine, Fire, Zone
Standard Action Area burst 2 with 10
Effect: The burst creates a zone of spectral chains that lasts until the end of your next turn. Enemies treat the zone as difficult terrain and take a –2 penalty to attack rolls while within the zone. Creatures that have the devil keyword also lose their resistance to damage and gain vulnerable 10 fire while within the zone.
Sustain Minor: The zone persists.
Fiery chains enwrap your foe, whisking it away to burn screaming in the Nine Hells.
Daily Divine, Fire, Implement
Standard Action Ranged 20
Target: One bloodied creature
Attack: Charisma or Wisdom vs. Will
Hit: The target is banished to an oubliette in the Nine Hells (save ends). While banished, the target is also stunned, loses any fire resistance or fire immunity, and takes ongoing 15 fire damage. On a save, the target returns to the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choice.
Miss: The target takes 15 fire damage and is immobilized and cannot teleport (save ends both).
"Where our god’s light shines, there is hope. Where there is no light, we quest."
Prerequisite: Any divine class, must worship Amaunator
In the years following the Spellplague, Lathander, the eternally young god of new beginnings and hope, transfigured into his ancient incarnation Amaunator. Although Amaunator dropped the youthful mask he had worn for centuries, his experiences as the Dawn Lord shook him from his ancient mindset. Amaunator is still a dignified god of immense age, but he remembers his youth, and he encourages his followers to do the same.
As a Morninglord, you are the champion of your god’s youth. The optimistic spirit of Lathander guides you as you seek to master the chaos of the new world. The fires of your god burn within you and lend you the inexhaustible energy of youth. You are tireless, fierce, rebellious and full of hope. You shine like a beacon in the darkest hours of night, inspiring those around you to greatness they never dreamed possible.
To your enemies you are the searing sun itself, shedding scorching brilliance from your form. Evil is confronted by fiery annihilation in your wake, for though you walk with Lathander’s carefree spirit, your heart burns with the all-consuming fire of Amaunator.
Militant Dawn (11th level): When you use any channel divinity power, you can also choose an enemy within 5 squares of you to take radiant damage equal to your Charisma modifier.
Unflagging Energy (11th level): When you spend an action point to take an extra action to make an attack, that attack is a critical hit on a roll of 18 or higher
Burning Radiance (16th level): Whenever you hit with a power that has the radiant keyword, the target gains vulnerability 10 to radiant damage until the end of your next turn.
With a whispered prayer, a warm, white radiance spreads from you in waves that burn your foes with holy energy.
Encounter Divine, Implement, Radiant
Standard Action Close burst 5
Targets: Each enemy in the burst
Attack: Intelligence vs. Will, Wisdom vs. Will, or Charisma vs. Will
Hit: 2d8 + Intelligence, Wisdom, or Charisma modifier radiant damage.
Effect: Until the end of your next turn, enemies that begin their turn in the burst take 10 radiant damage.
Radiance emanating from you soothes the spirits and wounds of your allies, knitting rent flesh and granting them the strength they need to continue the fight.
Daily Divine, Healing
Minor Action Close burst 5
Targets: You and each ally in the burst
Effect: You and your allies regain hit points equal to 5 + your Charisma modifier.
Sustain Minor: Bloodied allies within 5 squares regain hit points equal to your Charisma modifier.
With eye-burning brilliance, a nimbus of radiant power streaks into your foe, filling your enemy with holy energy.
Daily Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will, Wisdom vs. Will, or Charisma vs. Will
Hit: 3d10 + Intelligence, Wisdom, or Charisma modifier radiant damage.
Effect: Ongoing 5 radiant damage (save ends). Each time the target fails the saving throw against this ongoing damage, increase the ongoing damage by 5.
"As the sturdy oak stands strong against the ravages of unnatural forces, I do the same against those who threaten the wilderness."
Prerequisite: Any divine class, must worship Melora
For centuries, the Oak Shields have guarded the wild areas of the world. Oak Shields, like their namesake trees, are known for longevity, hardiness, and loyalty. Legends claim that Melora personally trained the first members of the order, providing them with the secrets of using everspring groves and standing stones. Ancient sites such as these might hold information on how Melora’s faithful can benefit from them.
Each aspiring Oak Shield studies under a master. Together, the student and the master meditate beneath a sacred oak, seeking enlightenment about the natural world. The student learns to interpret the whispers of the primal spirits and to understand the wisdom of the changing seasons. During this time, he or she comes to appreciate when to stand tall against the wind and when to bend when the wind is too strong. In addition, the student learns about the complexity of the world, how something as simple as a tree can have multiple aspects to its nature. An Oak Shield applies these lessons to his or her life’s work as a guardian of the natural order, remaining steadfast in the face of adversity and providing shelter during the storm.
Sheltering Boughs (11th level): When you spend an action point to take an extra action, you and each ally within 5 squares of you gain a +2 power bonus to AC and Fortitude until the start of your next turn.
Weather the Storm (11th level): You gain resist 10 lightning and resist 10 thunder. Whenever you are hit by a lightning attack or a thunder attack, one or two allies who are within 5 squares of you and who are not targets of the attack each gain 10 temporary hit points.
Deep Roots (16th level): You have tremorsense 5 while you are in contact with the ground.
Your prayers to Melora strengthen your resolve, allowing you to stand your ground.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Highest ability modifier vs. AC
Hit: 2[W] + highest ability modifier damage, and you push the target up to 2 squares.
Effect: You or one ally within 5 squares of you is immune to forced movement until the end of your next turn.
Your prayer takes the form of leaves in a strong wind, obscuring you and your allies.
Encounter Divine
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target has partial concealment until the end of your next turn.
When you raise your weapon, vines launch from the ground, piercing your enemies with poisonous thorns and refreshing your allies.
Daily Divine, Poison, Weapon
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Highest ability modifier vs. Fortitude
Hit: 2[W] + highest ability modifier poison damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: You and each ally in the burst gain temporary hit points equal to 2 + one-half your level and a +2 bonus to a single saving throw, skill check, or attack roll of his or her choice before the end of the encounter.
"Each of us must choose a side, and why would any sane person choose the side of envy, vengeance, and greed?"
Prerequisite: Dragonborn, any divine class, must worship Bahamut
Many dragonborn who adopt divine classes follow Bahamut, the Platinum Dragon, but few study the esoteric disciplines of the Platinum Temple. This ancient shrine, located on a remote mountain peak that is said to straddle the boundary between the natural world and Bahamut’s domain in Celestia, teaches a particular form of mysticism that is unique to dragonborn, for its goal is to be increasingly formed into the likeness of Bahamut himself.
Through prayer and meditation, and more important through the rigorous discipline of walking a just and honest path through the world, you apply the teachings of the Platinum Temple to your life. You strive to think as Bahamut would and face every situation with his sense of righteousness and honor. At the same time, you train your body and channel divine power through it, until your scales begin to gleam with the silvery-white color of platinum. With time and further study, you learn to momentarily sprout great draconic wings, speak Supernal with Bahamut’s own authority, and breathe a billowing mist like the Platinum Dragon’s potent breath weapon.
Such power is meaningless, however, if you do not use it in service to Bahamut’s highest ideals.
Bahamut's Warding (11th level): When you use a Channel Divinity power, each ally within 2 squares of you gains a +2 bonus to all defenses until the end of your next turn.
Focused Action (11th level): When you spend an action point to take an action, you can immediately make a saving throw against one effect that a save can end, with a bonus equal to your Charisma modifier.
Polar Breath (16th level): When you use your dragon breath power, you can choose to deal cold damage with it instead of any other damage type. If you do, any creature hit by the attack is also slowed (save ends).
Platinum-colored, scaly wings spring from your back and carry you aloft.
Encounter Divine
Minor Action Personal
Effect: Until the end of your next turn, you gain a fly speed of 8, and you can hover.
Once before the start of your next turn, you can use the power Platinum Wing Buffet Attack.
Encounter Divine
Immediate Reaction Melee 2
Requirement: The power Platinum Wings must be active in order to use this power.
Trigger: An enemy enters or leaves an adjacent square.
Attack: Charisma + 4 vs. Fortitude (+ 6 at 21st level)
Hit: 2d6 + Charisma modifier damage, and you push the target 1 square.
The words issuing from you belong to no mortal tongue, and they carry the weight of Bahamut’s own voice.
Daily Divine
Minor Action Personal
Effect: Until the end of the encounter, you can speak Supernal as if you were a god or angel, such that any creature that has a language can understand your speech. In addition, you gain a +5 bonus to Diplomacy checks and Intimidate checks while speaking Supernal through this power.
Emulating Bahamut’s breath of silvery vapors, you transform your enemies into harmless mist.
Daily Cold, Divine, Implement, Polymorph, Zone
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom or Charisma vs. Reflex
Hit: The target is stunned, weakened, and transformed into fine mist (save ends all). While it is in this mist form, you and your allies can move freely through the target’s space.
Effect: The blast creates a zone that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes 10 cold damage (a creature can take this damage only once per turn). As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists.
"Only the Goddess can hear your prayers, but I will do whatever I can to champion them."
Prerequisite: Any arcane or divine class that can use an implement; must worship Selûne
You follow the sometimes radiant and sometimes shadowy path of the mistress of the skies, Selûne. Through the world’s many changes, one story remains eternal: Selûne’s vigilant opposition to the machinations of her dark sister, Shar. Silverstars carry the light and hope of their goddess into the darkness, championing causes others think lost.
Unlike many of the other gods and goddesses, Selûne is willing to share some of her power with worshipers who are not solely devoted to studying her will. Wizards, warlocks, bards, and sorcerers can become silverstars of note.
Before the Spellplague, Selûne’s mortal concerns often centered on lycanthropes: werewolves, wereboars, werebears and other worshipers who could change into animal shapes governed by the moon. After the Spellplague, lycanthropy spiraled beyond Selûne’s benevolent control. She does what she can for its victims, but sometimes all she can do is offer a swift silver blade.
Goddess of Changes (11th level): You are immune to diseases carried by lycanthropes. All your weapon and implement attacks count as if they were made with silvered weapons.
Moonsparked (11th level): When you spend an action point to take an extra action, all enemies within 5 squares of you cannot benefit from concealment or invisibility until the end of your next turn.
Open Discipline (11th level): The ability used for attack powers associated with this paragon path is the highest of your Charisma, Intelligence, or Wisdom. Characters who use the arcane power source can use their implements as normal with these powers.
Moon Oracle (16th level): When you hit with an attack on your turn, all allies within 20 squares of you gain a +2 bonus to saving throws until the end of your next turn.
You conjure a small orb of luminescent silver light that streaks to your enemy. Its power is unpredictable, but so are the moods of the moon.
Encounter Divine, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will, Wisdom vs. Will, or Charisma vs. Will
Hit: While you are bloodied, deal 3d10 + Intelligence, Wisdom, or Charisma modifier psychic damage. If you are not bloodied, the target is instead stunned until the start of its next turn.
Where you walk in the power of your goddess, darkness yields to silvery splendor.
Daily Divine
Minor Action Personal
Effect: Until the end of the encounter, darkness within 6 squares of you counts as dim light.
From overhead a spiraling column of cold, white light descends against your foe. Even as it consumes the wicked, your allies are soothed by its cool glow.
Daily Divine, Healing, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex, Wisdom vs. Reflex, or Charisma vs. Reflex
Hit: 4d10 + Intelligence, Wisdom, or Charisma modifier radiant damage, and all allies within 5 squares of the target regain hit points equal to one-half your level + your Charisma modifier.
Miss: Half damage, and all bloodied enemies within 5 squares of the target take radiant damage equal to your Charisma modifier.
"You cannot defeat me, for I draw on the strength of the Iron General."
Prerequisite: Any martial or divine class, must worship Bane
You have become a true warrior of Bane—a soldier who lives for combat and conquest. You are granted powers to aid you in that conquest, but only if you use them wisely; they’ll not do the job for you.
Even if you’re of a martial class, this paragon path’s powers are divine prayers.
Chosen Foe (11th level): Any target that you have marked or that has an effect that you caused that a save can end grants combat advantage to you.
Strike Them Down (11th level): When you spend an action point to take an extra action, each enemy adjacent to you grants combat advantage to you and all your allies until the end of your next turn.
Never Falter (16th level): You gain a +2 bonus to your Will and to saves against charm and fear effects.
The wrath of Bane flows through your weapon, sapping your enemy’s perseverance.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] damage, and the target takes a -2 penalty to saving throws until the end of your next turn.
You lash out with impossible speed, knocking the foe from his feet.
Encounter Divine, Weapon
Free Action Personal
Trigger: You hit and deal damage with an opportunity attack.
Effect: The attack knocks the foe prone, in addition to its normal effects. Until the end of your next turn, if the opponent attempts to stand, it provokes an opportunity attack from you if you are adjacent to the target.
The faltering of your foe grants you added strength and speed.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] damage.
Miss: Half damage.
Effect: After resolving the attack, move up to your speed and make a secondary attack against a different target in reach.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC
Hit: 1[W] damage.
Special: If your primary attack with this power reduced the target to 0 hit points or fewer, a hit with this secondary attack deals 4[W] damage on a hit instead.
Death is not always the end. Not until the fight is over.
Prerequisite: Any arcane, divine, or shadow class; must worship Nerull
For those who devote themselves to Nerull, the nature of the Reaper becomes clear. These few can access a shard of Pluton—a domain of the restless dead unclaimed by the Raven Queen—and bend it to their will. For a true worshiper of Nerull, few higher rewards exist.
As a soul binder, you have bound a soul to your service. The soul might be that of an enemy whose torment you wish to prolong, a loved one whose company you wish to keep, or a friend whom you’re saving from a vile afterlife. Regardless of your reasons, the soul must protect and serve you.
Call Bound Soul (11th level): You gain the call bound soul power.
Soul-Bound Action (11th level): When you spend an action point, your bound soul can also take a standard action.
Touch of Pluton (11th level): You can choose for your attacks that deal necrotic damage to also deal radiant damage.
Overflowing Soul (12th level): You gain the overflowing soul power.
Death Is the Source (16th level): Whenever your attack or that of your bound soul drops a nonminion enemy below 1 hit point, you gain temporary hit points equal to 5 + one-half your level. As a free action when you gain the temporary hit points, you can transfer some or all of these hit points to your bound soul.
Gray Legionnaires (20th level): Gain the gray legionnaires power.
You call the soul bound to serve you into the physical realm.
Encounter Divine, Summoning
Minor Action Ranged 5
Effect: You summon your bound soul into an unoccupied space within range. The soul is an ally to you and your allies.
The soul lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the bound soul’s description. You must have line of effect to the soul to command it. When you command the soul, you and the soul share knowledge but not senses.
When the soul makes an attack roll or a check, you make the roll using your statistics, not including any temporary bonuses or penalties.
The soul lasts until it drops below 1 hit point. At that time, you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, the soul lasts until you dismiss it as a minor action or until the end of the encounter.
Your bound soul leaves and grants your allies false life.
Encounter Divine
Minor Action Area burst 2 centered on your bound soul within 10
Effect: Your bound soul is dismissed, and you and each ally in the burst gain 10 temporary hit points.
You lose touch with the physical world as you summon more souls of Pluton to serve you.
Daily Divine, Summoning
Standard Action Close burst 5
Effect: You summon three bound souls into unoccupied spaces within range. These souls are allies to you and your allies. You grant combat advantage while more than one of your bound souls is present.
Each soul lacks actions of its own. Instead, you spend actions to command it mentally. When you spend an action to command one of your bound souls, each of your bound souls can also take that same type of action, choosing from the actions in the bound soul’s description.
You must have line of effect to the soul to command it. When you command the soul, you and the soul share knowledge but not senses.
When a soul makes an attack roll or a check, you make the roll using your statistics, not including any temporary bonuses or penalties.
Each soul lasts until it drops below 1 hit point. At that time, you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, the soul lasts until you dismiss it as a minor action or until the end of the encounter.
"Fear not death, my friend, for the Raven Queen is glad to meet you on the other side."
Prerequisite: Any divine class, must worship the Raven Queen
Death is the natural course for all things, from the lowly insect to the mightiest of gods. It is not an end, of course, but a beginning—the first step onto the road into the unknown. For you, death offers little fear or concern because you are confident that the Raven Queen will shepherd you to whatever fate your long service has earned. This comfort and understanding forms the cornerstone of your beliefs, and you carry this message wherever you go, consoling the grieving or speeding those who deserve to meet the Raven Queen on their way.
Disrupting Attack (11th level): You ignore necrotic resistance with your divine attack powers.
Harvesting Action (11th level): When you spend an action point to take an extra action on a turn in which you reduced a non-minion enemy to 0 hit points, you can also move your speed as a free action.
Drawn to Death (16th level): Whenever a creature within 5 squares of you reduces another creature to 0 hit points or fewer, you can shift 2 squares toward the triggering creature.
When the dead fall, you speed their souls to the Shadowfell.
Encounter Divine, Implement
Immediate Reaction Ranged 5
Trigger: An ally within range of you bloodies an enemy with an attack
Primary Target: The triggering ally
Effect: You shift to a square adjacent to the target and make a burst 1 attack.
Secondary Target: Each enemy in the burst
Attack: Strength, Wisdom, or Charisma vs. Fortitude
Hit: The target is dazed and immobilized until the end of your next turn.
All has been foreseen because each outcome has already unfolded in the Raven Queen’s eyes.
Encounter Divine
Immediate Interrupt Ranged 10
Trigger: One ally within range of you misses on an attack roll, fails a saving throw, or fails a skill check.
Effect: The ally rerolls the attack roll, the saving throw, or the skill check, adding your Strength, Wisdom, or Charisma modifier to it.
Special: When you gain this power, choose Strength, Wisdom, or Charisma as the ability you use with this power.
A frigid wind moans as it swirls around you, bringing with it the malign atmosphere found only in the Raven Queen’s demesne.
Daily Cold, Divine, Implement, Necrotic, Zone
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Strength, Wisdom, or Charisma vs. Will
Hit: 4d6 + Strength, Wisdom, or Charisma modifier cold and necrotic damage, and you pull the target 4 squares.
Miss: Half damage.
Effect: The burst creates a zone of killing cold that lasts until the end of your next turn. Any creature that starts its turn within the zone is slowed until the end of its next turn, and it takes 10 cold and necrotic damage.
Sustain Minor: The zone persists, and you pull each enemy within the zone 1 square toward the origin of the zone’s burst.
Special: When you gain this power, choose Strength, Wisdom, or Charisma as the ability you use when making attack rolls and damage rolls with this power.
One hundred battles have I fought, and each time I have emerged victorious. The crowds shall drown you with their cries. Thirsty sands shall drink your blood. Make peace with your gods, for I intend to speed you to them.
Prerequisite: Trained in Intimidate, at least one Arena Fighting feat, any martial class
Forged in battle, tempered in cheers, and quenched in the blood of countless foes, you are an arena champion. Your lot is to fight for the favor of the crowds, to entertain them with the violence you know all too well. You have faced vicious beasts and battled scores of savage brutes plucked from the untamed frontiers. It makes no difference to you. Your job is to dispatch each one with flair and skill, to please onlookers with your showmanship. You are their champion, and you aim to make sure your name lives on in the hearts and minds of those who adore you.
Awing Action (11th level): When you spend an action point, each enemy you hit this turn takes a -2 penalty to defenses until the end of your next turn.
Study Foe (11th level): Whenever you take the total defense action, you gain a bonus to your next attack roll equal to half your Charisma modifier or half your Wisdom modifier until the end of your next turn.
Seize Opening (16th level): Whenever you successfully use Bluff to gain combat advantage in combat, you can make a basic attack against that target as a free action.
You know where to strike a foe to rob it of its strength.
Encounter Weapon
Standard Action Melee or Ranged weapon
Effect: Make a basic attack with your weapon. On a hit, the target is also weakened until the end of your next turn.
Faced with defeat, you draw upon your implacable endurance for one last chance at victory.
Daily Healing
No Action Personal
Trigger: You are reduced to 0 or fewer hit points
Effect: Spend a healing surge.
Your savaging unleashes a fountain of blood, putting your adversary on the defensive.
Daily Reliable, Weapon
Standard Action Melee or Ranged weapon
Effect: Make a basic attack with your weapon. On a hit, the attack deals an additional 2[W] damage, and the target takes ongoing 10 damage and a -2 penalty to all defenses against you (save ends both).
"The lightning that crackles along my blade is sustained by my honor. If my honor fails, so does my strength."
Prerequisite: Dragonborn, any martial class
A few dragonborn clans are not true clans. Unbound by family ties, these individual warriors join together around a common ideal. These are warrior societies that celebrate the dragonborn ideals of honorable combat and glorious victory, while celebrating what makes them dragonborn—the dragon within that empowers their dragon breath. Each of these warrior clans has a patron dragon type, and the members of those societies typically emulate their patron dragons in a variety of ways, from alignment and behavior to the damage type of their dragon breath.
As an honorable blade, you have reached the pinnacle of such a warrior clan. You have begun to master its most exotic fighting techniques, starting with the ability to sheathe your weapon in the same draconic energy that powers your racial breath power. Your techniques are purely martial, but they embody the physical qualities of dragonkind, just as you strive to embody their behavioral qualities in your own deeds.
Draconic Blade (11th level): Choose one type of damage you can deal with the dragon breath power. As a free action, you can add this damage type to all damage dealt with your melee weapon, in addition to any other type of damage those powers deal. Another free action returns the weapon’s damage to normal.
Dragon Breath Action (11th level): When you spend an action point to take an extra action, you can also use your dragon breath power as a free action, even if you have already expended it in this encounter.
Draconic Resistance (16th level): Choose one damage type you can deal with your dragon breath power. You gain resistance to that damage type equal to 5 + one-half your level.
As your foes move to flank, you deftly step aside, then engulf them in your dragon breath.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy moves into a position where it flanks you.
Effect: You shift 1 square and use your dragon breath as a free action, gaining a bonus to the damage roll equal to one-half your level, even if you have already used your dragon breath in this encounter.
No wings appear on your back, but you leap from the ground as if to take flight, and the strength of the dragon within carries you high and far.
Encounter Martial
Move Action Personal
Effect: You fly your speed. This movement does not provoke opportunity attacks.
You whirl your blade in a circle around you, and elemental power radiates from your weapon to sear your foes.
Daily Martial, Varies, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage. The damage is the same type you deal with your Draconic Blade.
Miss: Half damage.
"You cannot defeat me, for I draw on the strength of the Iron General."
Prerequisite: Any martial or divine class, must worship Bane
You have become a true warrior of Bane—a soldier who lives for combat and conquest. You are granted powers to aid you in that conquest, but only if you use them wisely; they’ll not do the job for you.
Even if you’re of a martial class, this paragon path’s powers are divine prayers.
Chosen Foe (11th level): Any target that you have marked or that has an effect that you caused that a save can end grants combat advantage to you.
Strike Them Down (11th level): When you spend an action point to take an extra action, each enemy adjacent to you grants combat advantage to you and all your allies until the end of your next turn.
Never Falter (16th level): You gain a +2 bonus to your Will and to saves against charm and fear effects.
The wrath of Bane flows through your weapon, sapping your enemy’s perseverance.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] damage, and the target takes a -2 penalty to saving throws until the end of your next turn.
You lash out with impossible speed, knocking the foe from his feet.
Encounter Divine, Weapon
Free Action Personal
Trigger: You hit and deal damage with an opportunity attack.
Effect: The attack knocks the foe prone, in addition to its normal effects. Until the end of your next turn, if the opponent attempts to stand, it provokes an opportunity attack from you if you are adjacent to the target.
The faltering of your foe grants you added strength and speed.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] damage.
Miss: Half damage.
Effect: After resolving the attack, move up to your speed and make a secondary attack against a different target in reach.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC
Hit: 1[W] damage.
Special: If your primary attack with this power reduced the target to 0 hit points or fewer, a hit with this secondary attack deals 4[W] damage on a hit instead.
"From Luskan to Nelanther, there isn’t a ship I can’t outrun or a monster I can’t beat."
Prerequisite: Any martial class
The sea is an open road, and adventure calls to you from a dozen strange shores. You are always on the lookout for the next big prize or daring escapade. Whatever it might be—a lost hoard in a sea demon’s cave, a legendary shipwreck haunted by drowned ghosts, the fat treasure ship of a villainous merchant lord, or a misty isle wreathed in magic and mystery— you are determined to seek it out and test your cunning and courage against any obstacle in your path. You mean to blaze a path of fame or notoriety that they’ll be talking about a hundred years from now.
Even though you prowl the seas as a reckless freebooter and fierce predator, you are not necessarily a bloody-handed murderer. You would rather steal the ill-gotten gains of others than plunder the weak and poor. The Sea of Swords is dangerous enough without making yourself the enemy of all civilized folk, after all. It’s better to let honest folk pay for your protection. And if you can drive the truly murderous scum from the seas, then you’ll have less competition for the prizes that do catch your eye.
Expert Mariner (11th level): You gain a +2 bonus to initiative checks while aboard a ship, and you are considered trained for any skill check pertaining to movement, navigation, ship handling, or avoiding hazards aboard a ship. If you are already trained in the skill, you gain a +2 bonus to such checks. Examples include:
Acrobatics checks to balance on a yardarm or a wildly rolling deck.
Athletics checks to climb a ship’s hull or scale a mast.
Perception checks to spot approaching enemies or hazards.
Intelligence checks to determine your position or chart a course.
Dexterity checks to steer through dangerous waters.
If you are in command of the vessel, you provide these bonuses to all crew members who can see or hear you.
Sea Legs (11th level): When you spend an action point to take an extra action, you gain a +2 bonus to speed and ignore difficult terrain until the end of your next turn.
Bold Attacker (16th level): When you hit with a melee attack, you gain a +2 bonus to your Will defense until the end of your next turn.
You attack with a bloodcurdling cry. Your enemy gives ground in fear.
Encounter Fear, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex or Dexterity vs. Reflex
Hit: 2[W] + Strength or Dexterity modifier damage, and you push the target 5 squares.
You are irrepressible. When others would fold up, you shake off your despair and fear.
Encounter Martial
Free Action Personal
Effect: Make a saving throw against a condition affecting you that a save can end. If it is a fear effect, you gain a +5 power bonus to the saving throw.
You staple your foe with your weapon and drag the creature behind you as you bull your way across the battlefield.
Daily Martial, Weapon
Standard Action Melee 1
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and you shift 3 squares while pulling the target 3 squares. The target must remain adjacent to you.
Miss: Half damage, and you do not shift, nor do you pull the target.
"I’m skilled in a martial art that’s over a thousand years old. I’d teach it to you, but you’ll be dead too soon."
Prerequisite: Tiefling, any martial class
Bael Turath left more than ruins in its wake. Knowledge was also its legacy. No society reaches such great heights without creating great works of architecture, art, magic, and—most importantly—war. Adventurers, scholars, and enthusiasts have long sought the martial secrets taken for granted by the nobles of that infernal empire.
You know one of those secrets: a long-forgotten style of martial combat devised specifically for tieflings, drawing upon their mental faculties and unique physicality to perform amazing stunts. Your study of the Way of the Hell-Kite has granted you a deeper understanding of your body’s capabilities and the ability to surpass its limitations.
Tail Sweep Action (11th level): When you spend an action point to make a melee attack, each enemy adjacent to the target of the attack is knocked prone if you hit or miss.
Turathi Tenacity (11th level): Add your Intelligence or Charisma modifier to your healing surge value. In addition, you gain an extra healing surge.
Turathi Vigor (16th level): When you use infernal wrath, you gain temporary hit points equal to 10 + your Intelligence or Charisma modifier.
Using a simple but brutal technique, you slam your gnarled forehead into your shocked foe.
Encounter Martial
Minor Action Melee 1
Target: One enemy
Attack: Dexterity + 4 or Strength + 4 vs. Fortitude
Level 21: Dexterity + 6 or Strength + 6 vs. Fortitude
Hit: The target is dazed until the end of your next turn.
With a flick of your tail, you hook your foe and twist your body around into a new position.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy enters a square adjacent to you
Effect: You shift half your speed, ending in a square adjacent to the triggering enemy.
Calling upon your infernal ties and the skills of ancient Turathi masters, you unleash the fires of your soul to burn your foes.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, your melee attacks deal 1d6 extra fire damage and gain the fire keyword. When you hit with a melee attack, you can use a free action to end this stance and increase the extra fire damage on that attack to 5d6.
"They breached our world once, but as long as I live, they shall not do so again."
Prerequisite: Any primal class, member of the Gatekeepers
Over sixteen thousand years ago, druids formed the Gatekeepers. They were charged with the dire responsibility of safeguarding the world from a burgeoning evil, the aberrant horrors dwelling within Khyber’s depths. Although defeated once, these creatures still clamor for a chance to slip through reality’s boundaries and conquer the mortal world. The Gatekeepers have failed only one time in their guardianship. Some nine thousand years ago, the daelkyr spilled from Xoriat, the Realm of Madness. Only a few Gatekeepers survived the struggle to bind the daelkyr behind great seals. From that moment, the Gatekeepers renewed their ancient oaths and have remained vigilant in their duties.
As a mystagogue of the Gatekeepers, you preserve the seals forged by your predecessors, and you work to contain the aberrant threat. Your mission carries you across the world, for the daelkyr and their spawn are unceasing in their efforts to thwart the seals. To oppose them, you have learned ancient techniques to steel your mind against their powers and to battle their fell influence.
Aberrant Bane (11th level): Your attacks against bloodied aberrant creatures can score critical hits on rolls of 19–20.
Resolute Action (11th level): When you spend an action point to take an extra action, you gain resist 20 psychic until the end of your next turn. In addition, you and each ally adjacent to you can make a saving throw against any psychic effects.
Aberrant Disruption (16th level): Whenever you score a critical hit against an aberrant creature, that creature is also stunned until the end of your next turn.
Nature corrects imbalances; you merely speed the process by evoking venomous vines to weaken your foes.
Encounter Poison, Primal
Standard Action Close burst 5
Target: One creature in the burst
Attack: Strength or Wisdom + 4 vs. Fortitude
Level 21: Strength or Wisdom + 6 vs. Fortitude
Hit: 2d8 + Constitution modifier poison damage. The target and each enemy adjacent to it gain vulnerable 5 to all damage until the end of your next turn.
You deny those who circumvent the natural methods of travel.
Daily Primal, Zone
Minor Action Close burst 10
Effect: The burst creates a zone of primal interference that lasts until the end of your next turn. Each enemy that starts its turn within the zone cannot teleport until the start of its next turn. Each ally who starts his or her turn within the zone gains a +2 power bonus to speed until the start of his or her next turn.
Sustain Minor: The zone persists.
Poisonous fumes spill out from your hands, flowing across foes and scouring those that oppose the natural order.
Daily Poison, Primal
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Strength or Wisdom + 4 vs. Fortitude
Level 21: Strength or Wisdom + 6 vs. Fortitude
Hit: 3d8 + Constitution modifier poison damage, and the target is dazed and slowed (save ends both). If the target is an aberrant creature, then whenever it uses a psychic attack before the end of the encounter, it takes ongoing 10 poison damage (save ends).
Miss: Half damage, and the target is dazed and slowed until the end of your next turn.
Prerequisite: Any primal class
Your innate connection to shadow, night, and the freedom you find within the darkness led you to the nocturnal path. By embracing this connection, you begin to wield the power shared by the shadowy predators that preceded you. You can step between this world and the world of shadow, summoning the aid of your nocturnal packmates from that shadow in times of need.
Nightstrider (11th level): When you charge a creature that you can see, you are phasing during the charge’s movement.
Nocturnal Frenzy (11th level): When you spend an action point to use an at-will attack power that hits at least one target, you can then charge as a free action.
Savor the Black Blood (11th level): You gain the savor the black blood power.
Summon the Shadow Pack (12th level): You gain the summon the shadow pack power.
Hunter of Two Worlds (16th level): When you use a move action in place of a standard action, you can lose a healing surge, causing yourself to be phasing during that move action.
Tainted Predator (20th level): You gain the tainted predator power.
You drive into your foe with a brutal attack, replenishing your strength as you drink deep of its life force.
Encounter Primal, Shadow
No Action Melee 1
Trigger: You hit an adjacent creature with a melee attack.
Target: The creature you hit
Effect: The target takes 10 extra damage, and you gain 10 temporary hit points.
A feral howl heralds the arrival of your packmates, who slip around your foes to aid you and your allies.
Daily Conjuration, Primal, Shadow
Minor Action Ranged 10
Effect: You conjure up to five shadow pack members in unoccupied squares within range that are adjacent to one or more enemies. The pack members last until the end of your next turn. Pack members can flank with you and your allies. As a move action, you can move any or all pack members up to 6 squares each.
Sustain Minor: The pack members persist until the end of your next turn.
You call forth the black blood of the hunting beasts that are your kin, seeding your attacks with their deadly power.
Daily Necrotic, Poison, Primal, Shadow
Minor Action Personal
Effect: Until the end of the encounter, your melee attacks that hit also deal ongoing 5 necrotic and poison damage (save ends). On a critical hit, this increases to ongoing 10 necrotic and poison damage (save ends).
"My spirit is part of this land, and I carry the landscape within me. You cannot block my path."
Prerequisite: Primal power source
When did you first know that your awareness of the world around you is unique? Perhaps you were underground when a gust of wind blew out your torches, leaving your party in utter darkness from which only you could lead the way back. Or maybe you were attacked under cover of a thick fog and shouted out, “Retreat and regroup at our last campsite!” Only after you said this did you realize that you were the only one for whom that was as easy to find as your own foot. Your comrades have long relied on your intuition to determine which tunnel leads to the surface and where you will find higher ground that better allows you to defend yourself against your pursuers.
Some primal mappers are disciples of Lugos’s teachings, while others have discovered his principles independently. You took your first steps toward the path of the primal mapper when you became aware that each of the places in the world has its primal spirit of place—a spirit intimately connected to its location. Your devotion to noticing and remembering every detail of the lands you travel makes you akin to these spirits of place. Like them, your abilities go beyond a superior tactical understanding of position and landscape and into a mystical realm where making a representation of a place gives you power over it. You need not even physically create a map to provide a connection by which spirits from that realm can enter the mundane world; simply visualizing one will suffice. Let those who would stand in your way beware!
Rerouted Action (11th level): When you spend an action point to take an extra action, you can also move your speed or shift half your speed before or after that action.
Revitalizing Run (11th level): When you use your second wind, you can also move your speed or shift half your speed.
Lay of the Land (16th level): You ignore difficult terrain.
You visualize your strike tracing a path to the hunting grounds of the pale wolves, and the scent of your foe draws the predators to follow.
Encounter Conjuration, Primal
Free Action Personal
Trigger: You make an attack roll for an at-will power
Effect: If your attack hits its target, the target takes 2d10 extra damage and you conjure a pale wolf that occupies one square adjacent to the target until the end of your next turn. Any enemy that moves out of a square adjacent to the wolf takes 5 damage.
You call upon the local spirits to guide your allies’ steps.
Daily Primal
Minor Action Personal
Effect: Until the end of your next turn, allies ignore difficult terrain while within 3 squares of you, and enemies treat the space within 3 squares of you as difficult terrain.
Sustain Minor: The effect persists.
You spill your foe’s blood on the ground, fixing your enemy on your internal landscape so that hiding is impossible.
Daily Primal
Free Action Personal
Trigger: You make an attack roll for an at-will power
Effect: If your attack hits its target, the target takes 4d10 extra damage. Until the end of the encounter, you ignore penalties to attack rolls against the target from concealment or total concealment if you have line of sight to the target.
"Not even the gods can control the perfect beauty and boundless power contained in the mortal soul."
Prerequisite: Any psionic class
Mortals might be flawed creations, given to error and misjudgment. But all mortals are blessed with a singular gift: the soul. Psionic energy revealed your soul’s power, and through long study and introspection, you learned to navigate the labyrinthine pathways of your being.
This energy suffuses you and surrounds you in a radiant glow. Although you can dampen your inner light, you and others around you find its presence comforting. In time, the light responds to your commands, burning your enemies while bolstering your allies, or even allowing your soul to eclipse your body.
The more you access your soul’s power, the more you understand that this essence must be guarded. Those who would exploit souls, twisting them for dark ends, and those who would hoard souls on their journey beyond the body must be destroyed and their prisoners freed. To this end, you commit yourself against the myriad villains who use or abuse souls.
Brilliant Overload (11th level): Whenever you hit an enemy with an augmented psionic at-will attack power, you can spend 1 power point to have the power deal 1d6 extra radiant damage.
Luminous Action (11th level): When you spend an action point to take an extra action, you emit bright light out to 10 squares until the end of your next turn. Enemies adjacent to you while you emit this light gain vulnerability to radiant damage equal to your Constitution modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Incandescent Presence (16th level): You emit bright light out to 3 squares. As a free action, you can reduce the bright light to dim light or dismiss it altogether. You can resume the light as a free action.
When you score a critical hit while you shed bright light with this path feature, allies within the light gain temporary hit points equal to your Constitution modifier, and each enemy within the light takes radiant damage equal to your Constitution modifier.
When you strike, intense light pours from your weapon, leaching all color from the area and blinding your foe.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target is blinded until the end of your next turn.
Augment 2
Hit: 2[W] + Charisma modifier damage, and the target is blinded until the end of your next turn.
Effect: Each enemy within 3 squares of you takes a -2 penalty to attack rolls until the end of your next turn.
The perfection of your soul burns so brightly that your terrified enemies cannot bear to look upon you.
Daily Fear, Polymorph, Psionic
Minor Action Personal
Effect: Until the end of the encounter, any enemy that makes an attack that includes you as a target takes a -2 penalty to its attack rolls for that attack.
As you attack, your soul’s perfection spills forth, transforming you into a being of pure radiance.
Daily Polymorph, Psionic, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Charisma vs. Fortitude
Hit: 2[W] + Charisma modifier radiant damage, and the target is blinded (save ends).
Miss: Half damage, and the target takes a -2 penalty to attack rolls (save ends).
Effect: Until the end of the encounter, you are insubstantial and gain fly 8 (hover). You emit light from your Incandescent Presence feature out to a number of squares equal to your Charisma modifier (minimum 3).
"I don’t see much hope for your future."
Prerequisite: Tiefling, any psionic class
The mind’s eye can travel leagues and leap planes without the body moving a muscle. Imagination and memory move more freely than a ghost. Yet for those with psionic talents, such flights of fancy can be dangerous.
As a tiefling, you couldn’t help but cast your thoughts toward the Nine Hells. Visions of the horrors of Baator haunted you, waking or sleeping. When you put your mind to it, you could even feel heat upon your face. You had no idea if these sights were delusions, but you were determined to see more.
Then something looked back.
During an intensely realistic tour of a hellish fortress, your gaze met that of some red-eyed figure. You caught only the glance of an evil eye before blinding pain struck you. Your own eye had caught fire in its socket, and the agony caused you to lose consciousness. When you awoke, your eye and your hellish visions were gone, replaced by a tiny, flickering flame that burned in your empty eye socket. The flame grants you normal vision, but to this day you wonder if you see the world as others do, or if your new infernal eye twists your perception to suit its own purposes.
Infernal Visions (11th level): When you spend an action point to make an attack, and you miss at least one target, you can choose instead for the entire attack to have no effect (as if you hadn’t used it). You regain the action point (but can’t spend it again this turn), and you regain any powers used as part of the attack.
Mantic Eye (11th level): Your Insight, Intimidate, and Perception checks are modified by your Charisma, Intelligence, or Wisdom modifier, instead of by the normal ability modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Shared Prescience (16th level): You and allies within 10 squares of you can add one-half your Charisma, Intelligence, or Wisdom modifier to initiative checks.
You open your foe’s mind to the future and allow your enemy to see how death will claim it.
Encounter Augmentable, Fear, Implement, Psionic, Psychic
Immediate Interrupt Close burst 10
Trigger: An enemy in the burst is hit by an attack
Target: The triggering enemy
Attack: Charisma, Intelligence, or Wisdom vs. Will
Hit: 1d10 + Charisma, Intelligence Wisdom modifier psychic damage.
Augment 2
Effect: Until the end of your next turn, the target is considered bloodied for all effects.
You gain a momentary glimpse of future failure and subtly guide your companion’s mind toward a better fate.
Daily Psionic
Immediate Interrupt Close burst 10
Trigger: An ally in the burst misses with an attack or fails a skill check
Effect: The ally gains a power bonus to the attack roll or skill check equal to your Charisma, Intelligence, or Wisdom modifier.
Enemies who fall beneath the gaze of your infernal eye feel hellfire burning in their souls and feeding upon their sins.
Daily Fear, Fire, Psionic, Psychic
Minor Action Personal
Effect: Until the end of the encounter, at the start of each of your turns, choose one enemy that you can see within 5 squares. That enemy takes fire and psychic damage equal to 5 + your Charisma, Intelligence, or Wisdom modifier and a -2 penalty to attack rolls until the start of your next turn.
"I see the order within uncertainty; I touch the chaos within law. I stand in both worlds as master of order and disorder."
Prerequisite: Ardent
As your psionic talent matures, you find yourself focusing on the disparate nature of the disciplines you master. Focusing your thought on the edge of unpredictability in your training, you discover the latent chaos flowing through your magic. Through trial and error, you learned to master the chaos latent within your powers and unleash it against your enemies. Drawing on the power of chaos can be dangerous, but you are up to any risk you might face.
Anarchic Surge (11th level): When you use ardent surge, roll a d6. If you roll an even number, the target of ardent surge can also teleport 2 squares as a free action. If you roll an odd number, add the die result to the hit points the target regains.
Chaotic Action (11th level): When you spend an action point to make an attack, you can choose to bestow the power of chaos onto one ally adjacent to you or adjacent to any target of the attack. Roll a d6 to determine the effect.
d6
Chaotic Action Effect
1
No effect.
2
The ally shifts as a free action.
3
The ally gains a +1 power bonus to attack rolls until the end of your next turn.
4
The ally gains temporary hit points equal to your Charisma modifier.
5
The ally gains a bonus to damage rolls on his or her next attack equal to your Charisma modifier.
6
The ally can make a basic attack as a free action.
Paragon Power Points (11th level): You gain 2 additional power points.
Clarity in Confusion (16th level): You do not grant combat advantage for being dazed or stunned. In addition, whenever you are dazed, you can take a minor action in addition to the single action allowed by that condition.
Raw chaos flows into your weapon as you strike, inflicting your foe with a temporary battle madness.
Encounter Augmentable, Charm, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. You slide the target 1 square, and it makes a melee basic attack as a free action against an enemy you choose. The attack gains a +2 power bonus to the attack roll.
Augment 2
Hit: 2[W] + Charisma modifier damage. You slide the target 3 squares, and it makes a melee basic attack as a free action against an enemy you choose. The attack gains a +2 power bonus to the attack roll and the damage roll.
As you are pressed in combat, you channel chaos to infect all those around you.
Daily Psionic, Zone
Immediate Reaction Close burst 2
Trigger: You are bloodied by an attack
Effect: The burst creates a zone that lasts until the end of your next turn. The zone moves with you, remaining centered on you. When any creature within the zone makes an attack roll, a skill check, an ability check, or a saving throw, roll a d4. If you roll an odd number, subtract the result from the triggering die roll. If you roll an even number, add the result.
Sustain Minor: The zone persists.
You fling a creature through a chaos breach in the aftermath of your attack, temporarily shunting it off the battlefield, then controlling its movement once it returns.
Daily Psionic, Teleportation, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 2[W] + Charisma modifier damage.
Miss: Half damage.
Effect: You choose one creature hit by the attack, then fling that creature through a chaos breach. That creature is removed from play. At the start of your next turn, it reappears in an unoccupied space within 5 squares of you that isn’t hindering terrain. In addition, the target is subjected to a chaos distortion (save ends). Until the distortion ends, when the target ends its turn within 5 squares of you, you can teleport it 5 squares to another square within 5 squares of you as a free action.
"Despair has no hold when I am near."
Prerequisite: Ardent
You are a brilliant vessel; you embody hope, joy, and endless confidence, and your presence lifts your allies’ spirits. On the battlefield, you wash away despair, dispel doubt, and fuel your allies’ passions. As an argent soul, you have an uncommonly pure spirit. You see the best in every situation, finding solutions where others find only defeat. Melancholy has no hold on you, for optimism’s light burns away grief. Others find your good nature infectious and strive to rise to your example.
The road to becoming an argent soul is varied. You can simply be a good and wholesome person, untouched by the horrors you have witnessed, or you might have been touched by a god, your soul purified and claimed for a higher purpose. Regardless of the cause of your transformation, it is profound.
Whenever you attack with your ardent powers, a silver corona glimmers around you. Those it touches feel their confidence building, the pain from their injuries falling away so that they can keep fighting no matter the odds.
Paragon Power Points (11th level): You gain 2 additional power points.
Restoring Critical (11th level): Whenever you score a critical hit with an ardent or an argent soul power, one ally within 5 squares of you can spend a healing surge.
Vitalizing Action (11th level): When you spend an action point to make an attack, you and each ally within 5 squares of you gain temporary hit points equal to your Constitution modifier.
Argent Devastation (16th level): When you attack with an ardent or an argent soul power, you can score a critical hit on a roll of 19–20.
Your weapon shines with silver light. When it strikes, your corona flares to revitalize an ally.
Encounter Augmentable, Healing, Psionic, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier radiant damage, and one ally within 5 squares of you can both spend a healing surge and shift 1 square as a free action. If the ally doesn’t spend a healing surge, he or she gains 10 temporary hit points.
Augment 2
Hit: 2[W] + Charisma modifier radiant damage. Each ally within 3 squares of you can both spend a healing surge and shift 1 square as a free action. Any ally who doesn’t spend a healing surge gains 10 temporary hit points.
Your touch restores vitality to a fallen comrade.
Daily Healing, Psionic
Standard Action Melee 1
Target: One dying ally
Effect: The target can spend a healing surge, and he or she gains regeneration 5 until the end of your next turn.
Sustain Minor: The regeneration persists. You can sustain the regeneration only if the target is bloodied.
Your allies find new reserves in the silver light you unleash.
Daily Healing, Psionic, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier radiant damage.
Effect: Each ally within 5 squares of you can either spend a healing surge or gain temporary hit points equal to his or her healing surge value.
"Many roads lead into the future, but by following the one I walk, you can find the victory you seek."
Prerequisite: Ardent
Incursions from the Far Realm have left scars across the world throughout the ages, so that the material fabric of the mortal realm is riddled with holes and fault lines. Your psionic power has made you sensitive to the damage caused by the aberrant invasion, and it has given you a talent for using that damage to your own advantage.
The memories come to you in dreams and waking visions, instructing you in forgotten fighting techniques to better combat the invasion from the Outside. These revelations also grant you a unique perspective on the world, allowing you to seek hidden pathways through time and space. Through these unseen scars of ancient battles, you move from place to place in a flash and can open portals through which you scatter your enemies across the battlefield. The more destruction caused by the threat of the Far Realm, the more powerful you become. Most importantly, this knowledge also tells you that the aberrant menace will one day be defeated.
Dimensional Action (11th level): When you spend an action point to make an attack, you can teleport a number of squares equal to your Wisdom modifier before or after the attack.
Paragon Power Points (11th level): You gain 2 additional power points.
Unnerving Vision (11th level): Whenever you hit an enemy with an unaugmented ardent at-will power, you mark that enemy until the end of your next turn.
Instant Adjustment (16th level): Whenever an enemy marked by you ends its turn in a square adjacent to you, you can teleport the enemy to any other unoccupied square adjacent to you as a free action.
Your attack binds your enemy to myriad doorways only you can see. If it seeks to escape, you alter its path to control its destination.
Encounter Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you mark the target until the end of your next turn. If the target moves on its next turn, you can teleport the target 2 squares as a free action at the end of that turn.
Augment 2
Hit: 3[W] + Charisma modifier damage, and you mark the target until the end of your next turn. If the target moves on its next turn, you can teleport the target a number of squares equal to your Wisdom modifier as a free action at the end of that turn.
You and an ally swap places through hidden portals to confuse your enemies.
Encounter Psionic, Teleportation
Move Action Ranged 10
Target: One ally
Effect: You teleport yourself and the target, swapping positions. Each enemy adjacent to you at the end of the teleport grants combat advantage to your allies until the end of your next turn.
You warp reality to flip yourself, your allies, and your foe across the battlefield.
Daily Psionic, Teleportation, Weapon
Standard Action Melee weapon
Effect: Before the attack, you teleport yourself and one ally within 5 squares of you, swapping positions.
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage, and you mark the target (save ends).
Aftereffect: You teleport the target and one ally within 5 squares of you, swapping their positions.
Miss: Half damage, and you mark the target until the end of your next turn.
"I am the key to unlocking your forgotten potential."
Prerequisite: Ardent
Although knowledge and training are great virtues, sometimes such expertise acts as a barrier. Knowledge can breed complacency, blinding an individual to a better path. As an individual specializes, time spent gaining a deeper understanding of the chosen specialty is time not used to expand his or her knowledge in other areas. Too much focus can narrow the vision.
Rather than bind yourself to one pursuit and one belief, you expand your mind and reject your assumptions. In doing so, you find new possibilities to explore. The lessons you learn help you overcome different challenges and hardships, and they allow you to adapt to whatever situation you face.
The liberation you enjoy can also extend to your companions. Reaching into their minds, you stir their true selves, shaking them free from the expectations that bind them. No doubts or fears hold them back. They are free to strive harder and to push past limitations their expertise places on them. You are their catalyst, and with a mere mental touch, you effect a transformation to help them become what they were meant to be.
Adaptive Expertise (11th level): After each extended rest, choose one skill in which you do not have training. Until the start of your next extended rest, you are treated as if you had training in that skill.
Goading Action (11th level): When you spend an action point to make an attack and hit with your first attack roll, one ally adjacent to you can shift as a free action and a different ally within 5 squares of you can make a basic attack as a free action.
Paragon Power Points (11th level): You gain 2 additional power points.
Erupting Critical (16th level): When you score a critical hit using an ardent power, each ally within 5 squares of you gains a +5 bonus to damage rolls until the start of your next turn.
You temporarily dismiss the limitations within your allies’ minds, allowing them to undertake a coordinated violent assault.
Encounter Augmentable, Psionic, Psychic
Standard Action Close burst 5
Target: One, two, or three allies in the burst
Effect: Each target can make a basic attack as a free action, each against a different creature. If only one target hits, his or her attack deals 2d6 extra psychic damage. If only two targets hit, each of their attacks deals 1d6 extra psychic damage.
Augment 2
Effect: As above, and each target deals 3 extra psychic damage with his or her basic attack.
You clear away an ally’s doubts so that nothing can deter him or her from finding success.
Daily Healing, Psionic
Standard Action Ranged 5
Target: One ally
Effect: Until the end of the encounter, the target has resist 10 psychic, gains a +2 power bonus to untrained skill checks, and gains a +2 power bonus to opportunity attack rolls. As a minor action, the target can end this effect and regain hit points as if he or she had spent a healing surge.
Your chosen ally’s form flares brightly, then settles into a coruscating pattern of light that boosts his or her prowess in combat.
Daily Polymorph, Psionic
Standard Action Ranged 5
Target: One ally
Effect: The target assumes the form of unleashed power until the end of the encounter. While in this form, the target gains a +2 power bonus to speed, opportunity attack rolls, and all defenses.
When the target hits with an unaugmented at-will attack power, he or she can choose to end this effect as a free action. By doing so, the attack deals 3d8 extra damage, and the target of the attack is dazed (save ends).
Prerequisite: Ardent
From the time you first felt another’s emotion, from the moment you experienced another’s thought, you have struggled against the flood that threatens to drown out your identity. It seemed you would never grow comfortable with your strange talent—and yet, against all odds, you did. You developed your concentration to drive back outside influences, but you still can’t remember the last time you were alone in your head.
Training, focus, or natural adaptability has let you control the voices invading your thoughts. You can now single them out and use them to warn you of hidden dangers or to find ways around a foe’s defenses. In effect, your supernatural senses give you cues to leading and fighting in battle.
Contemplative Action (11th level): Whenever you spend an action point to make an attack, you gain a bonus to the attack roll and the damage roll equal to the number of bloodied creatures within range of your telepathy.
Paragon Power Points (11th level): You gain 2 additional power points.
Telepathic Mind (11th level): You gain telepathy 5. If you already have telepathy, you increase its range by 5. The first time you drop to 0 power points in an encounter, each ally within the range of your telepathy gains a +2 power bonus to attack rolls until the end of your next turn
Inverted Corona (16th level): Whenever you enable an ally to spend a healing surge, you can pull one or two allies within range of your telepathy up to 2 squares as a free action.
As your attack draws your enemy’s attention, you sneak through its mental defenses to see into its mind and discover its next move.
Encounter Augmentable, Psionic, Psychic, Weapon
No Action Melee weapon
Trigger: You hit an enemy with an unaugmented at-will ardent attack power.
Target: The enemy you hit
Effect: The target takes 5 extra psychic damage, and it is subject to your thought harvest until the end of your next turn. While subject to your thought harvest, the target cannot shift, and it takes a -2 penalty to attack rolls and to all defenses against attacks by you or by any of your allies within range of your telepathy.
Augment 2
Effect: As above, but the target takes 10 extra psychic damage.
Your eyes become white, and your corona flares. Your enemies are as insects to you.
Daily Psionic, Stance
Minor Action Personal
Effect: You enter the awakened sleeper stance. Until the stance ends, you gain a +5 power bonus to Insight checks, and enemies cannot gain combat advantage against you by flanking. In addition, you can use the secondary power at will.
Daily
Immediate Reaction Personal
Requirement: The power Sleeper Awakens must be active in order to use this power.
Trigger: An enemy attacks you or an ally adjacent to you.
Effect: You shift up to 2 squares.
You release all the emotions and thoughts you’ ve absorbed, smashing your enemies’ minds with a psychic flood.
Daily Psionic, Psychic, Weapon
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage, and the target is weakened and takes ongoing 10 psychic damage (save ends both).
Miss: Half damage.
Effect: You shift up to 4 squares to a square in or adjacent to the blast.
"No wall is too high and no moat too wide to protect a villain from my wrath. Bastions of evil cannot stand before me."
Prerequisite: Paladin, ardent vow power
You are a divine warrior in service to a deity of order and righteousness, looking beyond the immediate threat of evil to its source. You set mighty goals of triumph, such as the overthrow of a terrible tyrant or the fall of a nation of villains, to tear power from your deity’s enemies and give it to the deserving. You have no interest in possessing a territory and seek to preserve governance by virtuous rulers.
You are single-minded in your pursuit of a goal and go to almost any length to achieve it, and you are better suited to the role of a frontline soldier than a leader. You prefer to charge into battle, using ardent vow to smite your foes. You have little patience for negotiation and can be impulsive to a fault.
Holy conquerors often worship Bahamut, Kord, or Pelor, glorifying their god with each victory in battle. Many have strong connections to specific locations that were seized in battle or that hold particular religious significance.
Divine Fortification (11th level): When you spend an action point to take an extra action, each enemy adjacent to you is subject to your divine sanction until the end of your next turn.
Holy Rebuke (11th level): When you deal extra damage with your ardent vow, you also push the target 1 square. As a free action, you can shift 1 square closer to the target.
Hold the Line (16th level): When you or any ally adjacent to you is pulled, pushed, or slid, you can use a free action to reduce the forced movement by a number of squares equal to one-half your Strength modifier.
As an enemy launches an attack at your comrade, you give a defiant yell and charge across the battlefield at the foe.
Encounter Divine, Radiant, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy makes an attack roll against your ally within 5 squares of you
Effect: You charge the triggering enemy and make the following attack in place of a melee basic attack.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The target is subject to your divine sanction until the start of your next turn.
You appeal to your god and leap to take the wound meant for an ally, condemning the foe for its insolence.
Encounter Divine, Teleportation
Immediate Interrupt Close burst 5
Trigger: An enemy hits your ally within 5 squares of you with a melee or a ranged attack
Target: The ally hit by the triggering enemy’s attack
Effect: You and the target teleport, swapping positions. The triggering enemy’s attack hits you instead. Until the end of the encounter, whenever you end your turn adjacent to the triggering enemy, it is subject to your divine sanction until the end of your next turn.
You cry out, urging your foes to attack you. Your shout encourages your allies to seize enemy ground.
Daily Divine, Weapon
Standard Action Close burst 3
Target: Each enemy in the burst
Effect: You pull each target to a square adjacent to you, and each target is subject to your divine sanction until the end of your next turn. Each ally in the burst can shift a number of squares equal to your Wisdom modifier as a free action but cannot end this movement closer to you. You then make the following melee attack.
Target: Each enemy adjacent to you
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
"Your secrets are mine to use as I see fit."
Prerequisite: Ardent
You hear everything. Every thought, every idea, and every internal conversation reaches receptors in your mind in a confusing din. You have learned to reduce the cacophony to a muted rumble to maintain your sanity. You know these thoughts have their uses, however, and so you focus your concentration, sifting through the noise to seize the most powerful voices to aid you.
You are a phrenic invader—a thought warrior who can slip into any conscious mind and plunder it for its secrets. It takes only a moment to sift through the confusing jumble to find what you need, especially on the battlefield. An enemy’s mind reveals its intent, helping you anticipate its strikes. You can sense when another enemy might close on you, shifting your position to best receive the attack. The thoughts you steal help guide your attacks and keep you from harm, letting you endure in combat to destroy the enemies standing against you.
Opened Mind (11th level): You gain telepathy 5. If you already have telepathy, you increase its range by 5.
Paragon Power Points (11th level): You gain 2 additional power points.
Reflexive Action (11th level): Whenever you are damaged by a melee attack, you can spend an action point to use an unaugmented ardent at-will power that you know as an immediate reaction.
Shared Senses (11th level): You cannot be deafened or blinded as long as you are adjacent to at least one creature that is not deafened or blinded.
Wary Mind (16th level): You gain a +2 bonus to attack rolls for opportunity attacks and immediate action attacks.
You fight past your enemy’s attack to deliver a punishing blow to its body and mind.
Encounter Augmentable, Psionic, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy hits you with a melee attack
Effect: Before the attack, you shift 1 square.
Target: The triggering enemy
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target grants combat advantage until the end of your next turn.
Augment 2
Hit: 1[W] + Charisma modifier damage, and the target is dazed until the end of your next turn.
Your focused concentration lets you bolster your allies with energy drawn from your enemies’ uncertainty.
Daily Psionic, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that lasts until the end of the encounter or until you end the effect as a free action during your turn. The zone moves with you, remaining centered on you. While within the zone, enemies grant combat advantage to you, and allies gain a +2 power bonus to all defenses. Until the zone ends, you are slowed.
You lay open your opponent’s mental barriers, ravaging its mind and reading its every move in combat.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: The target is affected by your thought interloper (save ends). While the target is affected by the interloper, it takes ongoing 5 psychic damage and its attacks provoke opportunity attacks from you.
Each Failed Saving Throw: One ally adjacent to the target can make a melee basic attack against the target as a free action.
"I am your prison. From me there is no escape."
Prerequisite: Ardent
Though no chains bind them, your enemies become your prisoners. You are a psionic binder, a living prison whose thoughts are as strong as adamantine bonds. When you engage your foes, you redirect their thoughts inward, forming mental walls to constrain their thoughts and root them to the spot. You can keep your enemy imprisoned long enough for your allies to close in and deliver whatever justice the foe deserves.
The aberrant menace is a wily threat, slipping unseen into the mortal world and spreading its corrupting influence to foment unrest and mutation wherever it goes. No matter how many aberrant monsters are destroyed, others spawn to spread wickedness. The only answer is containment. By pinning down the threat, you can destroy it, one monster at a time.
By no means are your efforts exclusive to aberrant enemies. Any who stand against you in your single-minded pursuit deserve your dread attention.
Constant Jailer (11th level): Whenever you hit an immobilized creature with a melee or a close attack, that creature can’t make saving throws on its next turn against effects that immobilize.
Imprisoning Action (11th level): When you spend an action point to make an attack and the attack hits, the target is also restrained (save ends).
Paragon Power Points (11th level): You gain 2 additional power points.
Crushing Walls (16th level): While you are adjacent to an immobilized enemy, that enemy grants combat advantage.
Your strike binds the enemy’s mind with psionic chains.
Encounter Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier psychic damage, and the target is immobilized until the start of your next turn.
Augment 2
Hit: 2[W] + Charisma modifier psychic damage, and the target is immobilized until the start of your next turn.
With your enemy pinned down, you call forth the executioner to give it a quick end.
Encounter Psionic, Teleportation
Move Action Close burst 5
Requirement: You must be adjacent to an immobilized enemy.
Target: One ally in the burst
Effect: You teleport the target to a square adjacent to an immobilized enemy adjacent to you. Until the end of your next turn, the target gains +2 power bonus to attack rolls against that enemy and a power bonus to damage rolls against it equal to your Wisdom modifier.
Your foe’s thoughts collapse under the terrifying weight of your attack.
Daily Fear, Psionic, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target is dazed and slowed (save ends both).
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Dazed creatures cannot leave the zone. As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists.
"Your threats are meaningless to me. Nothing you say can save you from death at my hands."
Prerequisite: Paladin, ardent vow power
The core of your values and the code you follow are rooted in your willingness to give your life for a greater purpose. Your body and soul are strong, and you do not shrink from giving up some of that strength to help others. You strike out with divine fury that racks you with pain but imbues you with even greater strength. You measure your worth by the foes you defeat.
As a scion of sacrifice, you are zealous in the extreme, eager to meet the enemies of your faith regardless of the circumstances. When others pause and deliberate, you act—for better or for worse. However, you are not suicidal. If you encounter a foe clearly beyond your ability to defeat, you retreat to work toward the day when your power matches the enemy’s. Or you might turn aside to aid companions who are in danger, or withdraw to carry the injured away from battle. But in most fights you are grim and fearless. Whether you fall in the effort to defeat a mighty foe or survive to face a new threat tomorrow lies in the hands of your god.
Devastating Action (11th level): When you spend an action point to make an attack, the attack deals extra damage equal to your Charisma modifier. If you are bloodied, you also add your Wisdom modifier to the damage.
Unflinching Persistence (11th level): You gain an additional use of ardent vow each day.
Martyr’s Strike (16th level): When an attack reduces you to 0 hit points or fewer, you can use an at-will attack power as a free action before falling unconscious.
You lash out against foes around you and dare them to strike back.
Encounter Divine, Weapon
Standard Action Close burst 1
Effect: Before the attack, you can take damage equal to your level, which can’t be reduced in any way. If you do so, the attack deals 2[W] extra damage.
Target: Each enemy in the burst
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: Each target is subject to your divine sanction until the start of your next turn.
You offer up part of your life force to restore your wounded ally.
Daily Divine, Healing
Minor Action Close burst 10
Target: One ally in the burst
Effect: You take damage equal to your level, which can’t be reduced in any way. The target regains hit points equal to his or her healing surge value.
Divine flames flood over you, consuming nearby foes in a pyre of retribution.
Daily Divine, Fire, Implement
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 5d8 + Charisma modifier fire damage.
Miss: Half damage.
Effect: Until the end of the encounter, when any enemy within 5 squares of you deals damage (not ongoing damage) to any ally, that enemy takes fire damage equal to your Charisma modifier.
"Your fears, hates, hopes, and dreams are mine to devour. My feast will end when only your husk remains."
Prerequisite: Ardent
Not all vampires are undead, drinking the blood of the living or draining souls with a touch. Some feast on intense feelings such as fear and love, anger and happiness. They are insidious creatures—parasites that gorge without drawing attention to themselves. Some might not even realize what they’re doing. Regardless of whether a siphon is cognizant of his or her abilities, the effect of such a character’s power is palpable, as a victim falls into the clutches of lethargy, becoming torpid and drained.
As a siphon, you use psionics to absorb thought energy from your victims, drinking deep from their emotions and feelings to increase your power. Your mind is a vortex, catching others’ thoughts and using them to replenish your resources and overcome your injuries. Once you establish a link with another creature, you can draw its energy until your prey is drained and unable to act. You might keep this energy for yourself or transfer it to your allies so that they can share its benefits.
Paragon Power Points (11th level): You gain 2 additional power points.
Psychic Vampire (11th level): When you use an unaugmented ardent at-will power to hit an enemy that is slowed, dazed, stunned, or taking ongoing psychic damage, you gain temporary hit points equal to your Wisdom modifier.
Torpid Action (11th level): When you spend an action point to make an attack and the attack hits, each enemy within 3 squares of you is slowed until the end of your next turn.
Draining Surge (16th level): When an enemy within 5 squares of you drops to 0 hit points or becomes dazed, stunned, or weakened, if you use ardent surge before the end of your next turn, the target of the power regains additional hit points equal to your Wisdom modifier.
Your weapon attack lets you sink psychic fangs into your foe’s mind, crippling its ability to think and act.
Encounter Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier psychic damage, and the target is dazed and slowed until the end of your next turn.
Augment 2
Hit: 1[W] + Charisma modifier psychic damage, and the target is dazed and immobilized until the end of your next turn.
You draw on the psychic energy of a dying creature to grant yourself and your allies a surge of vigor.
Encounter Psionic
Immediate Reaction Personal
Trigger: A creature within 10 squares of you that you can see drops to 0 hit points or fewer
Effect: You gain temporary hit points equal to your Charisma modifier. Each ally adjacent to you gains temporary hit points equal to your Wisdom modifier.
Your weapon slips through an opponent’s defenses and opens a conduit to its mind. As long as the conduit remains open, you can feast on your foe’s misfortune.
Daily Healing, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier psychic damage.
Miss: Half damage.
Effect: The target is affected by your emotion leech (save ends). While the target is affected by the leech, the target is slowed and weakened. In addition, at the start of its turn if you have line of sight to the target, you and each ally adjacent to you regain hit points equal to your Wisdom modifier.
"There are no fears but those of your own making."
Prerequisite: Ardent
There are shadows in the mind. Unnerving memories, old fears, and crushing disappointments all lie ready to be exploited and manipulated. Those who know these fears can turn them into weapons, amplified until they unravel the consciousness. You are familiar with these fears, and you wield them like razors.
As a stygian adept, you sense the fear and terror in your enemies, harnessing these emotions and using them to attack your foes’ minds. With your powers you can create phantom terrors that only your opponent can perceive, distracting the enemy from your allies as they move into position. A foe firmly in your grasp finds itself lost in a maze of half-realized imaginings, each more terrible than the last.
Fleeing Fear (11th level): Whenever you hit an enemy with a fear power, you can slide the enemy 1 square.
Paragon Power Points (11th level): You gain 2 additional power points.
Unraveling Action (11th level): When you spend an action point to make a fear attack, each target hit by the attack has vulnerability to all damage until the end of your next turn. The vulnerability equals your Constitution modifier.
Fearsome Zone (16th level): Enemies in any zone created by your psionic powers take a -2 penalty to attack rolls. Enemies that are immune to fear ignore this penalty.
To your enemy, you take on the appearance of its greatest fear, causing it to stumble back in terror.
Encounter Augmentable, Fear, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 1[W] + Charisma modifier psychic damage, and you push the target a number of squares equal to your Constitution modifier.
Augment 2
Hit: As above, and you or one ally can make a melee basic attack against the target as an opportunity action at any point during the push.
Doubts blur your enemies’ vision, making it hard for your foes to see the true threat before them.
Daily Psionic, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Your allies have concealment against enemies that are within the zone.
Sustain Minor: The zone persists.
Your attack conjures a horrific vision that only you and your enemy can see.
Daily Conjuration, Fear, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.
Effect: You conjure a subconscious horror in an unoccupied square within 5 squares of you. The horror lasts until the end of your next turn. The horror is invisible to everyone but you and the target. Whenever the target starts its turn and can see the horror, the target must either end that turn farther away from the horror than where it started, by at least a number of squares equal to half its speed, or take 10 psychic damage and grant combat advantage until the start of its next turn.
Sustain Minor: The horror persists, and you can move it 4 squares.
"Your thoughts betray you."
Prerequisite: Ardent
Long ago, when aberrant monsters first spilled into the mortal world, a warrior society was formed to protect the world from the Far Realm’s corrupting influence. The society’s members recorded their techniques in a volume known as the Talaric Codex. In it were the forms and disciplines needed to master their psionic fighting art. In the countless years since its formation, the society has decayed and dissolved. Its monasteries have fallen, and the writings of its adepts have been scattered across the world.
You have found fragments of writing from this ancient society and learned to focus your psionic powers to give you a tactical advantage in battle. Because your training was haphazard and pieced together from fragments of lore, you improvise where your training is incomplete, drawing from your ardent powers to fill your gaps in knowledge. Still, the teachings you uncovered proved instructive, and you can take charge of nearly any battlefield.
Central to your learning is the ability to read your enemies’ intent and turn it against them. You translate the clarity of your vision and your openness to the thoughts and experiences of those around you into a decided tactical advantage. You can warn allies against impending attacks, move companions to adapt to enemy formations, and help your allies scatter when they are faced with devastating magic.
Anticipatory Action (11th level): When an enemy enters a square adjacent to you, you can spend an action point to take a standard action as an immediate interrupt.
Battle Instinct (11th level): You and allies within 5 squares of you gain a +2 power bonus to initiative checks.
Paragon Power Points (11th level): You gain 2 additional power points.
Tactician's Surge (16th level): Whenever you use your ardent surge power, you can slide each ally in the burst 1 square.
Your tactical intuition places your ally just where he or she needs to be.
Encounter Augmentable, Psionic
Immediate Interrupt Close burst 3
Trigger: An enemy within 2 squares of you makes a melee attack
Target: One ally in the burst
Effect: The target can use a free action to shift 1 square and make a melee basic attack against the triggering enemy. That attack deals 1d8 extra damage to the enemy.
Augment 2
Target: One or two allies in the burst or you and one ally in the burst
Effect: Each target can use a free action to shift 2 squares and make a basic attack against the triggering enemy.
You exhort your allies to move to new positions or to defend themselves.
Daily Psionic
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target can either shift half his or her speed as a free action or gain a +3 bonus to all defenses until the end of your next turn.
Drawing from your allies’ perceptions, you discern the best place to strike.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC. You gain a +1 bonus to the attack roll for each ally within 2 squares of the target.
Hit: 4[W] + Charisma modifier damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
"The wards I’ve placed on your armor should provide you with all the protection you need."
Prerequisite: Artificer, shielding elixir healing infusion
Arcane armorers are skilled artificers who have focused their knowledge on enhancing the defensive capabilities of their allies. Many arcane armorers combine their knowledge of armorsmithing with their skill with the arcane arts, augmenting their allies’ defenses in a way that others cannot.
Arcane armorers are especially talented at weaving enchantments over their allies’ armor that not only enhances the armor but also turns the ally into a walking weapon. Arcane armorers can use the energy they imbue into an ally’s armor as a method of delivering powerful spell charges at their enemies. Similarly, arcane armorers use their allies’ armor as anchors, connecting enemies to their allies, draining energy from one to boost the other.
As an arcane armorer, you focus your efforts on turning your allies into your magic weapons out on the battlefield. You want your allies to move up close to the enemies you face, protecting them from afar while using them to deliver your own attacks. When your allies are in trouble, you shield them from further danger, or pull them back from the front lines.
Arcane Armorer's Action (11th level): Whenever you spend an action point to make an extra attack, choose one ally within 5 squares of one target of your attack. Until the end of your next turn, that ally gains resist 10 to your choice of one of cold, fire, force, lightning, necrotic, poison, radiant, or thunder damage.
Protective Spell Shield (11th level): Whenever you use a Healing Infusion power on an ally, that ally cannot grant combat advantage until the end of your next turn.
Practiced Armorer (16th level): You add your Wisdom modifier to any resist value that you give to an ally.
You weave a spell that saps the strength and defenses of your enemy, transferring the power of those defenses to a nearby ally.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier necrotic damage, and choose one ally within 5 squares of the target. Until the end of your next turn, the target takes a –4 penalty to your choice of Fortitude, Reflex, or Will defense, and the ally you chose gains a +4 power bonus to the same defense.
With a flash, your ally appears by your side, shielded by arcane wards.
Encounter Arcane
Immediate Reaction Ranged 10
Trigger: An ally is hit and damaged by an attack
Target: The triggering ally
Effect: You teleport the target into any unoccupied space adjacent to you. The target gains resist 20 to all damage until the end of his or her next turn.
You lay an enchantment over the armor worn by an ally, which causes the air to ripple with waves of raw force.
Daily Arcane, Force, Implement
Minor Action Melee touch
Primary Target: One ally
Effect: You infuse the primary target’s armor with the power of arcane force. Until the end of the encounter, the ally gains resist 5 all. In addition, you can use the Armor of Force Attack power once per round until the end of the encounter if the primary target is within 5 squares of you.
At-Will Arcane, Force, Implement
Standard Action Close burst 1 centered on the primary target
Requirement: The power Armor of Force must be active in order to use this power.
Secondary Target: Each enemy in the burst
Secondary Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier force damage, and you push the secondary target away from the primary target a number of squares equal to 1 + your Wisdom modifier.
"A workshop? Not for me. I’ll be on the front lines."
Prerequisite: Artificer
During the Last War, most artificers provided logistical and technological support. A few artificers refused to stay in workshops, though. These artificers were battle engineers, and they carried their skills into battle. Battle engineers proved a vital addition to the armies of the Last War. Today, those who follow in the battle engineers’ tradition are also formidable fighting companions.
Aggressive Action (11th level): When you spend an action point to take an extra action, you gain a +1 bonus to weapon attack rolls until the end of your next turn, and your weapon attacks deal 1d6 extra damage until the end of your next turn.
Brutal Enchantment (11th level): Whenever one of your artificer or battle engineer powers grants an ally a bonus to weapon damage rolls, that ally’s weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, this has no effect.
Accurate Enhancement (16th level): Whenever one of your artificer or battle engineer powers grants a bonus to weapon attack rolls to an ally, that bonus increases by 2.
Arcane energy enwraps your weapon and your allies’ weapons.
Encounter Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence + 3 vs. AC
Hit: 2[W] + Intelligence modifier damage.
Effect: Each ally adjacent to you gains a power bonus to attack rolls and to damage rolls equal to your Wisdom modifier or your Constitution modifier until the end of your next turn.
You infuse a weapon with a brief yet powerful enchantment.
Daily Arcane
Minor Action Close burst 5
Target: One weapon or implement in the burst
Effect: You infuse the target with arcane energy. Choose a damage type: acid, cold, fire, force, lightning, or thunder. The target deals extra damage of this type equal to your Intelligence modifier until the end of the encounter. Until the end of the encounter, whenever the target’s wielder scores a critical hit with the weapon, the target of the attack gains 10 ongoing damage of the damage type you chose (save ends).
Your weapon crashes into your foe, sending out sparklike motes that harass that creature and sting other foes that draw close to it.
Daily Arcane, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3d10 + Intelligence modifier damage, and if the target doesn’t move at least 2 squares during its turn, it takes 10 damage at the end of its turn (save ends).
Miss: Half damage, and if the target doesn’t move at least 2 squares during its turn, it takes 5 damage at the end of its turn (save ends).
Effect: The attack creates a zone of painful motes in a burst 2 centered on the target. The zone lasts until the target saves against this power. When the target moves, the zone moves with it, remaining centered on it. Any enemy that starts its turn within the zone takes 5 damage, and it grants combat advantage while within the zone.
"I make my friends. Let’s call it a hobby."
Prerequisite: Artificer
The Last War saw incredible advances in artifice. With the creation of the warforged and the perfection of war machines, artificers attained a deeper understanding of how to blend technology with magic. Although most artificers train in the creation of magical servants, clockwork engineers elevate the practice to an art form.
As a clockwork engineer, you are a master of creating imitations of life from inanimate objects. You can piece together automatons in a few moments. The devices you create are more durable, longerlasting, and more deadly than those created by your artificer peers.
You fashion minions and artifices to aid your companions, although you probably feel as much kinship to the automatons as you feel toward your fellow adventurers. You might dote on your creations, lamenting when they become damaged, and even avenging their destruction.
Outside of combat, harmless clockwork creations surround you. They twitter and buzz, fluttering near you, keeping you company. Many are also helpers, and through their adroit appendages, you can construct other minions more quickly.
Clockwork Coordinated Action (11th level): When you spend an action point to take an extra action, you also gain two minor actions, which you can use only to command your summoned creatures.
Durable Artifice (11th level): Creatures you summon with artificer or clockwork engineer powers have a +2 power bonus to all defenses.
Superior Minions (16th level): Creatures you summon with artificer or clockwork engineer powers have a +2 bonus to speed and a +1 bonus to attack rolls.
Scores of tiny metal soldiers drop off your body and swarm a foe.
Encounter Arcane, Implement, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone of miniature clockwork soldiers. The zone lasts until the end of your next turn. The zone is difficult terrain, and any enemy that starts its turn within the zone is subject to an attack.
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier, and the target is slowed until the end of its next turn.
Your creations last longer than expected.
Encounter Arcane, Healing
Immediate Interrupt Close burst 10
Trigger: A creature you summoned with an artificer or clockwork engineer power takes damage
Target: The triggering summoned creature
Effect: You spend a healing surge, and the target regains hit points equal to your healing surge value + 2d6.
You carefully assemble a realistic and versatile clockwork creation.
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Small clockwork companion in an unoccupied square within range. The clockwork companion has speed 7 and ignores difficult terrain. It has a +4 bonus to AC and to Reflex. When you or any ally starts your turn adjacent to the clockwork companion, that character gains 10 temporary hit points. You can give the clockwork companion the following special commands.
Minor Action: Melee 1; targets one creature; Intelligence + 2 vs. AC; 2d10 + Intelligence modifier damage, and the target is marked by the clockwork companion until the end of your next turn. If the target is already marked, the companion can deal 1d8 extra damage instead of marking it.
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2 vs. AC; 2d10 + Intelligence modifier damage, and the target is marked by the clockwork companion until the end of your next turn. If the target is already marked, the companion can deal 1d8 extra damage instead of marking it.
"My familiar is more than an extension of my will—it is my own flesh and blood."
Prerequisite: Artificer, familiar
You are a master tinker and can create construct familiars of such perfection that they are scarcely distinguishable from living creatures. Essentially homunculi, your familiars incorporate a tiny portion of your own life energy, distilled into a drop of your blood. This life link allows you to feel your familiar’s pain and drives you to keep it safe and make it stronger. Others might think you strange because you spend so much time with your creations, but they don’t understand: These are your children. Your path features all relate to your familiar, and your powers work only if your familiar is in active mode. Since it’s important that your familiar stick around if you want to make full use of it, take some familiar feats to increase its defenses and to gain other benefits.
Bloodsmith Action (11th level): When you spend an action point to make an arcane attack and your familiar is in active mode, you can make the attack originate from your familiar’s space.
Familiar Blood Bond (11th level): Your blood connection with your familiar gives you strengthening feedback while it is near. When you spend a healing surge while your familiar is in its passive state, you regain additional hit points equal to your Constitution modifier.
Second Familiar (16th level): You can have two familiars at once, such as a cat and an owl. One of your familiars must be heroic tier, but the other can be any sort that you are eligible to choose. You gain the constant benefits of only one familiar at a time and can switch as a minor action. If you retrain the Arcane Familiar feat to replace a familiar, you can replace both.
You scream in outrage at the foe that dares harm your familiar, driving it back.
Encounter Arcane, Implement, Psychic
Immediate Interrupt Melee 1
Special: The origin square of the attack is your familiar’s square.
Trigger: An enemy adjacent to your familiar makes an attack that includes it as a target
Target: The triggering enemy
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier + Constitution modifier psychic damage, and you push the target 2 squares.
As the attack slams into your familiar, you call it to your side.
Daily Arcane, Teleportation
Immediate Interrupt Personal
Target: An attack reduces your familiar to 0 hit points or fewer
Effect: Your familiar teleports to your square and enters passive mode.
Through your bond, you divide your familiar into a swarm of smaller servants that overwhelm your foes.
Daily Arcane, Conjuration, Implement, Zone
Standard Action Area burst 1 within 20 centered on your familiar’s square
Requirement: Your familiar must be in active mode
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier damage
Effect: Your familiar is destroyed, and the burst creates a zone of minute copies of the familiar that lasts until the end of your next turn. Each enemy that enters or starts its turn in the zone takes 15 damage and is slowed until the start of its next turn. An enemy can take this damage only once per turn. As a move action, you can move the zone 2 squares. As a minor action, you can end the zone. When the zone ends, your familiar appears in a square of the zone.
Sustain Minor: The zone persists.
"I improve myself by any means necessary."
Prerequisite: Any race except warforged, must be an artificer
Warforged are an intriguing race, and regard for them ranges from viewing them as property to accepting them as people. Most folks resent, distrust, or tolerate warforged. You take a different view: You want to become one. During the Last War, a few mastermakers who worked in the foundries that produced warforged became convinced that warforged were exemplars of perfection. Now renegades from their former employers, these individuals seek to improve their own forms by installing mechanical augmentations into their flesh.
To become a self-forged, your first step is to install a battlefist, a mechanized steel appendage that resembles a gauntlet with articulated fingers. The battlefist replaces your hand, requiring you to sever your own appendage to make way for the new addition. As a result, only the most dedicated or mad artificers embark on this path.
Battlefist (11th level): You have a battlefist, which replaces your hand. The battlefist is a melee weapon with which you are proficient. It is a part of the mace weapon group, deals 1d8 damage, and has a +3 proficiency bonus. You can hold items in your battlefist as though it were your hand, but you must not be holding anything when you use your battlefist as a weapon. You can use the Enchant Magic Item, Disenchant Magic Item, and Transfer Enchantment rituals on the battlefist. Using Disenchant Magic Item on the battlefist does not destroy it.
Fortifying Action (11th level): When you spend an action point to take an extra action, you gain temporary hit points equal to 5 + one-half your level.
Supporting Construction (11th level): The parts you graft onto your body make you more durable. You gain a +2 bonus to saving throws against ongoing damage.
Added Resilience (16th level): Whenever you make a death saving throw, you can take the better of your die roll or 10.
More Metal Than Flesh (16th level): You can attach and embed components as if you were a warforged.
Channeling arcane power into your battlefist, you smash it into your enemy with such force that you leave your foe staggering.
Encounter Arcane, Weapon
Standard Action Melee weapon
Requirement: Your battlefist hand must be free.
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage, and you push the target a number of squares equal to your Constitution modifier. The target grants combat advantage to you and your allies until the start of your next turn.
Your magic quickly repairs your damaged components.
Daily Arcane, Healing
Standard Action Personal
Effect: You regain hit points equal to twice your healing surge value.
Your metal hand detaches from your arm and shoots toward a foe, remaining connected to you by a chain of force.
Daily Arcane, Weapon
Standard Action Melee 2
Requirement: Your battlefist hand must be free.
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 4[W] + Intelligence modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: Your battlefist gains the reach weapon property until the end of the encounter.
"Cast your spells where I say, when I say, and how I say and we’ll all live to tell about today’s battle."
Prerequisite: Artificer
Spell commanders are artificers who transform their allies into walking weapons of arcane destruction. Typically found as a part of more militaristic arcane institutions, spell commanders learn magic that help them increase their allies’ spell power. Additionally, most spell commanders work as a part of a small squad, and many of the spells they wield are focused around small squad tactics, including rapidly moving across the battlefield.
Most spell commanders receive standard military training, including the foundation of small arms use (particularly bows and crossbows). Spell commanders combine conventional military education with their arcane knowledge to create a more hybridized approach to warfare.
As a spell commander, you know how to combine traditional combat techniques and weapon use with the power of arcane magic. Your focus is on transforming your allies into more accurate, more powerful, and more mobile forces, effectively taking on the role of a squad leader who uses spells to facilitate this transformation.
Arcane Weaponmaster (11th level): You can use a bow or crossbow as an implement for ranged artificer attack powers. When you do so, increase the range of those powers by 5.
Spell Commander's Action (11th level): Whenever you spend an action point to make an attack, one ally within 10 squares of the target can use a basic attack or a 1st-level at-will arcane attack power as a free action. The ally must include at least one target of your attack as a target.
Unleash Spell Power (16th level): Whenever an adjacent ally would make a basic attack, that ally can instead use any 1st-level arcane at-will attack power they know. The ally must used ranged powers in the place of ranged basic attacks, and melee powers in the place of melee basic attacks.
Your shot becomes a magnet for arcane energy, drawing your allies’ spells toward your enemy with great accuracy.
Encounter Arcane, Force, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier force damage, and one ally within 5 squares of the target can make a basic attack against the target. If that ally uses an arcane power as their basic attack, that ally gains a +2 power bonus to the attack roll.
You quickly weave an enchantment over an ally’s weapon or implement, transforming an ally’s next attack.
Encounter Arcane
Free Action Melee touch
Trigger: An ally adjacent to you makes an attack
Target: The triggering ally’s implement or weapon
Effect: Choose one of the following damage types: cold, fire, force, lightning, or thunder. The triggering attack’s damage is changed to that type of damage, and the attack deals extra damage equal to your Intelligence modifier.
You alter the enchantments you have placed on your ally, transforming him or her into a living nexus through which others can travel.
Daily Arcane, Weapon
Standard Action Ranged weapon
Primary Target: One ally within 5 squares of you
Effect: You make the following attack, using the primary target’s space as the origin square of the attack.
Secondary Target: One creature
Secondary Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier damage.
Miss: Half damage
Effect: Until the end of the encounter, you can use the power Living Gate Teleport.
At-Will Arcane, Weapon
Move Action Close burst 10
Requirement: The power Living Gate must be active in order to use this power.
Tertiary Target: You or one ally in the burst
Effect: If the tertiary target is adjacent to the primary target, the tertiary target teleports 6 squares. Otherwise, the tertiary target teleports 10 squares into an unoccupied space adjacent to the primary target.
"You never know when the hand of a god will intercede directly in your life—or death."
Prerequisite: Assassin, avenger, either the oath of enmity or assassin’s shroud power
Covenant agents are elite killers who are trained to deal precision strikes against enemies of their god with little to no detection. As a loyal member of your chosen deity, you have already learned skills that make you a prime candidate for taking on the mantle of covenant agent. How you got to this point varies and is based on your religion’s structure (or lack thereof ), and what goals you accomplish in the name of your god can also vary greatly from any other covenant agent’s goals.
You already know how to kill. It’s not a question of skill in that area, nor does anyone question your commitment to kill when needed. Now, however, you are fully invested in being a weapon used by your chosen deity. You spend countless hours honing your skills in stealth, subterfuge, and unconventional stratagem, plus you must tend to your normal commitments to your religious patron and maintain whatever façade you have chosen. Your path is one of secrecy—none outside your religious organization should learn of your ties to it. This can place pressures on you that those with whom you travel do not understand. As far as they know, you are what you choose to present to them, whether that’s a light-hearted adventurer seeking treasure or a stoic combat veteran who just happens to know a few extremely effective ways to deal with those seeking your blood.
Bleeding Defeat Action (11th level): When you spend an action point to make an attack, if that attack hits and deals damage, the target also takes ongoing 10 radiant and necrotic damage (save ends).
Shadow of the Gods (11th level): Once per turn when you deal necrotic damage or radiant damage to an enemy with an assassin attack, an avenger attack, or a covenant agent attack, the target of the damage also takes a -3 penalty to the next saving throw it makes before the end of your next turn.
Harbinger (16th level): Any creature that has one of your shrouds on it or is your oath of enmity target loses necrotic resistance and radiant resistance.
Your deft speed and skill allow you to debilitate your enemy with deadly precision.
Encounter Divine, Necrotic, Radiant, Shadow, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier necrotic and radiant damage.
Effect: You can choose to either place your oath of enmity effect on the target (in addition to any other creature that is already on the target of your oath of enmity) or subject the target to one additional shroud (as per your assassin’s shroud power).
You skillfully stride across terrain, allowing very little to hinder your precise movement.
Daily Divine, Shadow, Stance
Move Action
Effect: You shift a number of squares equal to your speed and enter the prevision gait stance. Until the stance ends, you can shift your speed as a move action.
You are a master of death, and, with one perfectly timed slice, you end the suffering of any rival.
Daily Divine, Necrotic, Radiant, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier necrotic and radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can choose to have any assassin, avenger, or covenant agent attacks you make deal necrotic and radiant damage instead of their normal damage.
I am everywhere and nowhere. I am death’s specter, and I am here to claim your soul.
Prerequisite: Assassin
You have mastered the elementary lessons required by your Gloaming Dancer instructors. As a reward, they usher you into the higher mysteries of their tradition. The secrets they impart reveal the Shadowfell’s ubiquity and how to harness the dark magic flowing from the plane of shadow into the mortal realm until you can step between worlds with ease. The shadows rise up at your command, tearing open the gaps you need to dance across the battlefield unchecked and giving you opportunities you can use to land the killing blow.
Dancing Action (11th level): When you spend an action point to take an extra action, you can also teleport 5 squares. If you do not, you can teleport 5 squares as a minor action once before the end of your next turn.
Sinister Shadows (11th level): You gain a +2 bonus to Stealth checks. In addition, whenever a shadow power lets you teleport, increase the distance you can teleport by 1 square.
Shadow Blend (16th level): When you subject an enemy to three or more shrouds, you can remove two shrouds to animate the enemy’s shadows until the end of the encounter or until you use assassin’s shroud against a different target. While the enemy’s shadows are animate, you gain combat advantage against that enemy and concealment from that enemy’s attacks.
Weaving shadows, you step through them to deliver a punishing wound to your enemy.
Encounter Shadow, Teleportation, Weapon
Standard Action Melee weapon
Effect: Teleport 5 squares.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is weakened until the end of your next turn.
Effect: You can use shadow step as a minor action until the end of your next turn.
You flit through shadows to stay one step ahead of your enemy.
Daily Shadow, Stance, Teleportation
Free Action Personal
Trigger: You use shadow step.
Effect: You enter the stance of the shadow dance. Until this stance ends, you can shadow step as a minor action and while you are within 2 squares of a creature.
You become a living shadow, flickering and dancing at your enemy’s periphery.
Daily Shadow, Teleportation, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: You create a zone in a close burst 5. The zone lasts until the end of your next turn. Squares within the zone are lightly obscured. Whenever you hit with an assassin attack power while you are within the zone, you can teleport to any square within the zone and make a Stealth check to become hidden. While within the zone, you are insubstantial to attacks from enemies from which you are hidden.
"Walls, guards, and beasts—none of these things can prevent me from reaching my target."
Prerequisite: Assassin
You are a hunting phantom, an assassin who excels at using shadow magic to slip past the tightest defenses. Once you have chosen to slay a creature, no barrier can prevent you from reaching it.
This assassin’s tradition traces its origin to the Obsidian Cave assassins’ guild, an ancient dwarven order that specialized in hunting down and killing Underdark monsters. Initiates of the Obsidian Cave were tasked with finding and killing mind flayers, drow priestesses, and others that sought to attack the surface world. With such preventative attacks, the dwarves ensured that their mines remained safe. Since that time, the hunting phantom’s techniques have passed to assassins from different traditions.
Stalker's Action (11th level): When you spend an action point to take an extra action, you also gain phasing and become insubstantial until the end of your next turn.
Stalker's Form (11th level): While insubstantial, you gain a +5 bonus to all defenses against opportunity attacks. Also, once per day when you use shade form, you gain phasing until the end of your next turn.
Stalker's Tread (16th level): You can move through enemies’ spaces.
You step into sight as you attack, catching your foe unprepared for your assault.
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If the target couldn’t see you at the start of your turn, the attack deals extra damage equal to your Charisma modifier.
Effect: Before or after the attack, you shift your speed, and you gain phasing during the shift.
Once you have chosen a foe, it cannot escape you.
Daily Shadow
Minor Action Ranged 10
Target: Your assassin’s shroud target
Effect: Until you use this power on a different enemy, you gain a +2 power bonus to attack rolls against the target, and you can take a standard action to determine the distance and direction to the target, ignoring all barriers. If the target is on a different plane from you, you know which plane but gain no other information about the target’s location.
Shadows grasp and pull at the target, holding it in place as you prepare to deliver the final blow.
Daily Shadow, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Dexterity vs. AC
Hit: [4W] + Dexterity modifier damage.
Miss: Half damage.
Effect: The target is immobilized and cannot teleport (save ends both). In addition, you use your assassin’s shroud up to four times against the target.
"The dark is my weapon."
Prerequisite: Assassin
You are a shadowblade, an assassin capable of crafting the raw stuff of the night into a deadly weapon. At your command, the shadows twist and sway. With a gesture, you can craft a shadowblade, a weapon of pure darkness that is as sharp as any blade of steel. As long as a shadow is near you, you are never unarmed.
With your shadowblade, you can slice the raw stuff of a foe’s shadow. With each cut, you extract part of that essence, and at a foe’s death you can infuse that shadow with a magical effect. At your command, the shadows you have harvested appear as looming shades to distract a foe, swirl around you to shield you from sight, or reach forth like hungry apparitions to douse torches and lanterns.
Master of Shadows (Shadowblade) (11th level): When you reduce any enemy to 0 hit points with your shadowblade, you gain a gloom shard. As a minor action, you can expend a gloom shard to gain one of the following effects.
You gain combat advantage against an adjacent enemy until the end of your turn.
You gain a +5 bonus to the next Stealth check you make this turn.
You douse a light source until the end of your next turn. The light source must be within 10 squares of you and must be no larger than a lantern.
You can have up to five gloom shards at a time. After an extended rest, your unexpended gloom shards vanish, but you gain a gloom shard.
Shadowblade Action (11th level): When you spend an action point to take an extra action, you gain combat advantage for all your attacks until the end of your turn, and as your last action of the turn, you can teleport 10 squares as a free action.
Weapon of the Night (11th level): As a minor action, you can create a shadowblade. It is a light blade with the light thrown property, a +3 proficiency bonus, 1d8 damage, and a range of 5/10. You are proficient in its use. The shadowblade disappears if you are not touching it at the end of your turn.
Eyes of the Night (16th level): You gain darkvision.
Your shadowblade bites deeply into your foe, cutting through flesh, soul, and shadow.
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC, or Dexterity vs. Reflex if you make this attack with your shadowblade.
Hit: 3[W] + Dexterity modifier damage, and you gain a gloom shard.
Shadows swirl around you, making you or an ally impossible to see.
Encounter Illusion, Shadow
Minor Action Melee touch
Target: You or one ally
Effect: The target becomes invisible until the end of your next turn.
You utter a dark curse upon your foe as you strike it. At your bidding, the shadows you have carved from your enemies leap on that foe like rabid dogs.
Daily Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC, or Dexterity vs. Reflex if you make this attack with your shadowblade.
Hit: 3[W] + Dexterity modifier.
Miss: Half damage.
Effect: Until the end of the encounter, you can expend a gloom shard once per turn as a minor action to deal 5 + your Dexterity modifier necrotic damage to the target and gain combat advantage against it until the end of your turn.
"Its body is dead, but I’m only getting started on its soul."
Prerequisite: Assassin
You are a soul thief, an assassin trained in a killing art created by the drow. To the drow, death is merely a release from the horrid torments they can inflict on the body and mind. Soul thieves learn shadow magic techniques that allow them to capture a creature’s spirit before it escapes to the afterlife. The soul suffers in agony within this state between life and death, its torment ending only when you use it to fuel your hexes.
Soul Killer (11th level): A creature killed by you cannot be restored to life except by a creature of a level higher than yours.
Soul Theft (11th level): When you reduce any enemy to 0 hit points, you gain a soul shard. You can expend a soul shard as a free action either to subject your assassin’s shroud target to another shroud or to gain a +1 bonus to a single attack roll, saving throw, skill check, or ability check. Alternatively, you can expend three soul shards as a free action to regain the use of shade form.
You can have up to five soul shards at a time. After an extended rest, your unexpended soul shards vanish, but you gain a soul shard.
Soul Thief's Action (11th level): When you spend an action point to take an extra action, you gain a bonus to attack rolls and damage rolls until the end of your turn. The bonus equals 2 + the number of soul shards you currently have.
Soul Reaper (16th level): When any enemy within 3 squares of you drops to 0 hit points, you gain a soul shard as a free action.
Infused with shadow magic, your weapon slashes into your enemy’s very soul.
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 3[W] + Dexterity modifier damage.
Special: You can expend a soul shard to prevent the attack roll from ending your shade form.
You move like a ghost, passing through your enemies.
At-Will Shadow
Move Action Personal
Requirement: You must be under the effect of shade form.
Effect: You shift your speed and can move through enemies’ spaces during the shift.
The souls you have captured scream in agony as your shadow consumes them to lend power to this attack.
Daily Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Until the end of the encounter, you can expend a soul shard once per round as a free action to gain a +2 bonus to a single attack roll against the target.
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier damage.
Miss: Half damage.
"One cut is all I need to end your life."
Prerequisite: Assassin
You are a venomed soul, a student of an ancient text called The Book of All Venoms. Zehir wrote this book at the dawn of creation, and within its pages he outlined the invention of every poison that is, was, and ever shall be. Over the centuries, several thieves have stolen fragments of the book, from adventurers desperate to find a poison’s antidote to ambitious slayers eager to unleash poison so powerful that even Zehir balked at crafting them.
Master of Poisons (11th level): Whenever you take a short or an extended rest, you can poison one of your weapons or a piece of ammunition. Choose one of the poison effects given below. The next time you attack with the poisoned item before your next short or extended rest, the target suffers the chosen effect if the attack hits. The effect is lost if the attack misses.
The target takes extra poison damage equal to 5 + your Constitution modifier.
The target is immobilized until the end of your next turn.
Until the end of your next turn, the target cannot see any creature more than 4 squares from it.
Poisoned Soul (11th level): You gain resist 5 poison. The resistance increases to 10 at 21st level.
Venomous Action (11th level): When you spend an action point to take an extra action, you gain a bonus to attack rolls equal to your Constitution modifier against enemies taking ongoing poison damage. The bonus lasts until the end of your next turn. In addition, you can apply a Master of Poisons effect to one of your weapons or a piece of ammunition.
Persistent Venom (16th level): The poison effect of your Master of Poisons is no longer lost on a miss. Instead the first target hit by the poisoned item suffers the effect.
A green mist flows from your weapon as you strike your enemy. Using your shadow magic, you leave even the undead vulnerable to your poisons.
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target gains vulnerable 5 poison until the end of your next turn.
With a flick of your wrist, you douse your weapon with a deadly venom.
Encounter Poison, Shadow
Minor Action Personal
Effect: Choose one weapon you’re carrying. The next time you hit a target with that weapon before the end of your next turn, the target takes 2d6 extra poison damage.
You send a venomous hex into the wound you create. As long as you keep the eye of death on this foe, the venom does its deadly work.
Daily Poison, Shadow
Minor Action Ranged 10
Target: One creature
Effect: Once before the end of the encounter, when you hit the target with a weapon attack, you can cause the target to take ongoing 15 poison damage (save ends). While the target is your assassin’s shroud target, it takes a –5 penalty to saving throws against this ongoing damage.
"I am the knife that bleeds this city of its corruption."
Prerequisite: Avenger, oath of enmity power
Walking unseen among a thankless populace are agents of the Unbroken Circle—a unity of avengers in service to the goddess Erathis. Each agent is sworn to root out and destroy forces that foul the goodness of mortal hearts. They wage a constant war against growing evil, defending civilization and the honor of Nerath from the closing jaws of tyranny and corruption.
As an agent of the Unbroken Circle, you take on corruption wherever you find it—and since you actively look for it, you find a great deal of it. Whether you’re based in a population center and spend most of your time there or travel far afield in search of those who have fallen morally and ethically, you rely on your skills as an avenger and the ones you gain as an agent to handle combat situations and provide support to those with whom you travel. Due to your constant vigilance for signs of corruption, you have found few you can trust, and you always formulate an escape plan in every situation, just in case the ones you rely upon fail you.
Incorruptible (11th level): You become trained in the Insight and Streetwise skills.
Unity Unbroken (11th level): When you spend an action point to take an extra action, until the end of your next turn your allies gain a +5 bonus to damage rolls against your oath of enmity target while they are flanking that target.
Exorcise Corruption (16th level): Whenever you score a critical hit against your oath of enmity target, each ally within 10 squares of your target that can see the target can make a saving throw, with a bonus to the saving throw equal to your Wisdom modifier.
You strike to the malignant core of your sworn enemy, momentarily stopping its corrupting influence.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier radiant damage, and the target takes a -5 penalty to attack rolls on attacks that target Will until the end of your next turn.
A radiant halo encircles you and nearby allies, blessing them with your divine unity.
Daily Divine, Stance
Minor Action Personal
Effect: You enter the sanctity of the ring stance. Until the stance ends, you and your allies gain a +2 bonus to saving throws while adjacent to your oath of enmity target. If you and at least 2 other allies are adjacent to your oath of enmity target, the bonus increases to +4.
You advance in concert with your allies, taking strength from their bravery and beseeching the freed spirit of King Pedrawd to imbue your weapon with its divine wrath.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Effect: Before the attack, you and each ally within 5 squares of you can shift 3 squares as a free action.
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier radiant damage, or 6[W] + Wisdom modifier radiant damage if at least two of your allies are adjacent to the target.
Miss: Half damage.
"The fires of heaven inflame my soul. I am a sword in the hand of my god. Death means nothing to me!"
Prerequisite: Avenger, Censure of Pursuit class feature, oath of enmity power
Most avengers undergo training in secret temples or monasteries to prepare for their service and receive their powers through rites of initiation, but some are endowed with divine power simply through raw devotion to their god. Such avengers dig deep within themselves to find unmatched reserves of faith, making up for their lack of formal training with holy passion. These are ardent champions.
As an ardent champion, you are an outsider, your spirit touched directly by the hand of your deity. You are most likely unlearned in the esoteric lore of your faith, and you have little connection to any hierarchies associated with it. In fact, others who lack your passion might see you as a threat to the established ways. Where cynics and pragmatists see despair or uncertainty, you see only your divine patron’s will, and you set out to accomplish it regardless of obstacles. If you are meant to triumph, you will. If you are not, you are confident that you will soon be shown another way to serve your god.
Ardent Action (11th level): When you spend an action point to take an extra action, you can also make a saving throw or shift a number of squares equal to your Dexterity modifier before or after the extra action.
Holy Ardor (11th level): Whenever you make two attack rolls because of your oath of enmity and hit the target of your attack, you score a critical hit if both dice have the same roll, except if both rolls are 1.
Ardent Fury (16th level): Once per round when you score a critical hit against your oath of enmity target, you can shift 1 square and make a basic attack against that target as a free action.
You launch a reckless attack against your chosen enemy and all foes nearby, ignoring your own safety.
Encounter Divine, Weapon
Standard Action Close burst 2
Target: Your oath of enmity target and each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Effect: You take a –2 penalty to all defenses until the end of your next turn.
You enter a state of zealous passion, consumed by the power of your faith. Defeating your sworn enemy is a test of faith for you.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, your attacks deal extra damage against your oath of enmity target equal to 1d10 + one-half your level. In addition, when any ally deals damage (not ongoing damage) to your oath of enmity target, you take 3d6 damage.
Your spirit blazes with devotion, lending holy power to your strike. Your sworn enemy’s attacks are as nothing to you.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage. You regain the use of an encounter power that you have already used during this encounter.
Miss: Half damage.
Effect: Until you attack a creature other than your oath of enmity target or until the end of the encounter, you gain a +2 power bonus to all defenses against the attacks of your oath of enmity target.
"You never know when the hand of a god will intercede directly in your life—or death."
Prerequisite: Assassin, avenger, either the oath of enmity or assassin’s shroud power
Covenant agents are elite killers who are trained to deal precision strikes against enemies of their god with little to no detection. As a loyal member of your chosen deity, you have already learned skills that make you a prime candidate for taking on the mantle of covenant agent. How you got to this point varies and is based on your religion’s structure (or lack thereof ), and what goals you accomplish in the name of your god can also vary greatly from any other covenant agent’s goals.
You already know how to kill. It’s not a question of skill in that area, nor does anyone question your commitment to kill when needed. Now, however, you are fully invested in being a weapon used by your chosen deity. You spend countless hours honing your skills in stealth, subterfuge, and unconventional stratagem, plus you must tend to your normal commitments to your religious patron and maintain whatever façade you have chosen. Your path is one of secrecy—none outside your religious organization should learn of your ties to it. This can place pressures on you that those with whom you travel do not understand. As far as they know, you are what you choose to present to them, whether that’s a light-hearted adventurer seeking treasure or a stoic combat veteran who just happens to know a few extremely effective ways to deal with those seeking your blood.
Bleeding Defeat Action (11th level): When you spend an action point to make an attack, if that attack hits and deals damage, the target also takes ongoing 10 radiant and necrotic damage (save ends).
Shadow of the Gods (11th level): Once per turn when you deal necrotic damage or radiant damage to an enemy with an assassin attack, an avenger attack, or a covenant agent attack, the target of the damage also takes a -3 penalty to the next saving throw it makes before the end of your next turn.
Harbinger (16th level): Any creature that has one of your shrouds on it or is your oath of enmity target loses necrotic resistance and radiant resistance.
Your deft speed and skill allow you to debilitate your enemy with deadly precision.
Encounter Divine, Necrotic, Radiant, Shadow, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier necrotic and radiant damage.
Effect: You can choose to either place your oath of enmity effect on the target (in addition to any other creature that is already on the target of your oath of enmity) or subject the target to one additional shroud (as per your assassin’s shroud power).
You skillfully stride across terrain, allowing very little to hinder your precise movement.
Daily Divine, Shadow, Stance
Move Action
Effect: You shift a number of squares equal to your speed and enter the prevision gait stance. Until the stance ends, you can shift your speed as a move action.
You are a master of death, and, with one perfectly timed slice, you end the suffering of any rival.
Daily Divine, Necrotic, Radiant, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier necrotic and radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can choose to have any assassin, avenger, or covenant agent attacks you make deal necrotic and radiant damage instead of their normal damage.
"In the turnings of the dance, the divine purpose is made clear."
Prerequisite: Avenger
You are among a small number of avengers who seek enlightenment through the study of desert dervish traditions. In the tireless turns of the dervish dance, the cares and distractions of the mortal world fall away, allowing you to perceive divine truths.
There are a number of dervish traditions, and not all dervishes are avengers; most are priests and scholars of desert peoples. Dervishes of the dawn represent a tradition celebrating the mystic power of the sunrise and venerating gods of hope and enlightenment. As a dervish of dawn, you are an agent of hope, a wandering mystic given the sacred task of fighting oppression and despair and setting an example of piety wherever you travel.
Celerity of Morning (11th level): When you spend an action point to take an extra action, you can also make a saving throw with a bonus equal to your Wisdom modifier.
Radiant Blessing (11th level): When you use an encounter or a daily attack power that has the radiant keyword, you gain a +2 bonus to all defenses until the end of your next turn.
Dervish Ecstasy (16th level): If you are bloodied during an encounter, you can use a second Channel Divinity power in that encounter.
You launch into a graceful, spinning dance as you close on your enemy. In the mesmerizing form of your dance, you free yourself from an enemy’s power and inspire your comrade as well.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 3 squares.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier radiant damage. You and one ally within 10 squares of you can each choose to do one of the following things:
• Make an escape attempt against a grab as a free action.
• Make a saving throw against an effect that a save can end and that dazes, immobilizes, slows, or stuns.
Your dance inspires you to wild ecstasy. Mortals cannot long endure such joy, but each time you strike your foe, new vigor flows into you.
Daily Divine, Healing, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you hit one or more enemies with an attack, you regain hit points equal to your Wisdom modifier. In addition, whenever you miss every target with an attack, you take 3 damage.
As you gracefully carry yourself across the battlefield, your weapon begins to gleam. For the rest of the fight, you glow with the hues of dawn, which scorch your foe with light.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 3 squares.
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, your at-will attack powers against the target deal 1d8 extra radiant damage to it.
"When the gods command, I make sure you obey."
Prerequisite: Avenger, Censure of Unity class feature, oath of enmity power
In the days of the human empire of Nerath, many temples and faiths were wealthy and widespread enough to give rise to powerful hierarchies, kingdom-spanning organizations that often wielded both religious and secular power. These empires of faith lapsed into disorder when Nerath fell. Temples lost touch with each other, local leaders split from their distant masters, and disaffected people abandoned the great temples for generations. But in a few places, the titles and trappings of the old hierarchies survive. Imperators are among these surviving traditions, a reminder of the days when archpriests maintained temple armies led by imperators, ruled over estates, and sponsored vigilant orders of inquisitors to ferret out dissent and disloyalty.
As a dread imperator, you have been invested in accordance with the old ways. Even though your deity’s faith is only a shadow of its former kingdom-spanning glory, you still wield divine authority against your deity’s enemies. You have the power to compel obedience from your foes and inspire loyalty in your allies. You are a guardian of what you consider the right path, tirelessly seeking out foes both hidden and open. The day will come when the faith is restored throughout the lands, and you mean to be there to see it.
Deceptive Control (11th level): When your oath of enmity target misses you with an attack, your allies gain combat advantage against that target until the end of its next turn.
Imperious Action (11th level): When you spend an action point to take an extra action, you also slide an enemy within 5 squares of you 1 square or slide an ally within 5 squares of you 3 squares.
Templar Reaction (16th level): When any ally scores a critical hit against your oath of enmity target, you can make an opportunity attack against that target if it is within your reach. You gain a bonus to the damage roll equal to your Intelligence modifier.
A twist of your blade is a twist in your enemy’s soul, wrenching it sideways to strike its companion.
Encounter Charm, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and you slide the target 2 squares. The target then makes a basic attack against a creature of your choice.
The radiant crown settling on your brow symbolizes your mastery. Shadows of the crown flash above your companions.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you make multiple attack rolls at one time against your oath of enmity target and they would all hit, choose an ally within 5 squares of you. That ally gains a +1 power bonus to attack rolls and all defenses until the end of your next turn.
You deliver a punishing blow to your foe while pronouncing judgment against it. For a moment, your divine authority compels it to obey you.
Daily Charm, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is dominated until the end of your next turn.
Effect: You gain another use of your soul stab power for this encounter.
"Who am I? I am the sword of heaven, forged on the anvil of the world, and you have angered my master."
Prerequisite: Avenger
You have long harbored a divine spark within yourself, a subtle shard of your god’s essence. Long has it lain dormant, but as you dispatch your enemies and see your oaths through, the essence awakens and infuses your body with astral brilliance until your mortal shell transmutes into something greater than what it once was. Your deeds are the catalyst for your transformation into a favored soul. Once you set foot on this glorious path, you ever after carry with you the blessings of your god.
Becoming a favored soul triggers several physical changes, specifically the appearance of feathery wings that grow, almost overnight, from your back. These wings have strength enough to bear your weight. Your feathers can be any color you like. As you continue down this path, your body lightens, your bones becoming hollow and strong so you can fly more easily without sacrificing your durability. By the time you complete this path, your lower body trails off into mist when you fly, thus marking you as one of the heavenly host, kin to angels, and a special servant of your god.
Favored Action (11th level): When you spend an action point to take an extra action, you or an ally adjacent to you can also spend a healing surge.
Heaven's Shield (11th level): While you have maximum hit points, you gain a +1 bonus to all defenses.
Heaven's Boon (16th level): A pair of feathery wings unfolds from your back, and you gain a fly speed of 6. You can use this speed only if you are wearing no armor or light armor.
You blur into action, speeding across the battlefield to smash into your enemy in a halo of radiance. If your blow misses, the light conceals you.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: Your oath of enmity target
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier radiant damage, you push the target 2 squares, and the target is dazed until the end of your next turn.
Miss: You gain concealment until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Your lower body fades into swirling mist as you gain mastery of your airborne movement.
Daily Divine, Healing, Stance
Minor Action Personal
Effect: Until the stance ends, your fly speed increases by 4, and you can hover. In addition, while you aren’t bloodied, you gain regeneration equal to your Wisdom modifier.
You take to the sky, your weapon aglow. You swoop and strike repeatedly as you dart past your foes.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Effect: You fly your speed + 2. During this movement, you gain a +6 bonus to AC against opportunity attacks. At any point during the movement, you can make the following attack three times, each time against a different target.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier radiant damage. If you hit two creatures, the second is dazed (save ends). If you hit three creatures, the third is stunned (save ends).
"The hammer of the smith must sometimes also be the hammer of the warrior."
Prerequisite: Avenger
As the blacksmith’s hammer shapes metal according to the smith’s will, so you have been sent to shape the world to your god’s will. A tool and a weapon in your god’s hand, you are called to shape the course of kingdoms and punish those who stand opposed to the ways of your god. Although the smith’s hammer is a tool of building and creation, in time of need it can also be a weapon of destruction.
In following this path, you emphasize the control elements of many avenger powers, particularly pulling, pushing, sliding, and teleporting your foes. You gain abilities that let you push your foes even with powers that don’t normally involve forced movement and that increase the distance you move your foes with your powers. Your new attack powers push your targets around or knock them to the ground.
True to the name of this path, you are most effective if you are wielding a hammer, such as a maul.
Avalanche Action (11th level): When you spend an action point to make an attack and that attack hits, you push each target you hit with that attack a number of squares equal to your Intelligence modifier.
Bone Crusher (11th level): Whenever you hit a creature with a daily attack power, that creature takes a -2 penalty to AC until the end of your next turn.
Bloodthirsty Hammer (16th level): Whenever you pull, push, slide, or teleport a bloodied creature by using a power, you can move the creature an additional 2 squares.
You slam your weapon into the ground, and the earth itself transmits your god’s wrath, bludgeoning your enemies with the force of thunder and either knocking them to the ground or driving them back.
Encounter Divine, Thunder, Weapon
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier thunder damage, and you either knock the target prone or push it 2 squares.
Weapon: If you are wielding a hammer, the number of squares you can push the target equals 1 + your Intelligence modifier.
Like steel forged and tempered by a master smith, you resist the worst of your enemies’ attacks.
Encounter Divine
Minor Action Personal
Effect: You gain resist 10 to all damage until the end of your next turn.
Your god’s judgment drives your foe back and roots it to the ground.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage. You push the target 3 squares, and it is immobilized (save ends).
Miss: Half damage. You push the target 3 squares, and it is immobilized until the end of your next turn.
Weapon: If you are wielding a hammer, the number of squares you can push the target equals 3 + your Intelligence modifier.
"You have been judged . . . and found wanting."
Prerequisite: Half-orc, avenger, Censure of Pursuit class feature, oath of enmity class feature
You are compelled to seek out and destroy those unworthies who thwart—by intent or by accident—the will of your patron. Your deity has tasked you to hunt down these infidels and see them brought to justice, and you do so with implacable zeal. You remain vigilant for signs of enemies of your faith. When you find them, you follow the will of your deity to the letter, bringing these foes to their knees. You tolerate no deviations from your course, whether brought about by others or by what some would call extenuating circumstances. Your half-orc heritage provides you with physical strength to handle those who might oppose your efforts to judge others as well as with mental fortitude to follow through on the task at hand.
Your god has taught you that strength hidden is strength lost. When battle must be joined, you let your foes know that you stand in judgment of them, displaying your power unflinchingly. When you call them out, they know that their time is at hand. You will carry out the sentence that you levied against them, and when they fall, you know that your god smiles upon your efforts.
Furious Judgment (11th level): Whenever an enemy moves away from you willingly, instead of gaining the bonus to damage rolls from Censure of Pursuit you can choose to regain the use of your furious assault racial power.
Refocusing Action (11th level): When you spend an action point to make a weapon attack, you can change your oath of enmity target to one of the targets of your attack before making that attack.
Jailer of the Gods (16th level): Whenever you reduce a creature that is the target of your oath of enmity to 0 hit points, instead of killing the target or knocking it unconscious you can instead banish the target permanently to a prison within the chosen domain of your deity.
Relentless Advance (Mighty Judge) (16th level): When you charge your oath of enmity target, you can use bond of pursuit, bond of retribution, or leading strike in place of a melee basic attack during the charge.
A solid blow to your enemy lets you forget the pain it caused.
Encounter Divine, Weapon
Immediate Interrupt Melee weapon
Trigger: You are damaged by an enemy’s attack
Target: The triggering enemy
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage. If your attack does more damage than the triggering attack, reduce the damage from the triggering attack to 0.
Special: If you use your furious assault racial power to add extra damage to this attack, you gain a +2 power bonus to your next attack roll made before the end of the encounter with an avenger attack power or a mighty judge paragon path attack power.
Your powerful strike lets you share your strength with an injured companion.
Daily Divine, Healing, Stance
Minor Action Personal
Effect: You enter the ameliorating onslaught stance. Until the stance ends, whenever you gain the damage bonus from your Censure of Pursuit class feature when you hit an enemy, one ally within 5 squares of that enemy regains hit points equal to the damage bonus from your Censure of Pursuit class feature.
Your enemy has two options: to face you, or to be banished to a realm where it feels your god’s wrath.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: The first time the target makes an attack that does not include you as a target before the end of the encounter, remove the target from play after the attack is resolved. If the target is under the effect of your oath of enmity, that effect ends and you regain the use of your oath of enmity power. The target returns to play at the end of its next turn in the same square from which it was removed, or in the nearest unoccupied square.
Special: If you use your furious assault racial power to add extra damage to this attack, you gain a +2 power bonus to your next attack roll made before the end of the encounter with an avenger attack power or a mighty judge paragon path attack power.
"Your words are nothing but wind. My words endure."
Prerequisite: Avenger, oath of enmity power
For certain avenger sects, the swearing of oaths is a central part of their religious observances and their rites of initiation. In the teachings of these sects, an oath sworn by an avenger is akin to the words of creation spoken by the gods to give lasting form to the world; when the avenger’s will and the god’s will are one, an avenger’s oath has the power to make reality conform to the words of the oath.
As a member of one of these oathsworn sects, your oath of enmity power carries particular weight. When you swear your god’s judgment against a foe, that creature’s attacks are less likely to harm you. When your foe lies dead, you claim the reward of fulfilling your oath, drawing new vigor for the remaining battle. As you advance along the oathsworn path, you gain powers that are more effective against the target of your oath, weakening it or making it vulnerable to your later attacks. You can even grant the benefit of your oath of enmity to your allies for a short time, ensuring that they help you bring your foe to justice.
Blood Oath (11th level): You gain a +1 bonus to all defenses against attacks made by your oath of enmity target.
Sworn Action (11th level): When you spend an action point to make an attack, you make two attack rolls against each target of that attack and use either result.
Enduring Oath (16th level): When your oath of enmity target drops to 0 hit points, you can spend a healing surge as a free action.
As you strike your sworn foe, the power of your oath saps its strength and will.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: Your oath of enmity target
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and the target is weakened until the end of your next turn.
The holy nimbus representing your oath against an enemy surrounds your allies too, endowing them with deadly accuracy.
Daily Divine
Minor Action Close burst 5
Target: Each ally in the burst
Effect: Until the end of your next turn, each target makes two attack rolls and uses the result he or she prefers when making a melee attack against your oath of enmity target.
You bind a foe with your oath, consigning it to your god’s punishment.
Daily Divine, Weapon
Standard Action Melee weapon
Target: Your oath of enmity target
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage.
Effect: The target gains vulnerable 5 to your attacks (save ends).
"I am the bane of your kind."
Prerequisite: Avenger, oath of enmity power
Many avengers find themselves confronting some great threat, such as a group of drow seeking to enslave a surface kingdom, an incursion of demons, a cult of Tharizdun worshipers, or an empire of vampires secretly ruling over human cities. Whatever the threat might be, it is dire enough to drive you to an old and powerful rite of sacred commitment. Through prayerful vigils, you have invested your oath of enmity with tremendous potency. All avengers rely on oath of enmity, but you draw on yours to perform exceptional feats in battle.
As a relentless slayer, you are always alert for signs that your enemies are at work. Your adventures often lead you away from a longtime adversary for weeks or months at a time, but you know that you have a sacred duty to which you must eventually return.
Lethal Action (11th level): If you spend an action point to make an attack against your oath of enmity target, the attack can score a critical hit on a roll of 18–20.
Slayer's Oath (11th level): Whenever you use oath of enmity, you can target a second enemy with it if that enemy is your slayer’s enemy (see the sidebar). In addition, when you make an attack and could make two attack rolls because of oath of enmity, you can choose to forgo making the second roll to cause the attack to deal 2d6 extra damage instead. You make this choice before making the first attack roll.
Relentless Determination (16th level): When you fail a saving throw against an effect caused by an enemy, your divine attack powers deal 5 extra damage until the end of your next turn.
You recklessly bull your way through the press of enemies to meet your destiny near your chosen foe.
Encounter Divine, Weapon
Standard Action Melee weapon
Effect: You move your speed to a square where your oath of enmity target is within your reach. During this movement, you can move through enemies’ squares. Then you make the following attack.
Target: Your oath of enmity target
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage. The attack deals 5 extra damage for each opportunity attack made against you during the movement that is part of this power.
Success against your chosen foe creates opportunities against nearby enemies.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, when you make two attack rolls because of your oath of enmity, make the rolls one at a time. If the first attack roll hits, you can choose to use the second attack roll as a melee basic attack against another enemy within reach.
Through the power of your god, you see the battle as if everyone else was moving at half speed.
Daily Divine, Stance, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: You assume the slayer’s stance. Until the stance ends, you can make a melee basic attack against your oath of enmity target once per round as a minor action.
"Only when the mind is calm and the passions stilled can the divine purpose be understood. Never do I wield my sword in anger—only in necessity."
Prerequisite: Avenger, oath of enmity power
You have chosen to follow a path of contemplation and calm. Some heroes are ruled by their passions, but you seek a disciplined approach to your quests. You are not emotionless, but you believe that you should rule your emotions instead of being ruled by them. Anger, despair, fear—all turn the mortal heart away from the divine will. Likewise, you must remain vigilant against excesses of mirth, desire, or pride. You believe that powerful emotions and worldly attachments entangle the spirit with the mortal realm and keep you from paying attention to what is most important.
Although you are slow to anger and careful in your actions, you are no pacifist. The world is full of dangers that must be met with force, and you are a warrior sworn to the service of the divine. When violent action is necessary—as it all too often is—you battle your enemies with dispassionate efficiency. You see no reason to waste words on those who can’t or won’t listen, or to extend mercy to those who would try to exploit it.
Between adventures, you strive to set an example of moderation and piety. Many serene initiates are cloistered monks who pass their days in monasteries, leading lives of self-discipline and prayer until they are needed to confront darkness again.
Calm Eye (11th level): When you spend an action point to use an at-will attack power, that attack deals 2d10 extra damage.
Serene Edge (11th level): When you miss your oath of enmity target with an encounter attack power, the attack deals damage to the target equal to your Dexterity modifier.
Certain Cut (16th level): When you miss your oath of enmity target with an at-will attack power, the attack deals damage to the target equal to your Dexterity modifier.
Your deadly calm shapes the battle.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Wisdom vs. AC. If one of the targets is your oath of enmity target, both targets are treated as your oath of enmity target for this attack.
Hit: 3[W] + Wisdom modifier damage. Until the end of your next turn, the target takes 10 damage the first time it uses an attack other than a basic attack.
Without malice, without anger, each blow is delivered as smoothly and perfectly as a one-word prayer.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, when you make two attack rolls because of oath of enmity and both would hit, the target takes extra damage equal to one-half your level.
Your strike wins the favor of your deity, which in turn guides your weapon against your sworn foe.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage. Before the end of the encounter, when you are next able to make two attack rolls because of your oath of enmity, you can instead make three attack rolls and use the result you prefer.
Special: If you have no encounter attack powers available when you use this power, it is reliable.
"Look upon my face and see the face of my god."
Prerequisite: Avenger
At the culmination of your rite of initiation years ago, one of the avengers in your secret temple pulled back the hood of a voluminous cloak to reveal a face that was not mortal, but fully divine. You saw the face of your god in that moment, and that sight transformed you. That knowledge of divine presence is what allows you to wield the power you have and what authorizes you to act in your god’s name. Slowly—ever so slowly—you are growing into the image of your god, to the point where your face begins to reveal your deity’s countenance as well.
To the initiated in your faith, the face of your god is a wondrous sight, capable of inspiring awe and increased devotion. To the enemies of your god, the face is a thing of fear, of searing and blinding radiance.
Your path is about your own physical and spiritual transformation. As you progress along the path of the unveiled visage, you become a more clear mirror of your god’s face and a more faithful expression of the god’s will. You can tap into the vigilance of the divine mind and transform yourself into a divine aspect not unlike an angel, flying on wings to better fight your god’s foes.
Soaring Charge (11th level): When you charge, you can fly your speed as part of the charge. You also gain a +2 bonus to all defenses against opportunity attacks you provoke while moving during the charge.
Unveiled Action (11th level): When you spend an action point to take an extra action, you also gain an extra use of one of your Channel Divinity powers during this encounter.
Bloodied Might (16th level): The first time you become bloodied during an encounter, you regain the use of radiant visage if you have already used it during this encounter.
The light of your god’s presence shines from your face, searing your foes.
Encounter Divine, Implement, Radiant
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier radiant damage.
With senses heightened by your god’s presence, you dash past your foes and deny them any opening to attack you.
Encounter Divine
Move Action Personal
Effect: You shift your speed. You don’t grant combat advantage to any enemy until the end of your next turn.
You become a more perfect expression of your god’s presence, blistering your enemies with the light of your spirit and sprouting radiant wings to finish the battle.
Daily Divine, Implement, Polymorph, Radiant
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 5d6 + Wisdom modifier radiant damage.
Effect: Until the end of the encounter, you gain a +2 power bonus to AC. In addition, you gain a fly speed equal to your speed, and you can hover.
"You cannot hide your crimes, because they are written in your words, your body, and your actions."
Prerequisite: Avenger, trained in Insight or Perception
Evil wears many masks, adopts many guises, but you make it your business to peer through the illusions and see things as they truly are. You skulk through the shadows, blending into the night to observe the guilty and learn their secrets. Each word and each action reveals strengths and weaknesses, giving you the tools to overcome them when the time is right to strike.
Vengeful Action (11th level): When an enemy you have combat advantage against hits an ally you can see, you can spend an action point as an immediate interrupt to make a basic attack against that enemy. If the attack hits, you deal an extra 2d6 damage.
Watcher's Insight (11th level): You gain a +2 bonus to Insight, Perception, and Stealth checks. You also gain a +2 bonus to saving throws against charm, fear, and illusion effects.
Witnessed Weakness (16th level): When you have any concealment or cover and an enemy misses you with an attack, you gain combat advantage against that enemy until the end of your next turn.
You attack with nothing more than a whisper, cutting through your enemy and its defenses in one deadly attack.
Encounter Divine, Weapon
Standard Action Melee or Ranged weapon
Target: One creature from which you are hidden
Attack: Wisdom vs. AC; if you are hidden when you attack, you remain hidden after the attack.
Hit: 3[W] + Wisdom modifier damage
By suffering your enemy’s attack, you gain a renewed sense of purpose and a clear vision of how this foe can be stopped.
Daily Divine
Immediate Reaction Personal
Trigger: You are damaged by an attack
Effect: You take a move or a minor action. Until the end of the encounter, whenever the triggering attacker hits an ally, you gain a +2 bonus to your next attack roll against it.
You strike your foe in such a way that if it strikes back, its wounds worsen, and if it does nothing, it invites disaster.
Daily Divine, Reliable, Weapon
Immediate Reaction Personal
Trigger: You are damaged by an attack
Effect: You make an avenger at-will weapon attack or melee basic attack. On a hit, that attack deals 2[W] extra damage and you can teleport 3 squares. If the attack misses, this power is not expended.
"Sometimes it falls to me to keep the wolves away from the flock. I do what I can."
Prerequisite: Avenger
Hidden orders and secret ceremonies of initiation are the way for many avengers, but you have come to embrace a simpler tradition. You are a protector of the common folk who hides in plain sight. With a quiet manner and thoughtful devotion, you are a steward of the gods’ teachings, and between adventures you pay as much attention to the spiritual well-being of the common folk as you pay to your avenger prayers.
Many of the people you guard think you are nothing more than a rustic village priest or a wandering friar—unusually wise and compassionate, perhaps, but certainly no monster-slaying hero. They’re mistaken, of course, but that suits you just fine. While you tend to their spiritual needs, you remain vigilant for trouble; brigands, marauders, hungry monsters, and villains all seek to prey on the weak and defenseless, so you stand guard over your flock to keep these threats at bay.
You prefer to avoid fame and glory, since that way leads to pride and an inevitable fall. To you it’s far better to allow your fellow adventurers to bask in the triumphs of the day and downplay your own contributions. After all, you believe that your reward lies in the next world, not in this one.
Shepherd’s Guard (11th level): When you spend a healing surge, each ally adjacent to you regains hit points equal to your Intelligence modifier.
Stronger and Stronger (11th level): When you spend an action point to take an extra action, you also regain hit points equal to 1d6 + one-half your level.
Humble Determination (16th level): While you are bloodied, when your oath of enmity target damages you (not with ongoing damage), your attacks deal 1d6 extra damage until the end of your next turn.
The brilliance of your holy symbol warns your enemy against hate and reckless wrath.
Encounter Divine, Implement, Radiant
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier radiant damage. Until the end of your next turn, the target takes 2d10 radiant damage the first time it attacks you or an ally within 2 squares of you.
Your devotion provides you with a reservoir of hidden strength, which your enemies do not suspect.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +1 power bonus to attack rolls and all defenses. If you have reached at least one milestone today, you instead gain a +2 power bonus.
Your prayer quells your foe’s will to harm you and your allies. The anger you take from your foe becomes healing power in your hands.
Daily Divine, Healing, Implement, Psychic
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier psychic damage, and the target takes a -4 penalty to attack rolls (save ends).
Miss: Half damage.
Effect: You and each bloodied ally within 5 squares of you can spend a healing surge.
"Everything comes down to chance: whether I live and whether you die."
Prerequisite: Avenger, oath of enmity power
You are a servant of a deity of luck, and you completely trust your own good fortune. As a symbol of your devotion to chance, you always carry a set of dice with you. When in doubt, you trust the dice to determine your actions. Just like the wind, you can be gentle and complacent or a dangerous storm capable of destroying those who stand in your way. Although you are always unpredictable, you can be a brave and loyal companion; fortune brought your company together, after all, and you know better than most that great deeds often flow from unlikely friendships or chance meetings.
You are probably a worshiper of Avandra or a similar deity. Your purpose is to inspire people to be daring, to take chances and seize opportunities, for those who take no risks never realize their full potential. In battle, you have learned to rely on chance. You are a potent combatant when luck favors you.
Although you might not represent the typical image of a divine servant, you are nonetheless a faithful devotee of your deity and your beliefs. You have little regard for the strictures of formal worship—you’re more likely to be found gambling in a tavern than praying in a temple. But when chance leads you to down the path to adventure or into a situation that demands action, you don’t hesitate to join the fight. After all, that’s what’s the dice told you to do.
Fortune Favors the Fortunate (11th level): When you spend an action point to take an extra action, roll a d6. If the result is 6, you take the extra action but keep the action point, and you can use another action point during the same encounter.
I’ll Take that Bet (11th level): When you take a critical hit or when your oath of enmity target scores a critical hit, you can roll a d6 as a free action. If the result is 1, you take 2d6 damage. If the result is 5 or 6, the critical hit becomes a normal hit.
Luck Is on My Side (16th level): When you roll a 20 on a saving throw, you end two effects on yourself that a save can end.
It’s better to be lucky than skillful. You swing wildly, hoping that your enemy fails to get out of the way.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC. You can choose to take a -4 penalty to the attack roll. If you do so, the attack deals 2[W] extra damage if it hits.
Hit: 2[W] + Wisdom modifier damage.
Your prayer invokes divine favor or disfavor on your efforts. Your successful strikes against your sworn foe lend you new strength, but each miss weakens you with doubt.
Daily Divine, Healing, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you hit your oath of enmity target, you regain hit points equal to your Wisdom modifier, but whenever you miss that target, you take 5 damage.
Your weapon swings true, but sometimes a bit of extra risk is worth the payoff.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC. You can choose to take a -5 penalty to the attack roll. If you take the penalty and the attack hits, the target is stunned instead of dazed and takes a -2 penalty to saving throws (save ends both). If you take the penalty and the attack misses, you grant combat advantage until the end of your next turn.
Hit: 4[W] + Wisdom modifier damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of its next turn.
"It is the will of Sehanine that the servants of Lolth should die as they lived—in silence and in secret."
Prerequisite: Avenger, trained in Stealth
Every avenger is trained in the ruthless art of combat and skilled in the art of isolating a foe and dispatching it with a few swift blows. Some avenger sects also emphasize the art of stealth—particularly those dedicated to deities who favor stealth, shadows, and secrecy, including Sehanine, Lolth, Zehir, and Vecna. Among these avengers, the most dangerous follow the path of the zealous assassin.
As a follower of this path, you embody devotion and ruthlessness in equal measure, making you a deadly weapon aimed at your deity’s foes. Your skills are focused on the ability to slip in and out of shadows at the edge of combat, dealing blows that quickly dispose of enemies. You pool shadows around yourself or hide in a nimbus of divine light, and you master techniques that take advantage of openings in combat, dealing greater damage when you have combat advantage or against bloodied foes. At the culmination of the path, you can make yourself invisible to your foe, then sear it with blinding radiance that leaves it more susceptible to your attacks.
Divine Shroud Action (11th level): When you spend an action point to take an extra action, you also gain concealment until the end of your next turn, and you can teleport 3 squares as a free action before or after the extra action.
Finishing Technique (11th level): When you hit a bloodied target that is granting combat advantage to you, the attack deals 1d6 extra damage against the target.
Zealot's Veil (16th level): When you charge, you can make a Stealth check opposed by the passive Perception check of the target of your charge attack. (You don’t take a penalty to this check for moving during the charge.) If the check succeeds, you gain combat advantage for the attack.
You teleport to the perfect position to deliver a deadly strike against your foe.
Encounter Divine, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage. If you have combat advantage against the target, the attack deals 1[W] extra damage.
Effect: Before or after the attack, you teleport 2 squares.
You call upon your god to blot your image from your foe’s mind.
Daily Divine, Illusion
Minor Action Close burst 10
Target: One enemy in the burst
Effect: You become invisible to the target until the end of your next turn. If the target is your oath of enmity target, you become invisible to it (save ends).
Your weapon sears your foe with radiant energy and leaves it vulnerable to your attacks.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier radiant damage. The target takes ongoing 10 radiant damage and grants combat advantage to you (save ends both).
Miss: Half damage. The target takes ongoing 5 radiant damage and grants combat advantage to you (save ends both).
"What is best in life? To end each battle in honor and victory."
Prerequisite: Barbarian, Rampage class feature
Elders tell stories to the young about the days when honored ancestors roamed the land. According to the stories, these forebears were a breed apart: stronger, wiser, and more attuned to the virtues of the spirit way than the people of today are. The ancestors’ spirits do little to discourage such tales. It’s good to be remembered fondly and respectfully, so that young people will heed ancient lessons. Eventually, the young grow up and learn that people throughout history have largely been the same.
You are exceptional, however—one of those who truly is a breed apart. You are a mighty slayer, a champion who can keep a community alive through the worst of times. You can inspire your people to take on fights they normally couldn’t win, and your bravery might make you a hero for the ages.
Ancestral spirits have marked you as their chosen warrior, so they remain close to you. If they can help keep you alive, everyone benefits. If you fall, they’ll be on hand to welcome you into their ancestral war band.
Battle Spirit's Touch (11th level): When you spend an action point to make an attack and hit at least one target with that attack, you can spend a healing surge.
Strong Spirit (11th level): You add your Charisma modifier to your healing surge value.
Lethal Rampage (16th level): In place of making a melee basic attack as a result of Rampage, you can use a melee at-will attack power.
You explode in violence, striking out and drawing your enemies’ wrath.
Encounter Primal, Weapon
Standard Action Close burst 2
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you mark the target until the end of your next turn. Until the mark ends, you and the target deal 1d10 extra damage against each other.
Calling on the spirit of an honored ancestor for aid, you focus on the destruction of a chosen foe.
Daily Primal
Minor Action Close burst 5
Target: One enemy in the burst
Effect: You mark the target until the end of the encounter. Whenever the target makes an attack before this mark ends, you gain a power bonus to damage rolls against it equal to your Charisma modifier. The power bonus lasts until the end of your next turn.
You strike hard, and the awesome power of the ancestors flows through you. To protect your allies, you then draw your enemies’ ire to yourself.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You mark the target until the end of your next turn. You enter the rage of the ancestral weapon. Until the rage ends, you mark each enemy you attack until the end of your next turn. In addition, you deal 1[W] extra damage against enemies marked by you.
"The bear’s power and strength are my guides. The bear’s form is my weapon of choice."
Prerequisite: Barbarian
You revere the bear as a symbol of the warrior’s strength and prowess. Through long and ancient rites, you have bound that symbol to your heart with more than just words and totems. In battle, you become the bear, shaping your form to its form and your strength to its strength.
Most bear warriors strive to emulate the bear beyond combat situations. You might catch fish with your bare hands, tear open beehives to feast on the honey inside, or roar in an aggressive territorial display. Like many barbarians, you’re more at home in the wild places of the world than when surrounded by buildings.
Bear Form (11th level): As a bear warrior, you have the ability to channel the primal energy of beasts into your physical form. While you are raging, you take on a bearlike appearance. Your head becomes that of a bear, your body sprouts thick fur, and your hands become heavy claws. Until the rage ends, you gain a +1 bonus to AC and can use your second wind as a free action.
Bear's Toughness (11th level): When you spend an action point to take an extra action, you can also spend a healing surge.
Wild Push (16th level): Whenever you score a critical hit with a melee attack while you are raging, you push the target a number of squares equal to your Strength modifier.
You channel the bear’s strength into a powerful blow that knocks your opponent to the ground. Like an angry bear, you stand over your foe, waiting for its next move.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you knock the target prone.
Effect: Until the end of your next turn, if you are adjacent to the target when it stands up, you can make a melee basic attack against it as an immediate reaction.
Primal might wells within you, allowing you to shake off wounds and see the fight to its end.
Daily Primal
Minor Action Personal
Effect: You gain temporary hit points equal to your healing surge value and can make a saving throw against each effect on you that a save can end.
With a mighty roar, you crash through the battle lines of your enemies.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target 1 square and knock it prone.
Effect: You shift a number of squares equal to your Strength modifier and then make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the secondary target 1 square and knock it prone.
Effect: You shift a number of squares equal to your Strength modifier. You then enter the bear warrior’s rage. Until the rage ends, you gain regeneration 5, and whenever you are pulled, pushed, or slid, you can reduce the distance of the forced movement by 1 square.
"Though I am consumed by rage, I push through to the stillness of true ferocity."
Prerequisite: Barbarian, rage strike power
In the past, you raged like any other barbarian. Then you learned the secret power that comes from being able to harness your fury. You now attain the furious clarity on the far side of rage. You walk a perfectly controlled sword’s edge of lethal potential.
It might have been a specific catastrophe—a moment when you had spent yourself in savagery and could not respond to a new and greater threat—that showed you the way to a higher plane of rage. Or you might have felt a call to a deeper understanding of rage, one that eludes other barbarians.
You have the spirit and the understanding of an elder. You are able to look beyond the next few bloody moments toward what might be best for the future. The primal spirits you call on are wise and strong. They share with you a broad perspective, the knowledge that controlled fury can be stronger than rage without restraint.
Certain Savagery (11th level): You don’t need to be raging to use rage strike. If you miss every target, you don’t expend rage strike. In addition, when you miss with rage strike, you don’t deal half damage.
Strength in Action (11th level): When you spend an action point to take an extra action, you regain hit points equal to one-half your level + your Strength modifier.
Relentless Pace (16th level): You can use rage strike three times per day, and it deals 1[W] extra damage.
With a heavy strike, you settle into your fury, allowing you to tap reserves of endurance.
Encounter Healing, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage, and you can spend a healing surge.
Your previous devastating blow grants you an opening to strike again, and a chance to use your rage for invigoration
Encounter Primal
Free Action Personal
Trigger: You score a critical hit with a barbarian attack power and haven’t used Rampage this round
Effect: In place of making a melee basic attack as a result of Rampage, you can use furious calm, even if you have already used that power during this encounter.
An ancestor wreathes you in power, strengthening your attacks and invigorating you.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the lethal ancestor. Until the rage ends, you gain a +2 power bonus to attack rolls with at-will attack powers and rage strike. In addition, when you hit any enemy with an at-will attack power or rage strike, you gain temporary hit points equal to one-half your level + your Strength modifier.
"Flee before me, fools! My battle cry heralds the stride of death itself."
Prerequisite: Barbarian, Thunderborn Wrath class feature
From a young age, you studied the turning of the seasons and the relentless march of time. In the end, all things die. You embraced this truth, and in accepting the certainty of death, you found that it elicited no fear in you. Death is as common as the rain on your face or the wind through your hair. Why turn away from it like a frightened rabbit?
As a barbarian, death is your steady companion on the battlefield. Your profound acceptance of mortality and your mastery of primal magic combine to transform you into death’s herald. You channel the fleeting passage of life and the inevitability of the grave through your mighty battle cries. Your mere presence on the battlefield is enough to drive the most superstitious of your enemies before you. As for the rest, they fall like wheat before the harvester’s scythe.
Death Shout (11th level): Each target you push with your war cry power takes necrotic damage equal to your Constitution modifier.
Death's Right Hand (11th level): When you spend an action point to take an extra action during the same turn when you reduced an enemy to 0 hit points, you gain a +2 bonus to attack rolls and a bonus to damage rolls equal to your Constitution modifier until the end of your next turn.
Inevitability of Death (16th level): You make death saving throws at the start of your turn, rather than at the end. Whenever you fail a death saving throw, each enemy within 3 squares of you takes 5 necrotic damage.
You strike and let out a macabre howl, sapping the strength of enemies before you.
Encounter Necrotic, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier necrotic damage. You then howl in a blast 3 that includes the target. Each enemy in the blast is weakened until the end of your next turn.
After you send a foe to its afterlife, you issue a yell that infuses an area with the might of primal death.
Daily Primal, Zone
Free Action Close blast 5
Trigger: Your attack reduces an enemy to 0 hit points
Effect: The blast creates a zone of death that lasts until the end of the encounter. You gain a +1 bonus to attack rolls and a +4 bonus to damage rolls against any enemy within the zone.
You strike with deadly intent and bellow, rooting your enemies in despair. From then on, you personify relentless death.
Daily Necrotic, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier necrotic damage.
Miss: Half damage.
Effect: You howl in a blast 3 that includes the target. Each enemy in the blast is immobilized (save ends). You enter the rage of the reaper. Until the rage ends, when any enemy ends its turn within 3 squares of you, you can shift 3 squares to a square adjacent to that enemy as a free action.
"You needn’t wait until the bodies fall to know the victor. Simply find the eyes that first hold fear—those are the eyes that can never see victory."
Prerequisite: Barbarian
Many barbarians combine mastery of primal power with an imposing personal presence and natural leadership ability. The most dreaded warriors among them are fearbringer thanes, who harness those twin powers to strike terror into their enemies’ hearts.
As a fearbringer thane, you shape battles with your will and your fearsome presence. Fear is a weapon you wield, turning your foes to quaking weaklings before you cut them down with your axe or sword. As your rages seize you and fill you with primal power, that power flows out from you to inspire your allies and fill your enemies with terror.
Many fearbringer thanes use their power to gather hordes of savage warriors under their banners. Others, including most player characters, lead smaller bands of adventurers on raids into dungeons and other adventure sites. In either case, a fearbringer thane is something like a hybrid of barbarian and warlord, as close to a leader as a barbarian comes.
Inspire Ferocity (11th level): While you are raging, any ally within 5 squares of you who hits with a melee attack gains a +2 bonus to the damage roll.
Staggering Fury (11th level): When you spend an action point to make a melee attack while you are raging, each enemy that can see you takes a -2 penalty to attack rolls until the end of your next turn.
Dominating Presence (16th level): Whenever you score a critical hit, your allies gain a +2 bonus to attack rolls against the target until the end of your next turn.
Your terrifying attack leaves your foe hesitant, diminishing its defenses.
Encounter Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to AC until the end of your next turn.
Special: If you use this power while you are raging, roll a d20. On a 10 or higher, you retain the use of this power.
You enemies quake before you, their attacks becoming weak because of their fear.
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +2 bonus to all defenses.
Your allies take heart as you slam your weapon into your foes.
Daily Healing, Primal, Weapon
Standard Action Melee weapon
Target: One, two, or three creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: An ally within 5 squares of you can spend a healing surge.
"Caution? Discretion? No! Valor is to face your foe in battle and then stand over the broken corpse."
Prerequisite: Barbarian
The devastation of the thunderstorm howls in your soul, wild and untamed. You thrill in the chaos of battle, your wrath unquenched and uncontrollable. Battle, for you, is not a means to an end; it is an end in itself. The thrill of combat draws you on, and wounds only drive you to greater frenzy.
Caught in the tumult of your anger, you must attack—calculated maneuvers and intricate strategies are diversions. You attack with sweeping blows that cleave through your enemies or lock single foes in deadly exchanges that can end only in the death of one or the other of you. When the furor of battle seizes you, you ignore pain and keep fighting when others would fall, an unconquerable whirlwind of destruction.
Frenzied Blood (11th level): If you spend an action point to make a melee attack and that attack misses, you deal half of that attack’s damage on the miss. This benefit does not apply to attacks that already deal damage on a miss.
Warpath (11th level): Whenever you hit with a melee attack while raging, the attack deals 2 extra damage. In addition, whenever you start your turn adjacent to one or more enemies while you are raging and are able to take actions, you must make either a melee or a close attack against one of those enemies during your turn or be stunned until the end of your next turn.
Unfeeling Rage (16th level): You gain resist 5 to all damage while you are bloodied and raging.
Caught up in the madness of your rage, you swing your weapon again and again.
Encounter Primal, Weapon
Standard Action Close burst 1
Target: Each creature in the burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Special: If you use this power while you are raging, roll a d20. On a 10 or higher, you retain the use of this power.
For a time, your anger can stave off even death.
Daily Primal
Immediate Interrupt Personal
Trigger: You drop to 0 hit points or fewer and don’t die
Effect: Until you regain hit points, you are dying but don’t fall unconscious because of that condition. If you fail a death saving throw, you fall unconscious, and this effect ends.
Your fury spills over to your foe, locking the two of you in a lethal duel.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, if the target is marked, that condition ends on it. It can then make a melee basic attack against you as a free action.
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage.
Miss: Half damage.
Effect: After the attack, you can allow the target to make a melee basic attack against you as a free action. If the target makes that attack, you can make a melee basic attack against it as a free action. You can repeat this effect until the target chooses not to make the attack.
"I … it’s hard for me to focus… but it’ ll be even harder for you."
Prerequisite: Barbarian, monk, or ranger
You are intimately familiar with the power that comes with controlling your enemy’s emotions. Fear is a good start, but you go even further, pushing fear into madness. You have chosen to draw upon the power of the aberrant creature that brings madness by its mere presence: the gibbering mouther. Your warcry carries the sound of a thousand voices, all shouting different things. Those who hear you claw at their ears, your voice infecting their thoughts and filling their hearts with terror.
With this power comes a change. Your mind… is different, somehow. Some thoughts come only with difficulty, but at times, you know things that your friends and allies believe you had no way of knowing. You may sometimes try to share your unique viewpoint with others, but even your most innocuous comment brings pain.
Befouled Mind (11th level): When an enemy attacks your Will, it takes psychic damage equal to your Dexterity or Strength modifier.
Infectious Madness Action (11th level): When you spend an action point to make an attack, choose one creature hit by that attack. That creature must make a melee basic attack against a creature of your choice as a free action.
Recovery through Pain (16th level): Whenever an ally within 5 squares of you fails a saving throw, that ally may take psychic damage equal to his or her level to reroll the saving throw, with a +2 bonus against charm, fear, or psychic effects. The ally must use the second result.
The initial blow is only the start of your enemy’s troubles, as he becomes unsteady and confused.
Encounter Primal, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity or Strength vs. AC
Hit: 2[W] + Dexterity or Strength modifier damage. The target and any enemy who starts its turn adjacent to the target provoke opportunity attacks from you when shifting or teleporting. This effect lasts until the end of your next turn.
Special: You may use this attack in place of a melee basic attack when charging.
When an enemy gets near you, it can’t distinguish one target from another.
Daily Primal, Psionic, Stance
Minor Action Personal
Effect: You assume the maddening redirection stance. Until the stance ends, when an adjacent enemy damages you with a melee attack while at least one other creature is adjacent to that enemy, you can take only half of the damage and cause a creature adjacent to the enemy to take the other half.
The sense of wrongness which flows out from you leaves your foes open to attack.
Daily Primal, Psionic, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity or Strength vs. Will
Hit: 5[W] + Dexterity or Strength modifier damage.
Miss: Half damage.
Effect: You enter the babbling rage. Until the end of the encounter, enemies adjacent to you grant combat advantage.
"The earth’s rage abides deep below. When roused, it bucks and heaves, leaving nowhere to run or hide."
Prerequisite: Barbarian
Many barbarians fight with the viciousness of a wild animal. Others draw strength from the violence of storms or the destructiveness of fire. You prefer a more steady source: the might of earth and stone. Although the earth endures in stillness, entire cities are destroyed when its anger is incited. You have studied the power of the earth and learned to incorporate it into your barbarian evocations. You combine the raging fury of magma with the patience of stone.
Stonefire ragers are common among dwarves and goliaths. They scale the greatest peaks of the world to commune with mountain spirits. Here and there, small monasteries stand atop mountains where stonefire ragers gather. At first glance, the warrior monks of these places seem to be simple ascetics. Woe to the villain that dares disturb their meditations.
Calm Before the Flame (11th level): When you spend an action point to make an attack, each target you hit takes extra fire damage equal to your Constitution modifier and is knocked prone.
Resilience of Stone (11th level): When an enemy scores a critical hit against you, you can roll a d20. On a 10 or higher, that attack becomes a normal hit instead of a critical hit.
Fire's Wrath (16th level): While you are bloodied, you gain resist 10 fire and a +2 bonus to damage rolls.
You swing your weapon mightily, channeling a primal fire that washes over your enemies.
Encounter Fire, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage, and each enemy within 2 squares of you takes fire damage equal to your Strength modifier.
You skin becomes hard as stone, allowing you to shrug off even the most potent attacks.
Daily Primal
Minor Action Personal
Requirement: You must not be raging.
Effect: You gain resist 10 to all damage until you use a rage power or until the end of the encounter.
Your weapon is sheathed in flame as you strike. Your wrath boils over, radiating from your molten skin and scorching nearby foes.
Daily Fire, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier fire damage.
Miss: Half damage.
Effect: You enter the rage of the volcano. Until the rage ends, as the first action of each of your turns, you can deal 5 + your Constitution modifier fire damage to each enemy within 3 squares of you as a free action. In addition, if an adjacent enemy hits you, you gain a +2 bonus to attack rolls against that enemy until the end of your next turn.
"Stand proud and face me, dog!"
Prerequisite: Barbarian, Whirling Slayer class feature
Your prowess is hardly a mystery to those who behold you. You hold a weapon in your right hand and another weapon in your left. You keep your inner self somewhat contained until battle begins. At that point, you hurl yourself against as many enemies as possible. The two weapons in your hands, projecting from your whirling arms, are the lethal claws of a great predator. The spirit pack trailing you growls with bloodlust and relishes the kill.
You cultivate the feral spirit of a great wolverine, a scytheclaw drake, an ancient tribal hero, or another vicious combatant. This spirit guides your path, finally manifesting through you when you have mastered the twinclaw berserker rage.
Close Destruction (11th level): When you spend an action point to make an attack, you gain a bonus to its attack rolls equal to the number of enemies adjacent to you.
Threshing Mist (11th level): When any of your attacks deals both your main weapon and offhand weapon damage to the same target, you can shift 1 square to a square adjacent to the target as a free action.
Bloody Price (16th level): While you are wielding two melee weapons, you can reroll a missed opportunity attack once per turn and use either result.
Both your weapons bite deep, and the scent of fresh blood guides your subsequent blows.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 2[W] + 1[W] (off-hand weapon) + Strength modifier damage. You gain a +2 power bonus to melee attack rolls until the end of your next turn.
Special: You can use this power in place of a melee basic attack.
You whirl your weapons closer to a foe, swearing retribution.
Encounter Primal
Immediate Reaction Personal
Trigger: An adjacent enemy hits you
Effect: The next attack you make against the triggering enemy before the end of your next turn deals 1[W] extra damage (off-hand weapon).
You strike at enemies far and wide. Your rage then transforms you into a frenzy of steel.
Daily Primal, Rage, Weapon
Standard Action Close burst 2
Requirement: You must be wielding two melee weapons.
Target: Each enemy in the burst
Attack: Strength vs. AC (main weapon)
Hit: 2[W] + 1[W] (off-hand weapon) + Strength modifier damage.
Effect: You enter the rage of the twinclaw berserker. Until the rage ends, as the first action of each of your turns, you can deal 2[W] damage (off-hand weapon) to each enemy adjacent to you as a free action.
"What need have we for tactics when we have strength and audacity?"
Prerequisite: Warlord and barbarian
Tactics have their place. A cunning stratagem can give you and your fellows a decisive advantage in the opening forays, but slavish adherence to plans invites disaster. Circumstances change, and when they do, the best response is to do something your enemy would never expect.
You stand between two worlds. You have the knowledge and training of a field commander, but your military expertise is ever at odds with your reckless manner. You might devise some plan but abandon it quickly, giving in to your bloodlust and rage when circumstances change. When you do, your allies find your wrath infectious, the frenzy overtaking common sense as they smash through their opponents.
The most powerful warpath berserkers come from bravura warlords and thaneborn barbarians. Wrath burns within you, seething in your heart. Yet you can master this anger and bend it to incite your allies to find new courage and strength. Those nearest you feel your wrath and make it their own, and the longer they fight alongside you, the more intense their outbursts become.
Awakened Wrath (11th level): Whenever an ally you can see scores a critical hit with a melee attack, you gain combat advantage against all enemies until the end of your next turn.
Inciting Action (11th level): Rather than gain an extra action, you may spend an action point to let one ally who can see and hear you make a charge attack with a bonus to the attack roll and damage roll equal to your Charisma modifier. If this attack misses, the ally grants combat advantage to all attackers until the end of your next turn.
Infectious Rage (16th level): Whenever you are raging or are benefiting from the Berserker’s Fury feat, all allies who can see and hear you gain a +2 bonus to damage rolls.
With a slap on the back, you send your allies into battle to claim their glory.
Encounter Primal, Weapon
Standard Action Melee touch
Target: One or two allies
Effect: The target makes a charge attack. If an attack hits, you regain the use of this power. If all attacks miss, you are dazed until the start of your next turn.
You dare your companion to face its fears and overcome them.
Daily Healing, Primal
Minor Action Melee touch
Target: One ally
Effect: The target can either spend a healing surge and regain hit points equal to one-half its surge value or make a melee basic attack as a free action. If the attack hits, it deals no damage, but the ally can spend a healing surge and regain hit points equal to twice its surge value. On a hit or miss, the ally becomes immune to fear effects until the end of the encounter.
A brutal smash into your enemy shatters your patience and throws you into the warpath rage.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. The target is pushed a number of squares equal to your Charisma modifier and is knocked prone at the end of the push.
Miss: Half damage, and the target is neither pushed nor knocked prone.
Effect: You enter the rage of the warpath. Until the rage ends, each time you bloody your target with a melee attack, one ally adjacent to your target that you can see may make a melee basic attack as a free action.
"The land gives wings to my feet and makes my spirit soar."
Prerequisite: Barbarian, trained in Nature
The wilderness is your home, and your connection to the primal spirits of the land grants you speed and ferocity. You move through the forest like a deer, and you charge into battle with the cheetah’s speed and fury.
The powers of a wildrunner emphasize mobility, letting you shift and move quickly while striking your foes. You pounce from foe to foe, avoiding opportunity attacks while dealing all the damage your rage can muster.
Elf barbarians are frequently drawn to this paragon path, because its powers complement their natural mobility. Likewise, many rangers who nurture a connection to the primal forces of nature by taking barbarian multiclass feats find this path appealing.
Hunter's Fury (11th level): When you spend an action point to make a melee attack, you can shift a number of squares equal to your Strength modifier after the attack.
Wildrunner's Swiftness (11th level): You gain a +1 bonus to your speed, or a +2 bonus while you are raging.
Wild Resilience (16th level): While you are raging, you gain a +2 bonus to saving throws.
Like a predator in the wild, you shift to a better position after your attack.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you shift 3 squares.
Special: If you use this power while you are raging, roll a d20. On a 10 or higher, you retain the use of this power.
As one foe drops, you turn with lightning speed and prepare to attack your next target.
Encounter Primal
Free Action Personal
Trigger: You reduce an enemy to 0 hit points
Effect: You shift a number of squares equal to your Strength modifier.
You dart among your enemies, hampering their movement with each well-placed attack.
Daily Primal, Rage, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the primary target is immobilized until the end of your next turn.
Miss: Half damage.
Effect: You shift a number of squares equal to your Strength modifier and then make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the secondary target is immobilized until the end of your next turn.
Miss: Half damage.
Effect: You enter the wildrunner’s rage. Until the rage ends, you gain a +2 bonus to AC and Reflex, and you ignore difficult terrain. In addition, you can shift 2 squares as a move action.
"The world awakens in spring. You won’t."
Prerequisite: Barbarian
Winter and death are part of the natural cycle, a clearing away of the old so that new life can take its place. You are a slayer, an agent of winter. You hew away your enemies so that new life can be nurtured.
Winter is nature’s tool, a test that winnows the weak. You have sought winter’s embrace. You have communed with spirits from the darkness beyond mountains and glaciers, from where cold reigns supreme. You carry something with you, a piece of frigid fury from the spirit of a frozen wasteland. Armed with your icy wrath, you doom your foes to be shattered and buried in the avalanche of your assault.
Ice Heart Reaper (11th level): You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls against immobilized targets.
Surging Ice (11th level): When you spend an action point to make an attack, the first target hit by the attack and each enemy adjacent to it are immobilized until the end of your next turn.
Frost Reaver (16th level): You gain resist 10 cold. Whenever you deal damage that has no type, you can make it cold damage.
You swing your frosty weapon in a deadly arc, freezing your foe in place.
Encounter Cold, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier cold damage, and the target is immobilized until the end of your next turn.
A layer of primal frost covers you, deflecting your foes’ attacks until it is chipped away.
Daily Primal
Minor Action Personal
Effect: You gain resist 20 to all damage until the end of the encounter. Whenever this resistance reduces damage, the resistance decreases by 5, and it ends when it reaches 0. If you take fire damage, the resistance ends after reducing that damage.
Your strike encases your foe in ice. Snow then swirls around you and freezes your enemies as you rage across the battlefield.
Daily Cold, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier cold damage, and the target is restrained (save ends).
Miss: Half damage.
Effect: You enter the rage of the world’s end. Until the rage ends, when you hit any enemy with an at-will attack power, that enemy is immobilized until the end of your next turn.
"I have peered into the darkness clouding my soul, and it has found me worthy."
Prerequisite: Battlemind
Strange dreams are common among those who wield psionics. Your dreams, however, are different. You dream of a black monolith set within a cavern rimed with ice. This vision has haunted you for as long as you can remember, but until now, you have struggled in vain to discover its meaning.
The blackstone monolith has chosen you as its champion. In another age, noble champions of a distant land fought to contain a breach to the Far Realm. They sealed the rift with powerful psionic wards, behind elemental stone imbued with their own consciousness. Each generation, the wards they forged must be resealed by new champions. You are bound to the fate of the guardians you follow.
Blackstone Action (11th level): When you spend an action point to use an attack power, you gain resistance to all damage equal to 3 + your Wisdom modifier until the end of your next turn.
Monolithic Vision (11th level): Whenever you use your mind spike power, you also slide the target of that power 3 squares. The target is then slowed until the end of its next turn.
Paragon Power Points (11th level): You gain 2 additional power points.
Blackstone Chains (16th level): Whenever you reduce an enemy to 0 hit points, each enemy marked by you is immobilized until the end of your next turn.
Your weapon attack inflicts a vicious curse on your foe, which appears to turn to cracked black stone as it is held fast.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target is immobilized until the end of your next turn.
Augment 2
Hit: 1[W] + Constitution modifier damage, and the target is petrified until the end of your next turn.
The monolith’s power grants you the resilience of ageless stone.
Daily Psionic
Minor Action Personal
Effect: Until the end of your next turn, you have tremorsense 5 and resist 10 to all damage.
Sustain Minor: The effect persists.
Your attack wracks an enemy’s mind and binds its body in stone as you channel the blackstone monolith’s forbidding power.
Daily Polymorph, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and ongoing 10 psychic damage (save ends).
First Failed Saving Throw: The target is restrained until it saves against the ongoing damage.
Second Failed Saving Throw: The target is petrified instead of restrained and takes a -2 penalty to saving throws against the ongoing damage. The ongoing damage from this power ignores the resistance granted by the petrified condition.
Miss: Half damage, and ongoing 10 psychic damage (save ends).
Effect: You push each creature adjacent to you 1 square. You then assume the aspect of the blackstone gaoler until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 2
Effect: You gain resistance to all damage equal to your Constitution modifier until the end of your next turn. In addition, one creature you hit with the at-will power is restrained until the end of your next turn.
"You face not only myself, but seven generations of the world’s finest warriors."
Prerequisite: Battlemind
The Order of the Eternal Blade is a secretive group, but you sought out its masters and gained entry. Whatever drove you to the order, you knew you made the right choice when the masters first instructed you. On that day, you first learned to communicate with your blade guide, the psychic resonance of generations of eternal blades that came before you.
The order’s first members foresaw the emergence of psionic magic. When those members died, they cast their minds forward in time in search of worthy heirs to their cause. You are one such heir. Your blade guide lingers near you, teaching you the fighting arts of the eternal blades. Even if you fall in battle, your experience shall not be lost, for you too shall cast your mind forward in search of a new champion to guide.
Blade Guide (11th level): You gain the blade guide power.
Guided Action (11th level): When you spend an action point to take an extra action, you can reroll your next attack roll that misses before the end of your turn.
Paragon Power Points (11th level): You gain 2 additional power points.
Eternal Warrior (16th level): When you drop to 0 hit points or fewer, the dying condition neither causes you to fall unconscious nor forces you to make death saving throws until the end of your next turn.
You home in on your foe, linking your weapon to its life force to improve your accuracy.
Encounter Augmentable, Psionic
Minor Action Close burst 10
Target: The enemy nearest to you in the burst
Effect: Until the end of the encounter, you gain a +2 bonus to opportunity attack rolls against the target, and it grants combat advantage to you while you’re the only creature adjacent to it.
Augment 1
Special: If the target drops to 0 hit points during this encounter, you regain the use of this power.
While attacking your foe, you take careful stock of its fighting stance, so when the foe makes its next move, you foil it.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target provokes opportunity attacks from you whenever it shifts
Augment 2
Hit: 2[W] + Constitution modifier damage. Until the end of your next turn, the target provokes opportunity attacks from you and your allies whenever it shifts or makes close attacks.
Your blade guide provides you with the insight needed to overcome almost any challenge.
Daily Psionic
Standard Action Personal
Effect: You gain training in an untrained skill of your choice. The training lasts until your next short rest.
You delve into your blade guide’s memories to learn the secrets of your foe’s tactics.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: Until the end of the encounter, you can use eternal vigilance against the target as an at-will power. In addition, you regain 2 power points.
"You’re going to have to hit me a lot harder if you want to get my full attention."
Prerequisite: Battlemind
The mind is more powerful than the body, and none demonstrate this principle better than you. As an iron guardian, you have learned to channel psionic energy into your flesh and bones. With a thought, your skin becomes as hard as iron and your bones become as unbreakable as stone. In battle you’re a juggernaut, capable of withstanding the fiercest attacks and replying with shattering strikes of your own.
Your unmatched endurance allows you to stand at the forefront of any battle. You exult in the look of despair that crosses your enemy’s face as blade, arrow, and claw rebound harmlessly off you. With this confidence, you move to the center of any fight, daring your foes to match themselves against you.
Indomitable Iron (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to AC and damage rolls until the end of your next turn.
Iron Control (11th level): When any enemy pulls or pushes you, you can use a free action to slide that enemy 2 squares after the forced movement.
Paragon Power Points (11th level): You gain 2 additional power points.
Impenetrable Iron (16th level): Whenever a critical hit is scored against you, roll a d20. On a roll of 10 or higher, the critical hit is a normal hit instead.
Your weapon fuses with you for a moment as you crash into your enemy and knock it down.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier + Wisdom modifier damage, and you knock the target prone. You then shift 2 squares to a square adjacent to the target.
Effect: You gain a +2 power bonus to AC until the end of your next turn.
Augment 2
Target: One or two creatures
Your skin becomes as hard as iron, allowing you to shrug off even the deadliest blows.
At-Will Psionic
Standard Action Personal
Effect: Until the end of your next turn, roll a d20 whenever you take damage. On a 10 or higher, the damage is reduced to 0. Otherwise, the damage is halved.
You transform into a creature of iron, scattering foes and crushing those foolish enough to resist your advance.
Daily Polymorph, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You assume the aspect of the iron guardian until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: Until the start of your next turn, you gain a +2 power bonus to AC, and any enemy adjacent to you that falls prone or starts its turn prone takes damage equal to your Constitution modifier. In addition, choose a single creature hit by the at-will attack. That creature takes extra damage equal to your Wisdom modifier.
"Catch me if you dare!"
Prerequisite: Battlemind
Your mind rejects all notions of what is possible and impossible on the battlefield. Psionic energy flows through you, imbuing you with an irrepressible need to move. You flow around your enemies, blurring past them before they can land a blow. As you move, your attacks slip through your enemies’ defenses with deadly effect. You goad a foe into following you, then wrack its mind and body as it gives futile chase.
You are quicksilver in living form, moving with such speed and grace that your enemies have no hope of pinning you down. Whether you fight alone or in the company of others who also race through the heat of battle, your enemies name you the quicksilver demon, never knowing where you will strike next.
Paragon Power Points (11th level): You gain 2 additional power points.
Quicksilver Action (11th level): When you spend an action point to take an extra action, you can shift a number of squares equal to your Charisma modifier before or after the extra action.
Quicksilver Dance (11th level): You gain a +4 bonus to all defenses against opportunity attacks. In addition, whenever an enemy misses you with an opportunity attack, you gain combat advantage against that enemy until the end of your next turn.
Unfettered Movement (16th level): You can shift 3 squares as a move action. When you do, you are no longer slowed.
You become a silver blur as you speed through your foes, striking so fast that they cannot retaliate.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Effect: You have concealment until the end of your next turn, and you shift a number of squares equal to your speed + your Charisma modifier. You make the following attack against one or two creatures during this movement.
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Augment 2
Hit: 2[W] + Constitution modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
An enemy’s attempt to force you across the battlefield only increases your mobility.
Daily Psionic
Immediate Interrupt Personal
Trigger: An enemy’s attack pulls, pushes, or slides you
Effect: You negate the forced movement and gain a +4 power bonus to speed until the end of the encounter.
Your foe suffers with each failed attack it makes against you, even as you attain maximum mobility in battle.
Daily Polymorph, Psionic, Psychic, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: Constitution vs. AC
Hit: 5[W] + Constitution modifier damage. In addition, the target is marked and takes 5 psychic damage whenever it misses you with an attack (save ends both).
Miss: Half damage.
Effect: After the attack, you shift your speed. You then assume the aspect of quicksilver strides until the end of the encounter. While in this aspect, you gain a +2 power bonus to speed and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: After the at-will attack, you shift half your speed. In addition, one creature hit by the attack takes extra damage equal to your Charisma modifier.
"This contest can end only in your defeat."
Prerequisite: Battlemind, mind spike power
Confidence is why you always win. Even when you are faced with a setback, your resolve never wavers, and you’re certain you will overcome adversity no matter how severe. Some people mistake your confidence for arrogance or foolishness, but you prove the truth of your words time and again, showing your detractors your might.
You back up your confidence with your psionic mastery, wrapping your soul, body, and mind in a barrier of willpower to deflect any attack you face, whether it strikes your body or mind. With this unwavering resolve, you can dismiss a foe’s strikes, standing undaunted before its best efforts to hurt you. And with this security, you project your personality onto those you fight, flooding their minds with the imminence of their defeat.
Demanding Action (11th level): When you spend an action point to take an extra action, you can use your mind spike power as a free action until the end of your next turn.
Mind Smash (11th level): Whenever you deal damage with your mind spike power, each enemy adjacent to the target takes psychic damage equal to your Charisma modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Psionic Cascade (16th level): Whenever you score a critical hit, you regain 1 power point.
Your enemy realizes its mistake in attacking when you react to its aggression with a swift strike.
Encounter Augmentable, Psionic, Weapon
Immediate Reaction Melee 1
Trigger: An enemy adjacent to you attacks you or your ally with a melee or a close attack
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Effect: Until the end of your next turn, the range of your mind spike power increases to 10, but it remains a melee power. In addition, you can use your mind spike power as a free action once before the start of your next turn.
Augment 2
Hit: 3[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Through mental force, you will your flesh to become as hard as steel to foil an attack against you.
Encounter Psionic
Immediate Interrupt Personal
Trigger: You are hit by an attack that targets a defense other than Fortitude
Effect: The attack instead targets your Fortitude, and you gain a +2 power bonus to Fortitude until the end of your next turn.
As you attack your foe, you bring the full force of your personality against it. The psychic assault rips through your foe’s nerves.
Daily Fear, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4[W] + Constitution modifier psychic damage, and the target provokes opportunity attacks whenever it makes melee attacks (save ends).
Miss: Half damage, and the target provokes opportunity attacks whenever it makes melee attacks before the end of your next turn.
Effect: Until the end of the encounter, you can use a free action to slide the target 1 square whenever it is hit by an opportunity attack.
"I am the power of the never-ending tempest that crosses all planes. Do you think you can stop me?"
Prerequisite: Battlemind
Your philosophy of life and battle is shaped by your belief in the infinite storm. In every corner of the world and every part of the planes, order and chaos contend for domination. Violent storms of elemental fury are the most potent sign of this struggle. At no time is all the cosmos ever at peace. Through study and diligence, you draw power from these infinite and endless storms, channeling their destructive fury. You represent the infinite storm in your travels, welcoming the violence that is a constant part of life. Like the power of the storm, you are everywhere.
Lightning's Path Action (11th level): When you spend an action point to take an extra action, you teleport 5 squares. After the teleport, each enemy adjacent to you or marked by you takes lightning damage equal to your Wisdom modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Storm Scion (11th level): You gain lightning resistance and thunder resistance equal to your Constitution modifier.
Rouse the Storm (16th level): While bloodied, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1 (Lightning)
Effect: After the attack, you teleport 3 squares. Until the end of your next turn, any enemy that hits you with a melee attack takes lightning damage equal to your Constitution modifier.
Living lightning wraps your body, letting you surge from one target to the next.
Encounter Augmentable, Lightning, Psionic, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier lightning damage.
Effect: You teleport 5 squares and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier lightning damage.
Augment 2
Effect: You teleport 5 squares and make a secondary attack as above, then teleport 5 squares and make the secondary attack again against a different creature.
The winds of the immortal storm carry you into battle.
Encounter Psionic
Minor Action Personal
Effect: You gain a fly speed equal to your speed and can hover. This effect lasts until an attack hits you or until the end of the encounter. When the effect ends, you descend to the ground without taking falling damage.
When you strike, you summon the transformative power of the infinite storm.
Daily Lightning, Polymorph, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier lightning damage, and ongoing 10 lightning damage (save ends).
Effect: You assume the aspect of the infinite storm until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 2
Effect: After the attack, you become the tempestuous storm, occupying a 7-square by 7-square area centered on your space. While in this form, you are insubstantial, you can occupy other creatures’ spaces, and you cannot attack. When any creature starts its turn in your new space, you slide that creature 2 squares. In addition, one creature hit by the at-will attack takes 5 extra lightning damage and is dazed until the end of your next turn. At the start of your next turn, you return to your normal form in any unoccupied space in the area of the tempestuous storm.
"My mind is awakened to a purpose greater than my own life."
Prerequisite: Battlemind
Since the Talaric Codex was first compiled to record the fighting techniques used against the horrors of the Far Realm, fragments from that lost tome have been scattered far and wide. Although the warrior society that conceived the codex is no more, their workings live on in the champions who have stumbled across these ancient writings and mastered their secrets.
During your travels, you have come across fragments of the lost codex. The full meaning of these scraps of lore escaped you at first. In time, however, you put the pieces together to master the lessons they contained. Although others might draw different conclusions, you have learned that life is an essential struggle between the natural world and the Far Realm. Whenever the madness of the Outside pushes into ordered reality, the natural world responds with violence. With your unique talents, you have come to embody the world’s wrath.
From the teachings of the Talaric Codex, you turn your mind’s eye inward to search out flaws and vulnerabilities. When you discover a gap in your defenses, you allocate your psionic resources to reinforce it against attack. Your extensive study also rewards you with increased clarity and focus in combat, allowing you to devastate your foes. By neutralizing opponents when they strike, you endure past the point when other warriors would fall.
Defensive Aura (11th level): Whenever you hit with an unaugmented at-will psionic attack power while you have at least 1 power point, you gain a +2 power bonus to all defenses until the start of your next turn.
Paragon Power Points (11th level): You gain 2 additional power points.
Superior Action (11th level): When you spend an action point to make an attack, you gain a +4 power bonus to the attack roll and you regain hit points equal to twice your Constitution modifier.
Ironjack's Command (16th level): Whenever you spend a healing surge and regain hit points, each ally within 2 squares of you can shift 1 square as a free action.
You imbue your weapon with your own fury, striking hard to send your foes flying.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and you push the target 5 squares.
Augment 2
Range: Close blast 3
Target: Each enemy you can see in the blast
As combat takes its toll on you, the power of your mind protects your ody from additional harm.
Daily Healing, Psionic
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, while you are bloodied you have regeneration 5 and resist 5 to all damage.
You channel the inherent violence of the world into a blow that freezes a foe in its tracks.
Daily Force, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 4[W] + Constitution modifier force damage, and the target is immobilized (save ends).
Each Failed Saving Throw: The target takes 10 force damage.
Miss: Half damage.
"I sail the seas of possibility, bound for a fate I choose."
Prerequisite: Battlemind
Hidden pathways and secret portals riddle the world and the planes. You possess the keen eye and open mind that let you pick out these shortcuts and exploit them. Your understanding of planar mechanics might be instinctive, originating in an unusual knack for sensing and locating such anomalies. It might be the result of extensive training, in which you learned from a master unbound nomad how to circumvent the bounds of reality. However you came by your knowledge, you can travel unseen byways with ease.
As an unbound nomad, you are rarely in one place for long. You use your talent to slip through the cracks in the world around you, then reappear wherever you want. You can dodge through new gateways to escape a persistent enemy, or force your foes into the unseen spaces between the planes. Your unpredictability leaves your enemies confused, chasing after phantoms as you take charge of the battlefield around them.
Banishing Action (11th level): When you spend an action point to make an attack, you teleport one target hit by the attack 5 squares.
Nomad's Prerogative (11th level): Whenever an enemy pushes you, you can ignore the push and teleport 3 squares.
Paragon Power Points (11th level): You gain 2 additional power points.
Nomad's Journey (16th level): Whenever you use your blurred step power, you can teleport a number of squares equal to your Dexterity modifier instead of shifting. You must teleport to a square adjacent to the enemy that triggered that power.
You appear next to your enemy to deliver a blow that whisks you both to your ally’s side.
Encounter Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon
Effect: Before the attack, you teleport 5 squares.
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage. Choose one ally within 10 squares of you that you can see. You teleport yourself and the target to squares adjacent to that ally.
Augment 2
Hit: As above, and the target is dazed until the end of your next turn.
An enemy’s missed attack lets you escape through a temporary portal, which remains open for a time.
Daily Conjuration, Psionic, Teleportation
Immediate Reaction Personal
Trigger: An enemy misses you with an attack
Effect: You teleport 5 squares and conjure a hole in reality in the square you last occupied. Any creature in the conjuration’s space on its turn can teleport 5 squares as a free action, and the conjuration is pushed 1d6 squares away from the creature’s destination square. The conjuration lasts until the end of the encounter or until it is pushed into a solid object.
Your sweeping attack draws your enemies into a dimensional void, then spits them out, leaving an unstable vortex behind.
Daily Psionic, Psychic, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and the target is removed from play. At the start of your next turn, the target reappears in the space it last occupied or in the nearest unoccupied space. Roll a d4 to determine an effect imposed on the target.
1.: The target is removed from play again until the start of your next turn, reappearing in the last space it occupied, or the nearest unoccupied space.
2.: The target takes 10 psychic damage.
3.: The target is dazed (save ends).
4.: The target falls prone.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that starts its turn within the zone teleports 1d8 squares in a random direction.
Sustain Minor: The zone persists.
"I bind my rage to my blade, and I will bring it back within my mind only when it has slaked its thirst for your blood."
Prerequisite: Wilder theme or battlemind
The desperate conditions on Athas call for desperate measures. Wielders of the Way use slivers cut from their own minds to strengthen their armaments.The exchange is worth its price, since it lets them disorient and destroy their foes. They can always reclaim the mental fragments, though some wielders of the Way consider certain emotions to be liabilities and believe life runs smoother without those feelings cluttering their minds.
You entrust the wild, untamed parts of yourself to your weapon, mentally fracturing your personality and reinforcing your weapon—whether it’s an obsidian sword, a bone axe, or a rock warhammer—with that emotion. Though you still have a faint connection to that piece of your mind (at least enough to replace it later), you do have difficulty expressing the emotion associated with that fragment. Your allies find you inscrutable, wondering how you can fight with such ferocity while keeping a placid demeanor, or why your expressions and speech seem calm while you’re pursuing stronger and stronger foes.
Fragment of the Way (11th level): You remove an aspect of your psyche and bind it to your weapon. Whenever you take a short rest, you can choose to expend 1 power point at the end of that short rest. If you do so, until you rest again the next weapon attack you make that hits deals 1[W] extra damage to one target hit by the attack.
Paragon Power Points (11th level): You gain 2 additional power points.
Wielder's Action (11th level): When you spend an action point to make an extra attack, you regain 1 power point.
The Way Made Real (16th level): When you hit a target with an augmented psionic weapon attack power, you gain a +2 bonus to saving throws until the start of your next turn. You can gain this bonus only once per turn.
As your weapon strikes home, the aspect of your psyche imbued into your weapon burns into your foe’s mind and influences its actions.
Encounter Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and the target grants combat advantage until the end of your next turn.
Augment 2
Hit: 2[W] + ability modifier damage. Until the end of your next turn, the target grants combat advantage and any attack it makes provokes opportunity attacks.
You imbue your weapon with more of the untamed parts of your psyche, transferring those reckless emotions to your enemies.
Encounter Psionic
Minor Action Melee touch
Target: One weapon you are wielding
Effect: The next melee weapon attack you make with the target weapon dazes any creature it hits until the end of your next turn.
With a vicious attack, you fully embed the facet of your soul into your foe, overtaking its mind.
Daily Charm, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage.
Effect: The target is dominated (save ends). While it is dominated, the target gains a bonus to attack rolls equal to your primary ability modifier.
"Can you stop the wind? Can you grasp it in your hands? If not, you stand no chance of stopping me."
Prerequisite: Battlemind
Without formal training, you learned your techniques in a haphazard fashion, unlocking your potential with each contest, awakening new techniques as you blended psionic power with your weapon strikes. At some point during your battles, you began to hear a faint wailing—subtle, quiet, but definitely present. Now when you fight, the breeze whips up into a storm, lending new strength to your attacks.
What you hear are psionic winds swirling around you. Your crude methods cause psionic power to bleed from you. Instead of dissipating, it swirls, blowing around you, unseen and unnoticed by any but you and the enemies who stand against you. When you reclaim this power, your body undergoes a strange transformation, becoming disjoined from reality for a moment or two before you snap back into place.
The more you work with this loosed psionic power, the more ephemeral you become. You can stir up the power to rip through your enemies’ minds, or you can draw it into yourself to vanish and reappear where least expected.
Beguiling Advantage (11th level): Your melee attacks against dazed, slowed, or stunned enemies deal extra damage to them equal to your Charisma modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Zephyr Action (11th level): When you spend an action point to take an extra action, you are insubstantial and phasing until the start of your next turn.
Speed of the Wind (16th level): You gain a +2 bonus to speed. In addition, the move granted by your speed of thought power doesn’t provoke opportunity attacks.
As you slash your foe, you generate a psionic wind that knifes into your enemy’s mind.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target is dazed until the end of your next turn.
Augment 2
Hit: 2[W] + Constitution modifier damage, and the target is dazed until the end of your next turn.
You feel the bite from your enemy’s attack and let the winds howling within you infuse your flesh and pull you to safety.
Encounter Psionic
Immediate Reaction Personal
Trigger: An enemy hits you
Effect: You shift 1 square. Until the end of your next turn, you are insubstantial and phasing, and your attacks ignore the insubstantial quality.
You become the screaming gale, encircling and buffeting your foes.
Daily Psionic, Stance, Teleportation, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage.
Effect: If you attack two creatures with this power, you teleport 5 squares between the first and the second attack. You assume the storm dance stance. Until the stance ends, you can use the power Storm Dance Attack.
At-Will Psionic, Teleportation, Weapon
Opportunity Action Melee 1
Requirement: The power Storm Dance Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the secondary target is slowed until the end of your next turn. In addition, you teleport 5 squares and then teleport the secondary target to a square adjacent to you.
Level 21: 2[W] + Constitution modifier damage.
"Hear the heaven’s song friends, and fear not the evil arrayed against us."
Prerequisite: Bard, any divine class
The Astral Sea resounds with music, from the glorious choruses of angels to the grim chants intoned by legion devils marching to war. Bards weave arcane magic into mundane songs and music, but those who listen, who hear the wondrous music found only in the Astral Sea, can add its unique qualities to their own melodies, blending arcane with divine into a harmonious performance that can move the hardest of hearts. Few have the courage or belief required, making the blessed psalmist an uncommon curiosity within the bardic tradition.
The moment you first heard the astral notes, it was as if a door in your mind opened. New possibilities flooded your thoughts, impelling you to refocus your study on religious theory and history to blend the heavenly music with your own. Extensive training paid off: You mastered the music and can now incorporate it into your songs. Arcane power remains your brush, but the divine is your paint, and the two combine as a perfect portrait of your unequalled mastery over two worlds.
Your spells assume a divine quality, and you shine with astral light when you attend to your allies. Radiant flames might dance about you when you intone prayers you learn, while otherworldly entities add their voices to your own when you perform. You transcend what is ordinarily possible with arcane power and successfully blend it with that of the gods.
Heaven's Favor (11th level): Choose one divine class corresponding to a multiclass feat you possess. You gain the class’s Channel Divinity feature and all powers associated with that feature.
In addition, you may use bard implements with any prayers associated with this class that have the implement keyword.
Righteous Action (11th level): Whenever you spend an action point to make an extra attack and you hit with this attack, you gain an extra use of majestic word for the encounter. If your attack misses, one ally within 5 squares of you who can see you regains hit points equal to your level + your Charisma modifier and can shift 1 square as a free action.
Radiant Song (16th level): You can expend your words of friendship class feature as a free action when you use a bard attack power. Doing so causes the power to deal radiant damage instead of its normal damage type, and the power gains the radiant keyword for this attack. If this attack hits, the target also gains vulnerable radiant damage equal to your Charisma modifier until the end of your next turn.
Your enemy cannot bear the bold song you sing and recoils as light suffuses its being.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier radiant damage, push the target 1 square, and each time the target takes damage from an attack before the start of your next turn, it takes an extra 5 radiant damage.
Your joyful song calls forth heavens’ bountiful gifts and gives your allies a sense of peace and tranquility.
Daily Divine, Healing, Zone
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: You and each ally in the burst can spend a healing surge. The burst becomes a zone of healing energy that lasts until the end of your next turn. While you are within the zone, you and each ally in the zone gains resist 10 necrotic damage and a +2 bonus to saving throws to end ongoing damage.
Sustain Minor: The zone persists.
Your sonorous voice awakens thoughts of vengeance and justice in those who hear you.
Daily Charm, Divine, Implement
Standard Action Close burst 10
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: The target chooses to become dominated until the end of your next turn or stunned (save ends). You or an ally in the burst gains 20 temporary hit points.
Miss: The target chooses to become dazed (save ends) or make a melee basic attack against one enemy of its choice within its reach. You or an ally in the burst gains 10 temporary hit points.
"There is a saying among the fey creatures who trip between worlds: Only through dishonesty is honor earned."
Prerequisite: Bard
Fey tricksters, gnomes, and storytellers of every race know many legends unfamiliar to other creatures—tales from secluded forests, burrows deep underground, the lairs of powerful beasts, and the locked vaults of powerful monarchs. And what they don’t know, they make up.
As a cunning prevaricator, you traffic in the honored (at least among some) traditions of exaggeration, misdirection, and out-and-out lying. You study and follow the teachings of great fabulists of the past—all of them fictional, almost certainly—and apply that knowledge to your bardic skills. You transfer your natural talent for illusion and deception to your friends, granting them some small measure of glory—or so you try to convince them.
Shrouding Action (11th level): When you spend an action point to take an extra action, you and one ally you choose within 5 squares of you become invisible until the end of your next turn.
Virtue of Deceit (11th level): When you use your Bardic Virtue class feature, one ally you choose within 5 squares of you gains combat advantage against the target of his or her next attack.
Trickster's Mercy (16th level): When you use majestic word to heal a bloodied ally, that ally becomes invisible until the start of his or her next turn.
As your allies strike the chosen foe, they vanish in clouds of glittering light.
Encounter Arcane, Illusion, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier radiant damage. Each ally who hits the target before the end of your next turn becomes invisible until the end of his or her next turn. This invisibility ends if the ally makes an attack roll.
With words of cunning wisdom, you guide your ally’s defenses, foiling your enemies’ attack one way or another.
Encounter Arcane, Healing
Immediate Interrupt Close burst 10
Trigger: An attack hits an ally within 10 squares of you
Target: The ally that was hit by the triggering attack
Effect: The target gains a bonus to all defenses that the triggering attack targets equal to your Intelligence modifier. If the triggering attack misses, the target gains the bonus to those defenses until the end of your next turn. If the triggering attack hits, the target regains hit points as if he or she had spent a healing surge.
You cast magical dust into your enemy’s face, blurring its vision and confounding its actions.
Daily Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d8 + Charisma modifier psychic damage, and the target is affected by your nimbus of falsehood (save ends). While affected by the nimbus of falsehood, if the target misses with a melee attack, you can use an immediate interrupt to have the attack hit a different creature, including the target, within the attack’s range.
Miss: Half damage. If the target misses with a melee attack before the end of your next turn, you can use an immediate interrupt to have the attack hit a different creature, including the target, within the attack’s range.
"The blade is my instrument; your blood is its song."
Prerequisite: Bard, any martial class
In the right hands, a blade is every bit the instrument a mandolin can be. As a bard, your ability to perform, to captivate audiences with song or story, is key. Through your tales or music, allies find new inspiration, while enemies find despair. You can clarify situations with your bold insights or muddy your foes’ senses with mocking wit and subterfuge. Just as this is possible through a bard’s music, so it is possible through other venues of performance.
Rather than spend your time on dusty old tales or mastering a complex instrument, you focus on the performance with a blade. Your precise stances and a perfect execution of your fighting style’s forms, combined with a dash of improvisation, elevate the grim business of combat to an impressive display of physical mastery and fighting technique. Through it all, you harry your foes with dazzling swordplay and razor sharp wit.
Upon embarking on this path, you incorporate martial techniques into your spells, blending the two into a fighting style unique to you. Your forceful personality proves every bit as strong as the musclebound fighter and as quick as the most nimble rogue. Through your incessant mocking, your opponents let down their guard long enough for you to slip in a devastating attack. Your weapon is a blur, focusing on showmanship and speed to dishearten your enemies, while at the same time inspiring your allies to new heights of combat prowess.
Daring Action (11th level): You can spend an action point to mark each enemy that can see you until the end of your next turn instead of taking an extra action. You also gain 10 temporary hit points.
Daring Improvisation (11th level): When you make a martial melee weapon attack, you can use Charisma for the attack roll and damage roll in place of the ability score required by the attack.
Blade Feint (16th level): You can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If you succeed and hit the enemy with a melee weapon attack before the start of your next turn, the target grants you combat advantage until you miss the target with an attack.
You spin your blade in a dazzling display and then slip the blade past your enemy’s defenses with astonishing precision.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage and the target grants combat advantage to you and your allies until the end of your next turn.
Miss: The target is marked until the end of your next turn, and you regain the use of this power.
Effect: Your target grants combat advantage to you for this attack.
Flooded with arcane power, you dance away with astonishing speed to escape your foe’s attacks, all while daring your enemy to follow.
Encounter Martial, Weapon
Move Action Personal
Effect: You gain a +2 power bonus to AC and Reflex until the end of your next turn, then shift a number of squares equal to one-half your speed. Each ally that can see you gains a +2 power bonus to attack rolls until the end of your next turn.
You leap toward your foe, spinning through the air, your blade tracing a silvery arc, and when you strike, your enemy skitters back to find someone else to fight.
Daily Martial, Rattling, Reliable, Weapon
Standard Action Melee weapon
Effect: Shift a number of squares equal to your speed. You gain a +4 power bonus to Intimidate checks until the end of the encounter.
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage, slide the target a number of squares up to its speed, and then the target is marked by an ally adjacent to the target or you, if you are adjacent to the target.
"Each arrow’s release plucks the string of my lethal instrument. My bow sings a dirge for your passing."
Prerequisite: Bard
You intertwine music, archery, and magic into a single glorious craft that is as artistic as it is martial. Your foes waver between fear and admiration even as you draw a bead on them. Every shot from your bowstring resonates with a melodious tone, and the percussion of your arrows finding their marks drives the battle forward like a drumbeat. Even your foes’ cries of pain blend with the clash of weapons against shields and armor. Your arcane might weaves it all into a fantastic symphony of battle.
Creating this wondrous performance depends partially on your ability to see an instant into the future. Timing is everything.
Bow Implement (11th level): You can use a bow as an implement for your bard attack powers. Add the bow’s enhancement bonus to attack rolls and damage rolls, as well as to any extra damage granted by a property (if applicable) when using the bow as an implement. You do not add your weapon proficiency bonus to the attack roll when you use your bow as an implement.
When you use a bow as an implement for a ranged bard attack power, the power’s range is increased to the bow’s normal range (if the power’s range is shorter). You can also use the power at the bow’s long range, with the normal -2 penalty to the attack roll.
Harmonic Action (11th level): When you spend an action point to take an extra action, one ally you choose within 10 squares of you can make a basic attack as a free action.
Volley Fire (16th level): If you score a critical hit with a ranged bard attack power, you can make a ranged basic attack against the target as a free action.
Your shot releases a blast of sound that overwhelms your foe.
Encounter Arcane, Thunder, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier thunder damage, and the target is deafened and dazed until the end of your next turn.
You hum a low tone that reverberates in the air, warping the flight of your arrows so that they speed true to their marks.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, your attacks with a bow ignore cover and concealment, including superior cover but not total concealment.
Your foe’s offenses return to it as a wailing storm that engulfs its allies while your bow shots repay its evil deeds in full.
Daily Arcane, Thunder, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier thunder damage.
Miss: Half damage.
Effect: The target is affected by your anthem of antagonism (save ends). While it is affected by the anthem, at the start of each of your turns, the target is the center of a burst 5 explosion of clashing noise. Each enemy in the burst takes thunder damage equal to your Wisdom modifier. You gain a power bonus to the attack roll of your next ranged weapon attack on that turn equal to the number of enemies that take damage in this way.
"Some deserve nothing but death, and those most deserving are marked by their crimes. Like a requiem’s crescendo, I pursue the marked ever more closely to give them their due."
Prerequisite: Bard
Rumors of an ancient organization of assassin-bards sometimes surface in taverns. Such tales are quickly quelled as foolish romance, of course. If the existence of the secret group to which you belong became common knowledge, your work would be that much harder to accomplish.
Your shadowy organization, known as the Grave Callers, has tasked its members to seek out and slay those who prey on the innocent. Its leaders identify those individuals to you through clever courier drops or magical sendings, marking them indelibly as your targets. You are making the world a better place with each undesirable element that you remove, and that knowledge drives you to continue your work. Through your ancient and deadly song, you improve the chances of all other creatures, one death at a time.
Dirge of Inescapable Doom (11th level): Once per encounter as a minor action, you can place a deathmark on a single enemy within 10 squares of you. The deathmark lasts until the end of the encounter. If you miss with an encounter attack power against a creature that has your deathmark, the attack still deals 1d6 + your Charisma modifier damage.
Gravecall Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to damage rolls until the end of your next turn.
Path to the Grave (16th level): Whenever you make an attack roll with an encounter or a daily attack power against a creature that has your deathmark, roll a d20 twice and use either result.
You sing a secret note that seeks out your chosen enemy, wracking it with painful images of its coming demise.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature that has your deathmark
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage. Until the end of your next turn, one ally within 10 squares of you gains a +2 power bonus to attack rolls against the target.
You shroud your form in dark whispers, hindering your quarry’s ability to see you.
Encounter Arcane, Illusion
Minor Action Personal
Effect: Until the end of your next turn, you are invisible to a creature that has your deathmark.
You call out a series of deadly notes, each one bringing your foe closer to its ordained demise.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature that has your deathmark
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma modifier damage, and ongoing 10 damage (save ends). The target takes a -2 penalty to its saving throws against the ongoing damage.
Aftereffect: Ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).
"There is strength in numbers, and I have many friends who trust me and are willing to fight for me."
Prerequisite: Half-elf, bard
You hate to be tied to any one location for too long; you’d rather be on the road, meeting new creatures and seeing new lands and nations. As a result, you feel at home nearly anywhere. This same ability also puts you in the good graces of people you meet along the way.
Your inborn empathy and acquired diplomatic skill allow you to fit into nearly any society—if not as someone who has always lived there, then at least as a trusted friend. By understanding many kinds of people and creatures, you learn how to protect them—or fight them, if need be.
When things turn rough, you can use your knowledge of other creatures to your advantage in a fight. The more foes that try to stop you, the better you can tangle their swords and spells, confounding their attempts to hurt you.
Skilled Speech (11th level): Your bonus to Diplomacy checks from your Group Diplomacy racial trait equals your Charisma modifier. In addition, allies within 10 squares of you apply this bonus to all checks with Charisma-based skills in which you are trained.
Valorous Action (Half-Elf Emissary) (11th level): When you spend an action point to take an extra action, allies you can see gain a +2 power bonus to all defenses until the end of your next turn. In addition, you regain the use of the encounter power you gained from your Dilettante racial feature if you have used it during this encounter.
Heal the Besieged (16th level): Whenever you use a bard healing power on an ally, increase the number of hit points regained by 1d6 for each enemy that is adjacent to that ally.
As your weapon clashes against your foe, a thunderclap resounds and empowers all your nearby allies.
Encounter Arcane, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier thunder damage. Each ally within 2 squares of the target gains a bonus to his or her next attack roll against that target equal to your Constitution modifier.
Special: If there are more enemies than allies within 10 squares of you, the bonus to attack rolls increases by 2. Count only active enemies and allies, not unconscious, dead, or dying creatures.
You hearten your ally to turn the odds in the fight to your advantage.
Daily Arcane
Minor Action Ranged 10
Target: One creature
Effect: Choose one of the following benefits.
• The target gains a bonus to its next attack roll equal to the number of enemies and allies you can see (maximum 10).
• The target rolls a saving throw with a bonus equal to the number of enemies and allies you can see (maximum 10).
Count only active enemies and allies, not unconscious, dead, or dying creatures.
With a thrilling battle cry, you exploit your allies’ numbers to defeat your foes swiftly.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, each ally who starts his or her turn within 5 squares of you gains a bonus to attack rolls and to all defenses equal to the number of your allies within 5 squares of you.
"Reality can be manipulated. Good works weave shining marks into it, while evils done stain its threads. Both propagate forward and backward in time, and their consequences will find you late or soon."
Prerequisite: Bard, Virtue of Prescience class feature
Moral consequence is something all creatures face, whether they recognize its existence or not. The effects of each creature’s deeds influence the past, present, and future. You do not hold this view as a philosophical belief: It is demonstrably true.
Each action a being takes is like planting a seed. Depending on the deed’s nature, harvesting its fruits might bring joy or pain. You seek to increase your own measure of joy in the world, while ensuring that your foes reap equivalent pain for their past misdeeds.
You are an interpreter of karma. With your prescient sight, you can collect your foes’ karmic debt in a timely, sometimes dramatic fashion. On the other hand, your own actions touch only lightly on the karmic surface of cause and consequence. You shape the fates of others without unduly affecting your own final destiny.
Fated Action (11th level): When you spend an action point to take an extra action, you can reroll any single d20 roll you make this turn.
Karmic Virtue (11th level): If you use Virtue of Prescience to increase an ally’s defense and the enemy’s attack still hits, the ally targeted by the triggering enemy’s attack can spend a healing surge as a free action.
Karmic Strike (16th level): When you use Virtue of Prescience, one ally within 10 squares of you can make a ranged or melee basic attack as a free action against the triggering enemy.
Your foe will pay for the injury it causes another.
Encounter Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. If the target hits with an attack before the end of your next turn, it takes 1[W] + your Wisdom modifier damage.
You twist the paths of fate, reversing your ally’s misfortune.
Daily Arcane
Immediate Interrupt Close burst 10
Trigger: An ally in the burst misses with an attack
Target: The triggering ally and one enemy in the burst
Effect: Roll a d20 twice. The ally can replace his or her attack roll with one of your rolls, and you can force the enemy to replace its next attack roll with your other roll.
All the good fortune your foe has enjoyed up to now is balanced by a tide of ill favor.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d8 + Charisma modifier psychic damage, and each of the target’s attack rolls is treated as a natural 1 (save ends).
Miss: Half damage, and the target’s next attack roll is treated as a natural 1.
"My patron ancestor speaks through me, and her words do not bode well for you."
Prerequisite: Elf; bard, shaman, or warlord; must worship the Spirits of the Past
At the birth of every Valenar child, a Keeper of the Past is present to determine the ancestor spirit destined to guide that individual through life. At the end of every Valenar life, a Keeper of the Past judges the deeds of the deceased and ensures that particularly worthy elves are immortalized in history. In this way the Keepers of the Past lead the Valenar from the day of their birth until the day of their death. No matter the power they wield, all Keepers worship and draw upon the power of revered patron ancestors, known collectively as the Spirits of the Past. The key difference between them is not their power source so much as they way in which they draw upon that power. Shamans tend to have a personal connection with a patron ancestor (the shaman is often a direct descendant). Warlords lead by example—putting the advice imparted by ancestor spirits into practice on the battlefield. Bards inspire those around them to emulate the greatest deeds of ancient heroes. Regardless of the exact means by which you do it, as a Keeper of the Past you commune with and channel the advice, guidance, and sometimes direct power of the Spirits of the Past.
Ancient Enemies (11th level): You gain a bonus equal to your Intelligence modifier to monster knowledge checks made regarding giants and goblins. You also gain the ability to speak, read, and write the Giant and Goblin languages fluently.
Inspirational Action (11th level): When you spend an action point to take an extra action, each ally who can see and hear you gains a +4 power bonus to speed until the start of your next turn.
Inspirational Practice (11th level): When you hit an enemy with an encounter or daily power, that enemy grants combat advantage until the end of your next turn.
Ancestral Retribution (16th level): Whenever an enemy saves against an effect from one of your daily attack powers, that enemy takes ongoing 5 psychic damage (save ends).
Your patron ancestor fills you with righteous anger at an opponent who has harmed you or an ally.
Encounter Primal, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy within your reach hits you or an ally adjacent to you
Target: The triggering enemy
Attack: Charisma modifier, Strength modifier, or Wisdom modifier vs. Will
Hit: 1[W] + Charisma modifier, Strength modifier, or Wisdom modifier damage, and you and your allies gain a power bonus to melee damage rolls against the target equal to your Intelligence modifier until the end of your next turn.
You call upon one of a cabal of patron spirits for advice.
Daily Primal
Minor Action Personal
Effect: Choose an ancestral spirit to channel and gain the bonuses associated with that ancestral spirit until the end of your next turn.
Sword Patron: You gain a +2 power bonus to attack rolls with melee and close weapon attacks.
Archer Patron: You gain a +2 power bonus to attack rolls with ranged attacks, and your ranged attacks ignore the -2 penalty to attack rolls from cover.
Steed Patron: You gain a +4 power bonus to speed, and any ally that starts its turn within 3 squares of you gains a +4 power bonus to speed until the end of his or her turn.
Arcane Patron: You gain a +2 power bonus to attack rolls with close and area implement attacks.
Wise Patron: You gain a +3 power bonus to skill checks.
Sustain Minor: The effect persists.
A swirling storm of ancestral spirits buffets your enemies and shields you and your companions from their view.
Daily Primal, Psychic
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma, Strength, or Wisdom + 9 vs. Will
Hit: 4d8 + Charisma modifier, Strength modifier, or Wisdom modifier psychic damage.
Effect: You gain concealment until the end of your next turn, and until the end of your next turn your allies have concealment while adjacent to you.
Sustain Minor: The effect persists.
"When the scourge wind blows coldest from the heights, I will be ready. My voice will be added to the melody that will preserve the eladrin from an ancient foe."
Prerequisite: Bard
Far to the north in the Feywild echo of the world, a freezing wind howls out of the Scourge Mountains every twenty years. Colloquially called the scourge wind, this is no common gale; it is the manifestation of an ancient curse, created when an infant eladrin princess of elder blood was slain in her crib. That evil deed resonates yet, despite efforts by later sovereigns to make amends, building year after year until a sentient, malevolent storm is born. Infused with rage for innocence lost, the lethal blast is bent on freezing to death as many creatures as possible before it blows itself out.
In answer to this recurring threat, the eladrin of the foothills found a way to keep the scourge wind at bay—a song of life that diminishes the hatred and fury of the storm and ameliorates its lethal cold. As a life singer, you have studied this song and honed your voice to pacify the scourge wind. Your sacred quest is to travel the worlds, promoting peace and protecting life, so that you can infuse your song with the experience you gain. When the scourge wind next blows, you and the chorus of other life singers will be ready to lift your voices in the great song of life.
Find Another Way (11th level): Allies within 5 squares of you gain a +2 bonus to skill checks and ability checks.
Peaceful Action (11th level): Whenever an ally within 5 squares of you spends an action point to take an extra action that is not an attack, that ally gains 1d8 + your Charisma modifier temporary hit points.
Serene Will (16th level): If you miss with an attack roll for an attack that targets Will, you can reroll the attack roll and must use the second result. If this attack does not deal damage, you gain a +2 power bonus to the reroll.
You croon in quiet tones that calm the rage in your enemy’s heart.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Until the end of your next turn, the target is dazed and weakened and takes a penalty to attack rolls equal to your Intelligence modifier.
Your calm leadership inspires your allies to find creative, nonviolent solutions to a challenge.
Daily Arcane
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: Each target can take an extra standard action as part of his or her next turn. The target cannot spend this extra action to make an attack that deals damage.
You sing a gentle lullaby that causes your foes to sink into a deep sleep and gives your allies a chance to catch their breath.
Daily Arcane, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: The target falls unconscious (save ends). Each ally in the burst can spend a healing surge.
If an ally attacks an affected target, the target immediately awakens. The ally does not have combat advantage against the target for that attack and cannot make a coup de grace attack against it.
"Listen! I tell the tale of heroes past and present"
Prerequisite: Bard, any primal class
The myths told and retold by the people of the world have power, changing the past even as they shape the future. Warriors gather around fires to swap tales about the Great Bear and the World Serpent, while shamans whisper portents revealed to them by the Fate Weaver to any who will listen. Though such stories live large in those who revere the oral tradition of storytelling, they are not guarded, not secret, and any who would listen and learn from them can touch their great power.
As a mythic skald, you may have spent your life among a primal tribe, living beyond the civilized lands and there kept your people’s traditions alive. You might have served as an advisor to your chieftain or even fought alongside your fellow warriors, filling them with courage through your tales. Regardless, you use arcane magic to bring the ancient tales to life, filling your companions with glorious visions and unrivaled courage, revealing the deeper meanings in the legends you have picked up during your travels.
Hero's Blood (11th level): Whenever an ally within 5 squares of you bloodies an enemy with an attack, you can grant a different ally within 5 squares a +2 power bonus to attack rolls and damage rolls on its next attack in this encounter.
Mythic Action (11th level): When you spend an action point to make an extra attack and hit with that attack, each ally within 5 squares that can see you gains temporary hit points equal to 5 + your Charisma modifier.
Primal Virtue (16th level): When you use majestic word on yourself or an ally, the target also gains a +2 power bonus to attack rolls until the end of your next turn.
You sing the great epics as you fight. When your weapon connects, a nearby ally becomes inspired to equal the bold deeds you recount.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and one ally adjacent to you makes a melee basic attack. If this attack hits, it deals an extra +1[W] damage, and your ally pushes the target 4 squares.
Primal spirits summoned by your recital coax a comrade to rejoin the battle and find glory in the enemy’s defeat.
Daily Primal
Minor Action Ranged 5
Target: One dying ally
Effect: Until the end of the encounter, dying does not cause the target to be unconscious. The target must continue making death saving throws while it is dying and still dies if it fails three death saving throws or if its hit points are reduced to its bloodied value expressed as a negative number.
A hero honored in your tales answers your call and lends its strength to your cause.
Daily Primal
Standard Action Melee 1
Target: You or one ally
Effect: The target makes an at-will melee attack as a free action, and deals an extra +2[W] damage on a hit. Whether the attack hits or misses, the target gains 20 temporary hit points, a +2 power bonus to attack rolls and defenses and a +5 power bonus to damage rolls until the end of the encounter.
"A little bit of this and a little bit of that."
Prerequisite: Bard, any other arcane class
Although arcanists might wield their power in different ways, all tap into the same source. By studying the techniques of other arcane classes, you discover commonalities between them all. Rather than seeing a wizard’s esoteric formulas as obstacles, you learn ways around the complex mechanisms that allow you to duplicate their spells. Likewise, you find new ways to harness power in ways similar to sorcerers even though it does not well from within you. You can hurl fireballs, assemble magical servants, call forth dread magic from within, or siphon power from otherworldly beings all though the normal routines you perform with your bard spells. Armed with this new knowledge, nothing is beyond your capabilities.
As a resourceful magician, you manipulate arcane energy in its fundamental state. You derive even greater benefits from your diverse studies to let you better emulate other arcane class features. You also find it easier to employ arcane spells, using your power more judiciously so no spell is wasted. You might not have the raw destructive potential a sorcerer enjoys or experience the fruits of a wizard’s discipline, but you do have an extensive knowledge of magic in all its myriad forms, giving you an edge when you need it most.
Greater Study (11th level): Your extensive study into other traditions rewards you with a stronger grasp on their techniques. You gain benefits for each of the following feats you posses.
Arcane Initiate (Player’s Handbook 1, page 208): You gain the wizard’s cantrip class feature and you can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
Arcane Prodigy (Player’s Handbook 2, page 196): After each extended rest, choose one damage type: acid, cold, fire, lightning, poison, or thunder. Once per day, whenever you are first bloodied in an encounter, you gain resist 5 to your chosen damage type until the end of the encounter. You may use wands with any implement sorcerer power you know.
Blade Initiate (Forgotten Realms Player’s Guide, 139): You gain the swordmage’s swordbond class feature. In addition, when using this feature, you can choose to bond yourself to a light or heavy blade or a wand. You may use wands with any implement swordmage power you know.
Pact Initiate (Player’s Handbook 1, page 208): You gain the warlock’s eldritch blast spell and you can use it as an at-will attack.
Undaunted Action (Resourceful Magician) (11th level): Whenever you spend an action point to make an arcane melee or ranged attack and hit no targets, you can target one additional creature with the attack. The additional target must be within reach for a melee attack or within range for a ranged attack.
Diverse Study (16th level): Anytime you would learn a new bard power, you can choose a new power of the same level from any arcane class for which you have a multiclass feat.
The magic loosed by your last attack lingers, letting you recall it and use it again.
Encounter Arcane
Free Action Personal
Trigger: You hit or miss with an arcane at-will attack power, or you hit no targets with a melee or ranged arcane encounter attack power.
Effect: You regain the use of and immediately use the triggering power.
You apprehend the arcane energies swirling about you and fashion them into new opportunities.
Daily Arcane
Minor Action Close burst 5
Target: You and one ally in the burst
Effect: You and the ally each take a move action as a free action.
You always have the right spell up your sleeve.
Daily Arcane, Cold, Fire, Force, Implement, Lightning, Thunder
Standard Action Ranged 20
Target: One or two creatures
Attack: Charisma vs. AC
Hit: 3d10 + Charisma modifier cold, fire, force, lightning, or thunder damage, or 2d10 + Charisma modifier damage if you attacked two targets.
Miss: Half damage.
Effect: Choose one of the following: Slide the target 2 squares, push or pull the target 4 squares, daze the target until the end of your next turn, or swap places with the target (this power gains the teleport keyword).
"Ancient rhythms, endlessly refreshed. This blade cuts like a poem."
Prerequisite: Bard, Virtue of Cunning class feature
Among the most powerful residents of the Feywild is Tiandra, the Summer Queen (see Manual of the Planes). Her court is a reflection of her unearthly beauty, hung with flower garlands and alive with bustling activity. Her smile can ripen crops, and her favor bestowed on a mortal can quicken the gifts of song and poetry.
Whether the Summer Queen has actually smiled on you or you merely aspire to seek her blessing, you claim some association with the Summer Fey and study their musical magic. In your feytouched presence, you and your allies teleport freely, and you can call on the Summer Queen’s powers of growth to aid your own healing powers.
If you serve the Summer Queen well, you might hope to receive some favor from her. Great heroes of the past have sometimes received noble titles, magic instruments, access to powerful enchantments, and other gifts from her hand. As the fey go, the Summer Queen is relatively trustworthy, but be warned: No fey gift is truly free.
Feypath (11th level): When you spend an action point to take an extra action, you teleport yourself or an ally adjacent to you 5 squares as a free action before or after the extra action.
The Queen's Grace (11th level): Whenever you grant healing with a bard healing power, add your Charisma modifier to the hit points regained by each target.
Judgment of the Summer Court (16th level): Whenever an enemy’s missed attack triggers your Virtue of Cunning class feature, you gain a +2 bonus to attack rolls against that enemy until the end of your next turn.
You sing a melody of eldritch quality that assaults your foe’s senses while causing wisps of light to blur the outlines of your allies.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and until the end of your next turn, any ally within 10 squares of you gains concealment until the end of his or her next turn.
This song weaves qualities of the Feywild into the air, causing space to bend around you and your allies.
Daily Arcane, Teleportation, Zone
Minor Action Close burst 10
Effect: The burst creates a zone of fey magic that lasts until the end of your next turn. While within the zone, you and any ally can teleport 2 squares as a move action.
Sustain Minor: The zone persists.
Bright leaves of radiant power flare around you and your allies as you sing an ode lauding the durability of nature.
Daily Arcane, Implement, Radiant, Zone
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier radiant damage.
Effect: The burst creates a zone of song that lasts until the end of your next turn. While within the zone, you and any ally gain resist 5 to all damage.
Sustain Minor: The zone persists.
"When thunder speaks, all nature feels a twinge of fear."
Prerequisite: Bard
Your voice is your power, and as you study and practice ancient bardic traditions, your power grows stronger. The rumble of thunder in a stormy sky, the tremor of the earth that topples buildings, the rhythm of waves crashing against the shore, the explosive detonation of fire—your voice is the raw elemental power of sound, booming and concussive.
Variations of this path appear in the bardic traditions of many races and cultures. Eladrin often associate their magical traditions with forces of nature, and like a bralani of autumn winds or a tulani of summer sun, you might be a noble eladrin of the thunderstorm. Dwarf and goliath bards are more inclined to think of the rumble of stone. Drow bards speak of the voice of fury or of madness that empowers their harshly beautiful music. Tieflings wield explosive force with their mighty voices.
The features and powers of this path increase the range and effectiveness of your thunder powers. Your thunderous songs and shouts echo to repeat their assault on your foes, and your song of thunder gives your allies the ability to conjure echoes of your booming voice.
Voice of Thunder (11th level): When you spend an action point to take an extra action, the size of any close burst attack you make during that action increases by 1, and the size of any close blast attack you make during that action increases by 2.
Voice to Wake the Dead (11th level): As a free action, you can grant a dying ally within 10 squares of you a +2 power bonus to death saving throws. The bonus lasts until that ally is no longer dying.
Booming Words (16th level): You gain a +2 bonus to damage rolls when using a thunder power.
You send two successive waves of thunder rolling from you.
Encounter Arcane, Implement, Thunder
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage, and you push the target 1 square. Before you take any actions during your next turn, you can repeat the attack as a free action.
You call upon the distant echoes of your magic to create an echo of a spell that you have already unleashed upon the world.
Daily Arcane
Minor Action Personal
Effect: You regain the use of a bard encounter attack power that has the thunder keyword and that you have used during this encounter.
You initiate a song of pealing thunder that echoes between you and your allies, battering your enemies into submission.
Daily Arcane, Implement, Thunder
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier thunder damage, and you knock the target prone.
Miss: Half damage.
Effect: At the start of the next turn of each ally in the blast, the ally deals 5 thunder damage to each enemy within 2 squares of him or her.
"Together we take our place among the greatest heroes the world has ever known!"
Prerequisite: Bard, Virtue of Valor class feature
Bards look to the tales of past heroes for inspiration and use those tales to spur their allies. As a war chanter, you embrace those tales as a pattern for your own life, leading your companions into battle with songs and cadences that extol the virtues of bravery, endurance, and strength of arms. The roar of battle, the clash of steel on steel, the warrior’s cry, the tramp of marching feet—these are all notes you weave into the symphony of war, which flows across the field like a raging torrent, catching up your friends and foes alike.
Your music and oratory inspire your allies to greater deeds of valor. Your Virtue of Valor grants temporary hit points to you as well as to your allies, and your own battle prowess can bolster your allies against injury. Your powers are similar in some ways to those of a warlord, granting your allies movement and attacks against the foes you strike with your own weapon.
Inspire by Example (11th level): When you spend an action point to take an extra action, each ally within 5 squares of you gains a bonus to attack rolls and damage rolls equal to your Constitution modifier until the end of your next turn.
Inspire by Word (11th level): When an ally gains temporary hit points from your Virtue of Valor, you gain the same number of temporary hit points. In addition, when you reduce an enemy to 0 hit points or bloody an enemy, one ally within 10 squares of you gains temporary hit points equal to 5 + your Constitution modifier. The number of temporary hit points equals 8 + your Constitution modifier at 21st level.
Inspire by Deed (16th level): You can spend 2 action points during an encounter, instead of only 1.
Striking your foe, you call an ally to your side to attack the same target.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Effect: As a free action, an ally within 5 squares of you can shift 3 squares and make a basic attack against the target with a bonus to the attack roll and the damage roll equal to your Constitution modifier.
You inspire your allies with visions of glory, focusing their attacks on a particular foe.
Encounter Arcane
Minor Action Close burst 10
Target: You and each ally in the burst
Effect: Choose an enemy in the burst. Each target gains a +2 power bonus to attack rolls against that enemy until the end of your next turn.
Inspired by visions of a glorious victory, your ally unleashes a powerful attack on the foe that you just hit.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. As a free action, an ally of yours adjacent to the target can use an encounter melee attack power against the target, hitting it automatically.
Miss: As a free action, an ally of yours adjacent to the target can use an at-will melee attack power against the target, hitting it automatically.
"I have peered into the darkness clouding my soul, and it has found me worthy."
Prerequisite: Battlemind
Strange dreams are common among those who wield psionics. Your dreams, however, are different. You dream of a black monolith set within a cavern rimed with ice. This vision has haunted you for as long as you can remember, but until now, you have struggled in vain to discover its meaning.
The blackstone monolith has chosen you as its champion. In another age, noble champions of a distant land fought to contain a breach to the Far Realm. They sealed the rift with powerful psionic wards, behind elemental stone imbued with their own consciousness. Each generation, the wards they forged must be resealed by new champions. You are bound to the fate of the guardians you follow.
Blackstone Action (11th level): When you spend an action point to use an attack power, you gain resistance to all damage equal to 3 + your Wisdom modifier until the end of your next turn.
Monolithic Vision (11th level): Whenever you use your mind spike power, you also slide the target of that power 3 squares. The target is then slowed until the end of its next turn.
Paragon Power Points (11th level): You gain 2 additional power points.
Blackstone Chains (16th level): Whenever you reduce an enemy to 0 hit points, each enemy marked by you is immobilized until the end of your next turn.
Your weapon attack inflicts a vicious curse on your foe, which appears to turn to cracked black stone as it is held fast.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target is immobilized until the end of your next turn.
Augment 2
Hit: 1[W] + Constitution modifier damage, and the target is petrified until the end of your next turn.
The monolith’s power grants you the resilience of ageless stone.
Daily Psionic
Minor Action Personal
Effect: Until the end of your next turn, you have tremorsense 5 and resist 10 to all damage.
Sustain Minor: The effect persists.
Your attack wracks an enemy’s mind and binds its body in stone as you channel the blackstone monolith’s forbidding power.
Daily Polymorph, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and ongoing 10 psychic damage (save ends).
First Failed Saving Throw: The target is restrained until it saves against the ongoing damage.
Second Failed Saving Throw: The target is petrified instead of restrained and takes a -2 penalty to saving throws against the ongoing damage. The ongoing damage from this power ignores the resistance granted by the petrified condition.
Miss: Half damage, and ongoing 10 psychic damage (save ends).
Effect: You push each creature adjacent to you 1 square. You then assume the aspect of the blackstone gaoler until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 2
Effect: You gain resistance to all damage equal to your Constitution modifier until the end of your next turn. In addition, one creature you hit with the at-will power is restrained until the end of your next turn.
"You face not only myself, but seven generations of the world’s finest warriors."
Prerequisite: Battlemind
The Order of the Eternal Blade is a secretive group, but you sought out its masters and gained entry. Whatever drove you to the order, you knew you made the right choice when the masters first instructed you. On that day, you first learned to communicate with your blade guide, the psychic resonance of generations of eternal blades that came before you.
The order’s first members foresaw the emergence of psionic magic. When those members died, they cast their minds forward in time in search of worthy heirs to their cause. You are one such heir. Your blade guide lingers near you, teaching you the fighting arts of the eternal blades. Even if you fall in battle, your experience shall not be lost, for you too shall cast your mind forward in search of a new champion to guide.
Blade Guide (11th level): You gain the blade guide power.
Guided Action (11th level): When you spend an action point to take an extra action, you can reroll your next attack roll that misses before the end of your turn.
Paragon Power Points (11th level): You gain 2 additional power points.
Eternal Warrior (16th level): When you drop to 0 hit points or fewer, the dying condition neither causes you to fall unconscious nor forces you to make death saving throws until the end of your next turn.
You home in on your foe, linking your weapon to its life force to improve your accuracy.
Encounter Augmentable, Psionic
Minor Action Close burst 10
Target: The enemy nearest to you in the burst
Effect: Until the end of the encounter, you gain a +2 bonus to opportunity attack rolls against the target, and it grants combat advantage to you while you’re the only creature adjacent to it.
Augment 1
Special: If the target drops to 0 hit points during this encounter, you regain the use of this power.
While attacking your foe, you take careful stock of its fighting stance, so when the foe makes its next move, you foil it.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target provokes opportunity attacks from you whenever it shifts
Augment 2
Hit: 2[W] + Constitution modifier damage. Until the end of your next turn, the target provokes opportunity attacks from you and your allies whenever it shifts or makes close attacks.
Your blade guide provides you with the insight needed to overcome almost any challenge.
Daily Psionic
Standard Action Personal
Effect: You gain training in an untrained skill of your choice. The training lasts until your next short rest.
You delve into your blade guide’s memories to learn the secrets of your foe’s tactics.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: Until the end of the encounter, you can use eternal vigilance against the target as an at-will power. In addition, you regain 2 power points.
"You’re going to have to hit me a lot harder if you want to get my full attention."
Prerequisite: Battlemind
The mind is more powerful than the body, and none demonstrate this principle better than you. As an iron guardian, you have learned to channel psionic energy into your flesh and bones. With a thought, your skin becomes as hard as iron and your bones become as unbreakable as stone. In battle you’re a juggernaut, capable of withstanding the fiercest attacks and replying with shattering strikes of your own.
Your unmatched endurance allows you to stand at the forefront of any battle. You exult in the look of despair that crosses your enemy’s face as blade, arrow, and claw rebound harmlessly off you. With this confidence, you move to the center of any fight, daring your foes to match themselves against you.
Indomitable Iron (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to AC and damage rolls until the end of your next turn.
Iron Control (11th level): When any enemy pulls or pushes you, you can use a free action to slide that enemy 2 squares after the forced movement.
Paragon Power Points (11th level): You gain 2 additional power points.
Impenetrable Iron (16th level): Whenever a critical hit is scored against you, roll a d20. On a roll of 10 or higher, the critical hit is a normal hit instead.
Your weapon fuses with you for a moment as you crash into your enemy and knock it down.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier + Wisdom modifier damage, and you knock the target prone. You then shift 2 squares to a square adjacent to the target.
Effect: You gain a +2 power bonus to AC until the end of your next turn.
Augment 2
Target: One or two creatures
Your skin becomes as hard as iron, allowing you to shrug off even the deadliest blows.
At-Will Psionic
Standard Action Personal
Effect: Until the end of your next turn, roll a d20 whenever you take damage. On a 10 or higher, the damage is reduced to 0. Otherwise, the damage is halved.
You transform into a creature of iron, scattering foes and crushing those foolish enough to resist your advance.
Daily Polymorph, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You assume the aspect of the iron guardian until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: Until the start of your next turn, you gain a +2 power bonus to AC, and any enemy adjacent to you that falls prone or starts its turn prone takes damage equal to your Constitution modifier. In addition, choose a single creature hit by the at-will attack. That creature takes extra damage equal to your Wisdom modifier.
"Catch me if you dare!"
Prerequisite: Battlemind
Your mind rejects all notions of what is possible and impossible on the battlefield. Psionic energy flows through you, imbuing you with an irrepressible need to move. You flow around your enemies, blurring past them before they can land a blow. As you move, your attacks slip through your enemies’ defenses with deadly effect. You goad a foe into following you, then wrack its mind and body as it gives futile chase.
You are quicksilver in living form, moving with such speed and grace that your enemies have no hope of pinning you down. Whether you fight alone or in the company of others who also race through the heat of battle, your enemies name you the quicksilver demon, never knowing where you will strike next.
Paragon Power Points (11th level): You gain 2 additional power points.
Quicksilver Action (11th level): When you spend an action point to take an extra action, you can shift a number of squares equal to your Charisma modifier before or after the extra action.
Quicksilver Dance (11th level): You gain a +4 bonus to all defenses against opportunity attacks. In addition, whenever an enemy misses you with an opportunity attack, you gain combat advantage against that enemy until the end of your next turn.
Unfettered Movement (16th level): You can shift 3 squares as a move action. When you do, you are no longer slowed.
You become a silver blur as you speed through your foes, striking so fast that they cannot retaliate.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Effect: You have concealment until the end of your next turn, and you shift a number of squares equal to your speed + your Charisma modifier. You make the following attack against one or two creatures during this movement.
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Augment 2
Hit: 2[W] + Constitution modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
An enemy’s attempt to force you across the battlefield only increases your mobility.
Daily Psionic
Immediate Interrupt Personal
Trigger: An enemy’s attack pulls, pushes, or slides you
Effect: You negate the forced movement and gain a +4 power bonus to speed until the end of the encounter.
Your foe suffers with each failed attack it makes against you, even as you attain maximum mobility in battle.
Daily Polymorph, Psionic, Psychic, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: Constitution vs. AC
Hit: 5[W] + Constitution modifier damage. In addition, the target is marked and takes 5 psychic damage whenever it misses you with an attack (save ends both).
Miss: Half damage.
Effect: After the attack, you shift your speed. You then assume the aspect of quicksilver strides until the end of the encounter. While in this aspect, you gain a +2 power bonus to speed and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: After the at-will attack, you shift half your speed. In addition, one creature hit by the attack takes extra damage equal to your Charisma modifier.
"This contest can end only in your defeat."
Prerequisite: Battlemind, mind spike power
Confidence is why you always win. Even when you are faced with a setback, your resolve never wavers, and you’re certain you will overcome adversity no matter how severe. Some people mistake your confidence for arrogance or foolishness, but you prove the truth of your words time and again, showing your detractors your might.
You back up your confidence with your psionic mastery, wrapping your soul, body, and mind in a barrier of willpower to deflect any attack you face, whether it strikes your body or mind. With this unwavering resolve, you can dismiss a foe’s strikes, standing undaunted before its best efforts to hurt you. And with this security, you project your personality onto those you fight, flooding their minds with the imminence of their defeat.
Demanding Action (11th level): When you spend an action point to take an extra action, you can use your mind spike power as a free action until the end of your next turn.
Mind Smash (11th level): Whenever you deal damage with your mind spike power, each enemy adjacent to the target takes psychic damage equal to your Charisma modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Psionic Cascade (16th level): Whenever you score a critical hit, you regain 1 power point.
Your enemy realizes its mistake in attacking when you react to its aggression with a swift strike.
Encounter Augmentable, Psionic, Weapon
Immediate Reaction Melee 1
Trigger: An enemy adjacent to you attacks you or your ally with a melee or a close attack
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Effect: Until the end of your next turn, the range of your mind spike power increases to 10, but it remains a melee power. In addition, you can use your mind spike power as a free action once before the start of your next turn.
Augment 2
Hit: 3[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Through mental force, you will your flesh to become as hard as steel to foil an attack against you.
Encounter Psionic
Immediate Interrupt Personal
Trigger: You are hit by an attack that targets a defense other than Fortitude
Effect: The attack instead targets your Fortitude, and you gain a +2 power bonus to Fortitude until the end of your next turn.
As you attack your foe, you bring the full force of your personality against it. The psychic assault rips through your foe’s nerves.
Daily Fear, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4[W] + Constitution modifier psychic damage, and the target provokes opportunity attacks whenever it makes melee attacks (save ends).
Miss: Half damage, and the target provokes opportunity attacks whenever it makes melee attacks before the end of your next turn.
Effect: Until the end of the encounter, you can use a free action to slide the target 1 square whenever it is hit by an opportunity attack.
"I am the power of the never-ending tempest that crosses all planes. Do you think you can stop me?"
Prerequisite: Battlemind
Your philosophy of life and battle is shaped by your belief in the infinite storm. In every corner of the world and every part of the planes, order and chaos contend for domination. Violent storms of elemental fury are the most potent sign of this struggle. At no time is all the cosmos ever at peace. Through study and diligence, you draw power from these infinite and endless storms, channeling their destructive fury. You represent the infinite storm in your travels, welcoming the violence that is a constant part of life. Like the power of the storm, you are everywhere.
Lightning's Path Action (11th level): When you spend an action point to take an extra action, you teleport 5 squares. After the teleport, each enemy adjacent to you or marked by you takes lightning damage equal to your Wisdom modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Storm Scion (11th level): You gain lightning resistance and thunder resistance equal to your Constitution modifier.
Rouse the Storm (16th level): While bloodied, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1 (Lightning)
Effect: After the attack, you teleport 3 squares. Until the end of your next turn, any enemy that hits you with a melee attack takes lightning damage equal to your Constitution modifier.
Living lightning wraps your body, letting you surge from one target to the next.
Encounter Augmentable, Lightning, Psionic, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier lightning damage.
Effect: You teleport 5 squares and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier lightning damage.
Augment 2
Effect: You teleport 5 squares and make a secondary attack as above, then teleport 5 squares and make the secondary attack again against a different creature.
The winds of the immortal storm carry you into battle.
Encounter Psionic
Minor Action Personal
Effect: You gain a fly speed equal to your speed and can hover. This effect lasts until an attack hits you or until the end of the encounter. When the effect ends, you descend to the ground without taking falling damage.
When you strike, you summon the transformative power of the infinite storm.
Daily Lightning, Polymorph, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier lightning damage, and ongoing 10 lightning damage (save ends).
Effect: You assume the aspect of the infinite storm until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 2
Effect: After the attack, you become the tempestuous storm, occupying a 7-square by 7-square area centered on your space. While in this form, you are insubstantial, you can occupy other creatures’ spaces, and you cannot attack. When any creature starts its turn in your new space, you slide that creature 2 squares. In addition, one creature hit by the at-will attack takes 5 extra lightning damage and is dazed until the end of your next turn. At the start of your next turn, you return to your normal form in any unoccupied space in the area of the tempestuous storm.
"My mind is awakened to a purpose greater than my own life."
Prerequisite: Battlemind
Since the Talaric Codex was first compiled to record the fighting techniques used against the horrors of the Far Realm, fragments from that lost tome have been scattered far and wide. Although the warrior society that conceived the codex is no more, their workings live on in the champions who have stumbled across these ancient writings and mastered their secrets.
During your travels, you have come across fragments of the lost codex. The full meaning of these scraps of lore escaped you at first. In time, however, you put the pieces together to master the lessons they contained. Although others might draw different conclusions, you have learned that life is an essential struggle between the natural world and the Far Realm. Whenever the madness of the Outside pushes into ordered reality, the natural world responds with violence. With your unique talents, you have come to embody the world’s wrath.
From the teachings of the Talaric Codex, you turn your mind’s eye inward to search out flaws and vulnerabilities. When you discover a gap in your defenses, you allocate your psionic resources to reinforce it against attack. Your extensive study also rewards you with increased clarity and focus in combat, allowing you to devastate your foes. By neutralizing opponents when they strike, you endure past the point when other warriors would fall.
Defensive Aura (11th level): Whenever you hit with an unaugmented at-will psionic attack power while you have at least 1 power point, you gain a +2 power bonus to all defenses until the start of your next turn.
Paragon Power Points (11th level): You gain 2 additional power points.
Superior Action (11th level): When you spend an action point to make an attack, you gain a +4 power bonus to the attack roll and you regain hit points equal to twice your Constitution modifier.
Ironjack's Command (16th level): Whenever you spend a healing surge and regain hit points, each ally within 2 squares of you can shift 1 square as a free action.
You imbue your weapon with your own fury, striking hard to send your foes flying.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and you push the target 5 squares.
Augment 2
Range: Close blast 3
Target: Each enemy you can see in the blast
As combat takes its toll on you, the power of your mind protects your ody from additional harm.
Daily Healing, Psionic
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, while you are bloodied you have regeneration 5 and resist 5 to all damage.
You channel the inherent violence of the world into a blow that freezes a foe in its tracks.
Daily Force, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 4[W] + Constitution modifier force damage, and the target is immobilized (save ends).
Each Failed Saving Throw: The target takes 10 force damage.
Miss: Half damage.
"I sail the seas of possibility, bound for a fate I choose."
Prerequisite: Battlemind
Hidden pathways and secret portals riddle the world and the planes. You possess the keen eye and open mind that let you pick out these shortcuts and exploit them. Your understanding of planar mechanics might be instinctive, originating in an unusual knack for sensing and locating such anomalies. It might be the result of extensive training, in which you learned from a master unbound nomad how to circumvent the bounds of reality. However you came by your knowledge, you can travel unseen byways with ease.
As an unbound nomad, you are rarely in one place for long. You use your talent to slip through the cracks in the world around you, then reappear wherever you want. You can dodge through new gateways to escape a persistent enemy, or force your foes into the unseen spaces between the planes. Your unpredictability leaves your enemies confused, chasing after phantoms as you take charge of the battlefield around them.
Banishing Action (11th level): When you spend an action point to make an attack, you teleport one target hit by the attack 5 squares.
Nomad's Prerogative (11th level): Whenever an enemy pushes you, you can ignore the push and teleport 3 squares.
Paragon Power Points (11th level): You gain 2 additional power points.
Nomad's Journey (16th level): Whenever you use your blurred step power, you can teleport a number of squares equal to your Dexterity modifier instead of shifting. You must teleport to a square adjacent to the enemy that triggered that power.
You appear next to your enemy to deliver a blow that whisks you both to your ally’s side.
Encounter Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon
Effect: Before the attack, you teleport 5 squares.
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage. Choose one ally within 10 squares of you that you can see. You teleport yourself and the target to squares adjacent to that ally.
Augment 2
Hit: As above, and the target is dazed until the end of your next turn.
An enemy’s missed attack lets you escape through a temporary portal, which remains open for a time.
Daily Conjuration, Psionic, Teleportation
Immediate Reaction Personal
Trigger: An enemy misses you with an attack
Effect: You teleport 5 squares and conjure a hole in reality in the square you last occupied. Any creature in the conjuration’s space on its turn can teleport 5 squares as a free action, and the conjuration is pushed 1d6 squares away from the creature’s destination square. The conjuration lasts until the end of the encounter or until it is pushed into a solid object.
Your sweeping attack draws your enemies into a dimensional void, then spits them out, leaving an unstable vortex behind.
Daily Psionic, Psychic, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and the target is removed from play. At the start of your next turn, the target reappears in the space it last occupied or in the nearest unoccupied space. Roll a d4 to determine an effect imposed on the target.
1.: The target is removed from play again until the start of your next turn, reappearing in the last space it occupied, or the nearest unoccupied space.
2.: The target takes 10 psychic damage.
3.: The target is dazed (save ends).
4.: The target falls prone.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that starts its turn within the zone teleports 1d8 squares in a random direction.
Sustain Minor: The zone persists.
"I bind my rage to my blade, and I will bring it back within my mind only when it has slaked its thirst for your blood."
Prerequisite: Wilder theme or battlemind
The desperate conditions on Athas call for desperate measures. Wielders of the Way use slivers cut from their own minds to strengthen their armaments.The exchange is worth its price, since it lets them disorient and destroy their foes. They can always reclaim the mental fragments, though some wielders of the Way consider certain emotions to be liabilities and believe life runs smoother without those feelings cluttering their minds.
You entrust the wild, untamed parts of yourself to your weapon, mentally fracturing your personality and reinforcing your weapon—whether it’s an obsidian sword, a bone axe, or a rock warhammer—with that emotion. Though you still have a faint connection to that piece of your mind (at least enough to replace it later), you do have difficulty expressing the emotion associated with that fragment. Your allies find you inscrutable, wondering how you can fight with such ferocity while keeping a placid demeanor, or why your expressions and speech seem calm while you’re pursuing stronger and stronger foes.
Fragment of the Way (11th level): You remove an aspect of your psyche and bind it to your weapon. Whenever you take a short rest, you can choose to expend 1 power point at the end of that short rest. If you do so, until you rest again the next weapon attack you make that hits deals 1[W] extra damage to one target hit by the attack.
Paragon Power Points (11th level): You gain 2 additional power points.
Wielder's Action (11th level): When you spend an action point to make an extra attack, you regain 1 power point.
The Way Made Real (16th level): When you hit a target with an augmented psionic weapon attack power, you gain a +2 bonus to saving throws until the start of your next turn. You can gain this bonus only once per turn.
As your weapon strikes home, the aspect of your psyche imbued into your weapon burns into your foe’s mind and influences its actions.
Encounter Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and the target grants combat advantage until the end of your next turn.
Augment 2
Hit: 2[W] + ability modifier damage. Until the end of your next turn, the target grants combat advantage and any attack it makes provokes opportunity attacks.
You imbue your weapon with more of the untamed parts of your psyche, transferring those reckless emotions to your enemies.
Encounter Psionic
Minor Action Melee touch
Target: One weapon you are wielding
Effect: The next melee weapon attack you make with the target weapon dazes any creature it hits until the end of your next turn.
With a vicious attack, you fully embed the facet of your soul into your foe, overtaking its mind.
Daily Charm, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage.
Effect: The target is dominated (save ends). While it is dominated, the target gains a bonus to attack rolls equal to your primary ability modifier.
"Can you stop the wind? Can you grasp it in your hands? If not, you stand no chance of stopping me."
Prerequisite: Battlemind
Without formal training, you learned your techniques in a haphazard fashion, unlocking your potential with each contest, awakening new techniques as you blended psionic power with your weapon strikes. At some point during your battles, you began to hear a faint wailing—subtle, quiet, but definitely present. Now when you fight, the breeze whips up into a storm, lending new strength to your attacks.
What you hear are psionic winds swirling around you. Your crude methods cause psionic power to bleed from you. Instead of dissipating, it swirls, blowing around you, unseen and unnoticed by any but you and the enemies who stand against you. When you reclaim this power, your body undergoes a strange transformation, becoming disjoined from reality for a moment or two before you snap back into place.
The more you work with this loosed psionic power, the more ephemeral you become. You can stir up the power to rip through your enemies’ minds, or you can draw it into yourself to vanish and reappear where least expected.
Beguiling Advantage (11th level): Your melee attacks against dazed, slowed, or stunned enemies deal extra damage to them equal to your Charisma modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Zephyr Action (11th level): When you spend an action point to take an extra action, you are insubstantial and phasing until the start of your next turn.
Speed of the Wind (16th level): You gain a +2 bonus to speed. In addition, the move granted by your speed of thought power doesn’t provoke opportunity attacks.
As you slash your foe, you generate a psionic wind that knifes into your enemy’s mind.
Encounter Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target is dazed until the end of your next turn.
Augment 2
Hit: 2[W] + Constitution modifier damage, and the target is dazed until the end of your next turn.
You feel the bite from your enemy’s attack and let the winds howling within you infuse your flesh and pull you to safety.
Encounter Psionic
Immediate Reaction Personal
Trigger: An enemy hits you
Effect: You shift 1 square. Until the end of your next turn, you are insubstantial and phasing, and your attacks ignore the insubstantial quality.
You become the screaming gale, encircling and buffeting your foes.
Daily Psionic, Stance, Teleportation, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage.
Effect: If you attack two creatures with this power, you teleport 5 squares between the first and the second attack. You assume the storm dance stance. Until the stance ends, you can use the power Storm Dance Attack.
At-Will Psionic, Teleportation, Weapon
Opportunity Action Melee 1
Requirement: The power Storm Dance Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the secondary target is slowed until the end of your next turn. In addition, you teleport 5 squares and then teleport the secondary target to a square adjacent to you.
Level 21: 2[W] + Constitution modifier damage.
Prerequisite: Only a blackguard can take this paragon path.
As you grow in power, the vice within you, already strong, takes a more prominent role. It begins to define your powers completely, and you must be strong to keep the vice’s stain from affecting other aspects of your life.
Grim Blackguard's Action (11th level): You gain a feature associated with your vice.
Blackguard's Action (Domination)
When you spend an action point to take an extra action, you gain a power bonus to attack rolls until the end of your next turn. The bonus equals the number of allies within 2 squares of you.
Blackguard's Action (Fury)
When you spend an action point to take an extra action, you gain combat advantage against all enemies until the end of your turn.
Vice Encounter Power (11th level): You gain an encounter attack power associated with your vice.
Vice Encounter Power (Domination)
You gain the proof of domination power.
You raise your weapon high and dark tendrils crawl forth, fetching crucial life and strength from those around you.
Encounter Divine, Necrotic, Shadow, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier necrotic damage, and the target is weakened until the end of your next turn.
Effect: You gain 3 temporary hit points for each creature you target with this attack.
Vice Encounter Power (Fury)
You gain the slave to fury power.
Reckless anger takes hold, instilling you with the preternatural speed necessary to respond to each new attack with one of your own.
Encounter Divine, Shadow
Minor Action Personal
Effect: You grant combat advantage until the end of your next turn. Until the start of your next turn, you can use the secondary power at will. If you don’t use it at least once, your weapon attacks on your next turn deal 1[W] extra damage.
Encounter Divine, Shadow, Weapon
Opportunity Action Melee 1
Requirement: The power Slave to Fury must be active in order to use this power.
Trigger: An adjacent enemy hits you with a melee attack or a close attack.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is dazed until the end of its next turn.
Vice's Strength (11th level): You gain a +2 bonus to saving throws and a +4 bonus to saving throws against fear effects.
Level 12 Vice Utility Power (12th level): You gain a utility power associated with your vice.
Level 12 Vice Utility Power (Domination)
You gain the altar of domination power.
A glowing sigil burns on each side of the black stone altar you create, driving your allies to cut down the feeble.
Daily Conjuration, Shadow
Minor Action Ranged 5
Effect: You conjure an altar of domination on the ground of an unoccupied square within range. The altar lasts until the end of the encounter, and its square is difficult terrain. While within 5 squares of the altar, you and each ally gain a +2 power bonus to attack rolls against bloodied creatures.
Level 12 Vice Utility Power (Fury)
You gain the altar of fury power.
The image of a gore-splattered monolith breaks the ground, red runes crawling across its fury-inducing surface.
Daily Conjuration, Shadow
Minor Action Ranged 5
Effect: You conjure an altar of fury on the ground of an unoccupied square within range. The altar lasts until the end of the encounter, and its square is difficult terrain. While within 5 squares of the altar, you and your allies gain a power bonus to damage rolls equal to the number of enemies within 5 squares of the altar, with a maximum bonus equal to your Charisma modifier.
Dark Blessing (16th level): Whenever a creature adjacent to you drops to 0 hit points, roll a d4 to determine which Dark Blessing you receive.
1: You gain 10 temporary hit points.
2: You gain a +2 power bonus to all defenses until the end of your next turn.
3: You gain a +1 power bonus to attack rolls until the end of your next turn.
4: You regain hit points equal to your Charisma modifier.
Vice Daily Power (20th level): You gain a daily attack power associated with your vice.
Vice Daily Power (Domination)
You gain the mortal dread power.
Fear born from your wicked strike assails your target’s mind and ruins its efforts to rally as long as you and your allies are near.
Daily Divine, Fear, Psychic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and ongoing 15 psychic damage (save ends). If the target ends its next turn adjacent to you or any of your allies, it cannot make a saving throw to end this effect on that turn.
Miss: Half damage, and ongoing 10 psychic damage (save ends).
Vice Daily Power (Fury)
You gain the uncontrolled fury power.
When you smash your opponent, you transform it into a reckless, ravening killer bent on destroying anything in its path.
Daily Charm, Divine, Psychic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target is dazed (save ends). Until this condition ends, roll a d6 at the start of each of the target’s turns.
1–2: The target takes 10 psychic damage.
3–4: The target charges or makes a basic attack as a free action against your enemy nearest to it. If the target cannot attack, it takes no action during this turn.
5–6: The target and each enemy of yours adjacent to it take 10 psychic damage. The target then makes a melee basic attack as a free action against a creature of your choice. If the target cannot attack, it takes no action during this turn.
You raise your weapon high and dark tendrils crawl forth, fetching crucial life and strength from those around you.
Encounter Divine, Necrotic, Shadow, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier necrotic damage, and the target is weakened until the end of your next turn.
Effect: You gain 3 temporary hit points for each creature you target with this attack.
Reckless anger takes hold, instilling you with the preternatural speed necessary to respond to each new attack with one of your own.
Encounter Divine, Shadow
Minor Action Personal
Effect: You grant combat advantage until the end of your next turn. Until the start of your next turn, you can use the secondary power at will. If you don’t use it at least once, your weapon attacks on your next turn deal 1[W] extra damage.
Encounter Divine, Shadow, Weapon
Opportunity Action Melee 1
Requirement: The power Slave to Fury must be active in order to use this power.
Trigger: An adjacent enemy hits you with a melee attack or a close attack.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is dazed until the end of its next turn.
A glowing sigil burns on each side of the black stone altar you create, driving your allies to cut down the feeble.
Daily Conjuration, Shadow
Minor Action Ranged 5
Effect: You conjure an altar of domination on the ground of an unoccupied square within range. The altar lasts until the end of the encounter, and its square is difficult terrain. While within 5 squares of the altar, you and each ally gain a +2 power bonus to attack rolls against bloodied creatures.
The image of a gore-splattered monolith breaks the ground, red runes crawling across its fury-inducing surface.
Daily Conjuration, Shadow
Minor Action Ranged 5
Effect: You conjure an altar of fury on the ground of an unoccupied square within range. The altar lasts until the end of the encounter, and its square is difficult terrain. While within 5 squares of the altar, you and your allies gain a power bonus to damage rolls equal to the number of enemies within 5 squares of the altar, with a maximum bonus equal to your Charisma modifier.
Fear born from your wicked strike assails your target’s mind and ruins its efforts to rally as long as you and your allies are near.
Daily Divine, Fear, Psychic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and ongoing 15 psychic damage (save ends). If the target ends its next turn adjacent to you or any of your allies, it cannot make a saving throw to end this effect on that turn.
Miss: Half damage, and ongoing 10 psychic damage (save ends).
When you smash your opponent, you transform it into a reckless, ravening killer bent on destroying anything in its path.
Daily Charm, Divine, Psychic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target is dazed (save ends). Until this condition ends, roll a d6 at the start of each of the target’s turns.
1–2: The target takes 10 psychic damage.
3–4: The target charges or makes a basic attack as a free action against your enemy nearest to it. If the target cannot attack, it takes no action during this turn.
5–6: The target and each enemy of yours adjacent to it take 10 psychic damage. The target then makes a melee basic attack as a free action against a creature of your choice. If the target cannot attack, it takes no action during this turn.
Prerequisite: Only a bladesinger can take this paragon path.
In the paragon tier, you continue your intensive study of the ways in which sword and spell can unify into a single weapon. The bladesinger’s path is both a highly formalized tradition and a deeply personal journey into the secrets, of magic, swordplay, and the self. As your journey continues, you come to grasp ever more powerful spells, and magic plays an increasingly important role in your drive to victory.
Boon Spell (11th level): You add a new wizard encounter attack power to your spellbook. The power must be of 7th level or lower, and it functions as a daily attack power for you.
In addition, each day you can prepare one additional bladesinger daily power from your spellbook. This additional power can be the same level as another power you prepare, but this feature does not allow you to prepare the same power twice on the same day.
Choir of Swords (11th level): While your bladesong is active, you can spend an action point to make a melee basic attack against each enemy adjacent to you as a standard action.
Bladesong Ballet (12th level): While your bladesong is active, you can use a move action to shift a number of squares up to your speed.
Bladespell Step (16th level): Once per encounter, you can teleport up to 5 squares as a free action immediately after you use a bladespell power.
Signature Spell (20th level): You gain a wizard daily attack power of 19th level or lower.
Prerequisite: Only a cavalier can take this paragon path.
You have fought many evil foes, and now you are ready to take the battle to even more powerful enemies. Your dedication to your virtue shines through in each of your actions.
Beacon of Virtue (11th level): You gain an encounter attack power associated with your virtue.
Beacon of Sacrifice
You gain the beacon of sacrifice power.
You expend a portion of your vitality to send a flashing burst of radiant energy spilling across your enemies, searing them even as your sacrifice lends strength to your allies.
Encounter 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.
Effect: You can choose to take 10 damage (this damage ignores your immunities and resistances). If you do so, each ally within 2 squares of you gains resist 10 to all damage until the start of your next turn.
Beacon of Valor
You gain the beacon of valor power.
You raise your weapon and shout your defiance at your foes, hammering them with the divine force of your resolve as your allies redouble their efforts.
Encounter Divine, Fear, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage, and the target is immobilized until the end of your next turn.
Effect: Each ally in the burst gains a +2 power bonus to attack rolls until the end of your next turn.
Valiant Cavalier's Action (11th level): You gain a path feature associated with your virtue.
Sacrificial Action
When you spend an action point to take an extra action, you can also spend a healing surge as a free action. You regain no hit points for doing so, but each ally within 5 squares of you regains hit points equal to your level.
Valorous Action
When you spend an action point to take an extra action, you also gain a +2 power bonus to attack rolls until the end of your next turn. If at least one bloodied ally is within 5 squares of you when you spend the action point, the bonus increases to +4.
Virtuous Health (11th level): You gain a +2 bonus to saving throws. You also gain immunity to diseases of your level or lower.
Banner of Virtue (12th level): You gain a utility power associated with your virtue.
Banner of Sacrifice
You gain the banner of sacrifice power.
A banner of divine energy, stained with blood, appears over you, symbolizing the sacrifice you make to fortify your allies.
Daily Aura, Divine, Healing
Minor Action Personal
Effect: You activate an aura 2 that lasts until the end of the encounter. Whenever you take 20 or more damage from a single attack, each bloodied ally in the aura regains 5 hit points.
Banner of Valor
You gain the banner of valor power.
A banner of divine energy appears over you, channeling your fighting prowess into inspiration for your allies’ attacks and defenses.
Daily Aura, Divine
Minor Action Personal
Effect: You activate an aura 2 that lasts until the end of the encounter. Whenever you hit an enemy with an attack, each ally in the aura gains a +2 power bonus to attack rolls and all defenses until the end of your next turn.
Enduring Champion (16th level): You gain a bonus to your healing surge value equal to your Charisma modifier.
Virtuous Burden (20th level): You gain a daily attack power associated with your virtue.
Burden of Sacrifice
You gain the burden of sacrifice power.
Radiant energy flares around you as you land a punishing blow on your enemy. Then, as part of your sacrifice, the energy streams out of you, taking a portion of your vitality to deliver health to 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: For each ally you choose within 5 squares of you, you can spend a healing surge but regain no hit points. Instead, that ally regains hit points equal to your healing surge value. If you spend at least one healing surge in this way, you gain resist 10 to all damage until the end of the encounter.
Burden of Valor
You gain the burden of valor power.
Your weapon becomes a brand of radiant energy as you strike your foe. Divine power swirls around you, compelling your enemy to enter a duel against you.
Daily Divine, 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 gain a +2 power bonus to attack rolls against the target, and the target takes a -5 penalty to attack rolls against all creatures other than you. This effect lasts until the end of the encounter or until you end your turn without having attacked the target during that turn.
You expend a portion of your vitality to send a flashing burst of radiant energy spilling across your enemies, searing them even as your sacrifice lends strength to your allies.
Encounter 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.
Effect: You can choose to take 10 damage (this damage ignores your immunities and resistances). If you do so, each ally within 2 squares of you gains resist 10 to all damage until the start of your next turn.
You raise your weapon and shout your defiance at your foes, hammering them with the divine force of your resolve as your allies redouble their efforts.
Encounter Divine, Fear, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage, and the target is immobilized until the end of your next turn.
Effect: Each ally in the burst gains a +2 power bonus to attack rolls until the end of your next turn.
A banner of divine energy, stained with blood, appears over you, symbolizing the sacrifice you make to fortify your allies.
Daily Aura, Divine, Healing
Minor Action Personal
Effect: You activate an aura 2 that lasts until the end of the encounter. Whenever you take 20 or more damage from a single attack, each bloodied ally in the aura regains 5 hit points.
A banner of divine energy appears over you, channeling your fighting prowess into inspiration for your allies’ attacks and defenses.
Daily Aura, Divine
Minor Action Personal
Effect: You activate an aura 2 that lasts until the end of the encounter. Whenever you hit an enemy with an attack, each ally in the aura gains a +2 power bonus to attack rolls and all defenses until the end of your next turn.
Radiant energy flares around you as you land a punishing blow on your enemy. Then, as part of your sacrifice, the energy streams out of you, taking a portion of your vitality to deliver health to 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: For each ally you choose within 5 squares of you, you can spend a healing surge but regain no hit points. Instead, that ally regains hit points equal to your healing surge value. If you spend at least one healing surge in this way, you gain resist 10 to all damage until the end of the encounter.
Your weapon becomes a brand of radiant energy as you strike your foe. Divine power swirls around you, compelling your enemy to enter a duel against you.
Daily Divine, 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 gain a +2 power bonus to attack rolls against the target, and the target takes a -5 penalty to attack rolls against all creatures other than you. This effect lasts until the end of the encounter or until you end your turn without having attacked the target during that turn.
Prerequisite: Cleric
You become a special servant of your god, operating with angelic powers to promote the word of your faith. When you use your angelic avenger powers, you briefly take on the aspect of an angel: Your face blurs into beatific blankness, astral wings sprout from your back, and your lower body blurs away.
Angelic Action (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.
Astral Vibrance (11th level): Choose a damage type: lightning, radiant, or thunder. When any bloodied enemy starts its turn within 5 squares of you, it takes damage of the chosen type equal to your Charisma modifier.
Weapon Training (11th level): You gain proficiency with one heavy blade of your choice.
Blood and Radiance (16th level): When any enemy bloodies you with an attack, it grants combat advantage until the end of its next turn.
As your angelic visage emerges, a wave of astral energy emanates from your weapon and washes over your enemies with deadly effect.
Encounter Divine, Varies, Weapon
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage of the type you chose for your Astral Vibrance feature.
Your features blur into an angel’s holy veil, and you are filled with a divine presence.
Daily Divine, Fear
Minor Action Personal
Requirement: You must not be bloodied.
Effect: Enemies take a -2 penalty to attack rolls against you until the end of the encounter or until you are bloodied.
You channel divine energy into a single attack that transforms you into an angelic being. Wings of radiant light spread from your back as your features transform into those of an angel.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Effect: You gain a fly speed of 6 (hover) that lasts until the end of the encounter.
"Ancient blessings have I spoken over my armaments. I do not fear any power that stands against me."
Prerequisite: Cleric
In times long past, when the gods warred with the primordials, the divine armies were arrayed in majestic regalia blessed by angelic armorers with powerful wards against their foes. By long study of holy texts, you have learned those ancient prayers and rites.
As an anointed champion, you ward yourself against your foes by sanctifying the arms and armor you bear into battle with sacred oil and special ceremonies. You speak prayers that have not been heard by mortals for centuries, conferring the ancient blessings upon your companions as well. As you perform your holy tasks, you can feel the pull of history urging you on to the same glory the armies of the gods knew as they bested their enemies in ages past.
Anointed Action (11th level): When you spend an action point to take an extra action, you also gain a bonus to attack rolls and damage rolls equal to your Charisma modifier. The bonus lasts until the end of your turn.
Anointed Regalia (11th level): You can choose to anoint one item you wear or carry. Doing so confers a benefit based on the item. Only one item can be anointed at a time, and the benefit lasts until you anoint a new item. As a free action, you can anoint a different item or choose a different benefit (if the anointed item is a weapon) during a short rest or after you use an anointed champion power.
Anointed Armor: You gain a +1 bonus to AC.
Anointed Weapon: You gain resistance equal to your Charisma modifier against a damage type of your choice: fire, necrotic, radiant, or thunder.
Anointed Amulet: You gain a +1 bonus to Fortitude, Reflex, and Will.
Additional Anointed Regalia (16th level): Your Anointed Regalia path feature includes two additional types of items.
Anointed Holy Symbol: When you hit with a divine attack, you grant temporary hit points equal to your Charisma modifier to yourself or to an ally within your line of sight.
Anointed Helm: You gain a +2 bonus to saving throws.
You smite your foe with a spectral sword, and you speak a blessing for your allies to match that of your own armaments.
Encounter Divine, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier force damage, and each ally within 5 squares of you gains your current Anointed Regalia benefit until the end of your next turn.
Fired by your ancient blessing, your ally’s armaments and armor glow with supernatural power.
Encounter Divine, Healing
Minor Action Close burst 5
Target: One ally in the burst
Effect: The target can make a saving throw or spend a healing surge. Until the end of your next turn, the target gains a +2 power bonus to his or her next attack roll and all defenses.
Divine brilliance burns your foes and grants your companions blessings that once warded the armies of the gods.
Daily Divine, Implement, Radiant
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, each ally in the burst gains a +4 power bonus to all defenses and a +2 power bonus to attack rolls and damage rolls.
"Beyond the world you know, higher powers dwell. There lies the font of my strength, and the source of your doom."
Prerequisite: Cleric
You are a theologian, and you have devoted yourself to learning the nature of the gods and their dominions. Through years of study, you have developed a philosophy that grants you a deep understanding of higher realities and the properties of divine power.
As an astral savant, you use your uncanny insights to tap into the raw power of the forces that shape the Astral Sea, creating a wide range of effects with your prayers. You wield divine energy in ways that other clerics cannot, warding and sustaining your allies against their foes.
Astral Mask (11th level): You are considered an immortal creature for the purpose of effects that relate to creature origin.
Radiant Healing (11th level): Whenever you use the healing word power, each enemy adjacent to the power’s target takes radiant damage equal to your Charisma modifier.
Savant’s Action (11th level): When you spend an action point to take an extra action, one ally within your line of sight can also spend a healing surge.
Divine Resurgence (Astral Savant) (16th level): When an enemy scores a critical hit against you or an ally within your line of sight, you regain the use of a Channel Divinity power you have used during this encounter. If you haven’t used a Channel Divinity power during this encounter, you gain a +2 bonus to all defenses until the end of your next turn.
A wave of raw energy drawn from the Astral Sea flows through you and lashes out at your enemies.
Encounter Divine, Implement ; Cold or Radiant
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier cold or radiant damage (choose one for all targets). The attack has an additional effect based on the damage type.
• Cold: The target takes a -2 penalty to attack rolls until the end of your next turn.
• Radiant: The target cannot see creatures more than 5 squares away from it until the end of your next turn.
You and your companion move effortlessly through astral currents, bypassing mundane impediments.
Daily Divine
Minor Action Close burst 10
Target: You and one ally in the burst
Effect: Each target can shift a number of squares equal to his or her speed, ignoring difficult terrain. Each target is unaffected by the immobilized, restrained, and slowed conditions during this movement.
You assail your enemies with the raw stuff of the Astral Sea, creating a temporary echo of that plane.
Daily Divine, Implement ; Cold or Radiant
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier cold or radiant damage (choose one for all targets).
Miss: Half damage.
Effect: The burst creates a zone of shimmering substance that lasts until the end of your next turn. The zone’s effect depends on the attack’s damage type.
• Cold: Any enemy that starts its turn within the zone takes a -2 penalty to all defenses until the end of your next turn.
• Radiant: Any ally within the zone who spends a healing surge regains 2d6 additional hit points.
Sustain Minor: The zone persists.
"Fear not, friends, for we do the work of the gods."
Prerequisite: Cleric
When evil bubbles up from the Abyss and spills into the world, when insane hordes raid and plunder civilized lands, or when lawlessness threatens society, you fight back to preserve the world. You shoulder this burden willingly, but you can lighten the load by uniting your companions behind your holy mission. You lead through your inspiring presence, wise words, and brave deeds, with the goal of one day ushering your allies to the glory that awaits bold champions of your faith.
You are a soldier of your god, but not a proselytizer. All deities and their servants have a place in the world. Your role is to unite disparate beliefs and achieve a common victory. Your tolerance, however, does not extend to those agents of ruin who would subvert your harmonious message with their ambition and greed.
When you sing hymns and recite scripture in battle, a silver halo appears above your head as a symbol of your belief and divine blessing. Its light fills your comrades with hope and purpose, helping them to rise above the mundane and seize their destinies.
Battle Chant (11th level): Whenever an ally hits an enemy that is adjacent to you, you can mark that enemy. The mark lasts until the end of your next turn. If the enemy marked by you makes an attack that does not include you as a target, you can shift 1 square as a free action.
Shielded Priest (11th level): You gain proficiency with light and heavy shields.
Stirring Action (11th level): When you spend an action point to make an attack, one ally adjacent to you or to the target of your attack can also make a melee basic attack as a free action, with a bonus to the attack roll equal to your Strength modifier.
Deeds not Words (16th level): When you bloody an enemy, reduce an enemy to 0 hit points, or score a critical hit with a melee attack, an ally adjacent to you gains a bonus to damage rolls equal to your Strength modifier until the start of your next turn.
A ringing impact from your favored weapon instructs your allies in the more direct matters of faith.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage.
Effect: Each ally within 10 squares of you gains a +2 power bonus to attack rolls and damage rolls until the start of your next turn.
You raise your voice in song, and your companions carry its power into battle.
Daily Divine
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of the encounter, each target deals 1d8 extra damage when making a melee basic attack as part of a charge.
You refuse to let your allies fall—their desperation drives you to heroic effort.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. You gain a +2 bonus to the attack roll for each dying ally within your line of sight.
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: Each dying ally within your line of sight can spend a healing surge.
"To alleviate the suffering of the just, the innocent, and the valiant is the highest of callings."
Prerequisite: Cleric
Swords and spells can hold off enemies for a time, but still the best and bravest heroes fall to opposing forces. Thus, you have dedicated all your spirit to healing heroes’ injuries and sustaining their efforts. You are a master of healing, and you are not afraid to give freely of your own strength and life to aid your companions.
Even more than your fellow heroes, you willingly risk yourself so that others might live, inspiring your comrades to daring acts of courage. You are not suicidal; you’re just committed to your cause. Every wound you suffer spares another champion to fight on in the name of your god and beliefs. Death elicits no fear in you; your reward waits in the hereafter.
Compassionate Blessing (11th level): When you let an ally spend a healing surge to regain hit points using a healing power, you can choose to take 5 damage. If you do, one of the power’s targets regains 2d6 additional hit points, and you gain a +2 power bonus to all defenses until the end of your next turn.
Selfless Action (11th level): When you spend an action point to take an extra action, an ally within 5 squares of you can also spend a healing surge.
Healer’s Sacrifice (16th level): When you grant an ally the opportunity to spend one or more healing surges and that ally has no more than one healing surge left, you can spend one or more healing surges but regain no hit points. Each healing surge you spend reduces the number that ally spends by one. The ally regains hit points as if he or she had spent the healing surges.
Your prayer saps your enemy’s strength. You then take its attack onto yourself to protect your ally, who is healed by your sacrifice.
Encounter Divine, Healing, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target is weakened until the end of your next turn. The first time the target damages one of your allies with an attack before the end of your next turn, you take the damage instead, and that ally can spend a healing surge.
Your ally’s injuries fade, only to reappear on your body.
Daily Divine, Healing
Standard Action Melee touch
Target: One ally
Effect: Choose a number up to your bloodied value. The target regains that number of hit points, and you take the same amount of damage. You can then transfer to yourself any effect on the target that a save can end.
The wounds you suffer weaken your enemy.
Daily Divine, Implement
Immediate Reaction Close burst 5
Trigger: An enemy within 5 squares of you bloodies you or damages you while you’re bloodied
Target: The triggering enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: The target is weakened (save ends).
Aftereffect: The target is weakened (save ends).
Miss: The target is weakened (save ends).
Prerequisite: Cleric
You become the voice of your god, full of prophecy and omens. When you use your oracular powers, your eyes glow with the silvery depths of the Astral Sea.
Foresight (11th level): You and each ally within 5 squares of you cannot be surprised. In addition, whenever you make an initiative check, roll twice and use either result.
Prophetic Action (11th level): When you spend an action point to take an extra action, you also gain an extra move action that you can use on a different turn of yours during this encounter.
Terrifying Insight (16th level): When you make an attack roll against Will, you can roll twice and use the higher result. If you do so and the attack misses, you are dazed until the end of your next turn.
You predict dire results for your enemy.
Encounter Divine
Standard Action Ranged 5
Target: One creature
Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This effect lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit.
You peer into the future and predict good fortune for you and your allies.
Daily Divine
Standard Action Ranged 10
Targets: You and each ally
Effect: Each target gains a +5 power bonus to all d20 rolls until the end of your next turn, but cannot score a critical hit while this power is in effect.
You assail your foe with words of power. If your foe avoids the barrage, you can untangle the lines of fate and perform a different action.
Daily Divine, Implement
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Will
Hit: 5d10 + Wisdom modifier damage.
Miss: Neither this power nor the standard action is expended. You can take a different standard action during this turn, but you can’t use this power again until your next encounter.
"I bring a message from my god—and you will hear it, on pain of death."
Prerequisite: Cleric
You are a herald of the gods, imbued with divine will. Wherever you travel, you announce the intentions and desires of your patron. Your actions, words, and beliefs are windows into the gods’ dominions, and through them shines the divine presence.
Although you serve a single deity, you enjoy a special connection with all divine powers, allowing them to subtly influence you and those around you. You might even be moved to prophesy from time to time. Some devotees of your faith might distrust this relationship; although they too honor all the gods, they take pride in their service to a single deity.
Whenever you speak in Supernal or utter your prayers, a tongue of fire appears over your head. The flame does not burn and sheds only the faintest light, but it does identify your special status.
Gift of Grace Action (11th level): When you spend an action point to take an extra action, each ally adjacent to you also gains a bonus to all defenses equal to your Charisma modifier until the end of your next turn.
Gift of Hope (11th level): Any ally who ends his or her turn adjacent to you gains a +2 bonus to saving throws until the start of his or her next turn.
Holy Tongue (11th level): You are fluent in Supernal.
Gift of Life (16th level): When you restore hit points to a bloodied target by using a divine healing power, the target regains 1d6 additional hit points.
Astral trumpets announce your god. Your allies take heart and your enemies quail before the divine presence.
Encounter Divine, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier thunder damage, and the target grants combat advantage until the end of your next turn.
Effect: Each ally in the blast can make a saving throw with a bonus equal to your Charisma modifier.
Your ally has fought well, but now must withdraw to rest and recover.
Encounter Divine, Healing, Teleportation
Standard Action Ranged 10
Target: One bloodied ally
Effect: The target teleports to a square adjacent to you and can spend a healing surge, adding your Charisma modifier to the hit points regained.
You raise your voice in song, joining your music with an angelic choir to urge your comrades to victory.
Daily Divine, Implement, Radiant
Standard Action Ranged 10
Target: One enemy
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier radiant damage.
Effect: Each ally adjacent to the target can make a melee basic attack against it as a free action, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
"The road I walk leads to darkness. Dare you follow?"
Prerequisite: Paladin or cleric, evil alignment
Having embraced the dark side of divine magic, you are now ready to delve deeper into the forbidden, to fully embrace the power offered by the dark forces of the cosmos. Only those who have committed evil are invited to study these black arts. Through the filthy deeds you have done and the wickedness in your heart, you have proven yourself worthy.
Dabbling in occult mysteries carries a heavy price in body, mind, and soul. To harness the magic these entities offer, you must carve your f lesh with blasphemies. To understand the rites, you must push your mind to madness’s brink. To prepare your soul, you must indulge in every evil, wallowing in the horror of it all.
Where paladins fight for honor, good, and order, idols of darkness are treacherous, wicked, and capricious in their dealings. They kill for pleasure. They maim to learn from their victim’s suffering. They never hesitate to feed their ambition and to grow their temporal power—they know that beyond the mortal coil lies only annihilation.
Unwholesome Resilience (11th level): You gain resist 10 necrotic and resist 10 poison. You also gain immunity to diseases of your level or lower.
Vile Darkness Action (11th level): When you spend an action point to take an extra action, you gain partial concealment against enemies while they are adjacent to you and a +4 power bonus to damage rolls. If you are bloodied, the concealment is total concealment. Either way, these benefits last until the end of your next turn.
Death-Driven (16th level): Once per round, when a creature within 5 squares of you drops below 1 hit point, you can take a free action to shift up to a number of squares equal to your Charisma modifier.
You raise your weapon above your head and pronounce doom upon nearby foes.
Encounter Divine, Fear, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.
Effect: You can either make a saving throw, with a power bonus equal to the number of enemies you hit with this attack, or gain resistance to all damage until the start of your next turn. The resistance equals your Strength modifier.
You whisper a prayer asking for protection. The evil within grows until none can bear to linger in your presence.
Daily Aura, Divine, Fear
Minor Action Personal
Effect: You activate an aura 1 that lasts until the end of the encounter. Whenever a creature ends its turn in the aura, you can push that creature 1 square as an opportunity action.
As an enemy crumples beneath your devastating attack, the evil within escapes to torment all around you.
Daily Divine, Necrotic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Effect: Each creature adjacent to you other than the target takes ongoing 10 necrotic and psychic damage (save ends). At the start of each of your turns, you can slide each creature taking this ongoing damage up to a number of squares equal to your Charisma modifier.
"I will be where my honor requires me to be—in the front of the fight."
Prerequisite: Half-orc, cleric or paladin
You grew up in a tribe that valued speed in battle, to the point that none would wear any armor heavier than a leather vest, or perhaps a hide cuirass. When you came of age, you saw the downsides of this strategy. Swift warriors found that their enemies’ blades were just a little swifter. You challenged the orthodoxy of the tribe, favoring heavier and heavier armor. Your tribe mocked you, for with your protection, you found you could no longer keep up with the rest of the tribe in battle and would inevitably fall behind your comrades as they claimed glory. Some murmured that you wore the armor so that you would not have to fight and risk your life.
You would not be known as a coward, so you went on a pilgrimage in honor of your deity. You wanted to prove your bravery and seek an answer to your problem—the balance of defense and agility. When you reached your goal, tired and worn, you did not ask the gods for answers: You demanded them. You had shown your strength and proven your courage. A blessing from the gods was the only just reward for your exploits. A storm raged about you, and as you finished your demands, lightning struck you. Many gods would have killed you for your effrontery, but perhaps you pleased your patron with your attitude. You awoke later, unharmed, and you knew your prayers were answered.
Many of your tribe had already written you off as dead when you began your pilgrimage, and they were astounded to see you return. You would not tell them what happened, preferring once again to prove yourself through your deeds. When next the tribe went into battle, they were surprised as you kept speed with the other warriors, and amazed when you fell upon your enemies, your every blow ringing out with the power of the storm.
Armored Swiftness (11th level): You take no penalty to speed and gain a +1 bonus to your Reflex when wearing heavy armor.
Repositioning Action (11th level): When you spend an action point to make an attack, you can shift half your speed before or after the attack.
Thunder God's Blessing (16th level): When you use your furious assault racial power to add damage to a divine weapon attack, you also deal thunder damage equal to your Wisdom modifier to each enemy adjacent to the target.
The power of your deity arcs through your weapon and into your foe, giving it pause. Any grievous wounds you have sustained focus the strength your heritage provides once again.
Encounter Divine, Lightning, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier lightning damage, and the target is dazed until the end of your next turn.
Effect: If you are bloodied, you regain the use of your furious assault racial power if you have already expended it.
You drive back those that would attack you as you make your way across the battlefield.
Encounter Divine
Free Action Melee 1
Trigger: An enemy hits you with an opportunity attack
Target: The triggering enemy
Effect: The target takes a -2 penalty to the triggering attack roll. After the attack is resolved, you push the target 2 squares.
You raise your weapon high, and it crackles with the power of the storm as you charge.
Daily Divine, Lightning, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Special: You can use this attack in place of a melee basic attack when you charge.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier lightning and thunder damage, and the target is blinded and deafened (save ends).
Miss: Half damage and the target is blinded and deafened until the end of your next turn.
Effect: If you are bloodied, you regain the use of your furious assault racial power if you have already expended it.
"Violence should be the last resort."
Prerequisite: Cleric, trained in Diplomacy
You grieve for the so-called civilized races, too many of whom are locked in useless, never-ending strife. Unless some brave soul steps forward to set a better example, constant warfare can only create more conflict. Thus you have laid down your weapons and spoken vows of nonviolence, hoping to find a civilized solution to the problems of mortals.
As a messenger of peace, you always work to find a way around combat when battle is avoidable. Diplomacy is your principal weapon: Through carefully chosen words and accurate assessments of your opponent’s desires, you might be able to circumvent conflict altogether. Not all enemies are willing to set aside their anger, though. Should battle erupt despite your best efforts, you are an eye of calm in war’s hurricane. The weak, the weary, and the sorely wounded find succor in your presence.
Peacemaker's Action (11th level): When you spend an action point to make an attack, you gain a +4 bonus to attack rolls with attacks that don’t deal damage. The bonus lasts until the end of your turn.
Vow of Nonviolence (11th level): When you hit with an attack that doesn’t deal damage, you gain a +2 bonus to all defenses until the start of your next turn.
Aura of Peace (16th level): Enemies within 2 squares of you take a -2 penalty to attack rolls.
Your words make your foe think twice before resorting to violence.
Encounter Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: If the target hits or misses with an attack before the start of your next turn, it is stunned until the end of its next turn.
At your word, an enemy’s punishment or a friend’s blessing continues.
Encounter Divine
Minor Action Close burst 5
Target: One creature in the burst
Effect: One effect on the target that would otherwise end at the end of your current turn instead lasts until the end of your next turn.
You utter a stern command, and your enemies lose their will to fight.
Daily Divine, Implement
Standard Action Area burst 2 within 5 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target cannot attack until it is attacked or until the end of the encounter.
Miss: The target takes a -5 penalty to attack rolls until it is attacked or until the end of the encounter.
"These hands have cured the sick, healed the injured, and forestalled death’s cruel touch."
Prerequisite: Cleric, trained in Heal
You’ve always had a knack for the healing arts. People just seem to recover more quickly under your care: Bones knit and cuts mend quickly, and even sickness flees your touch. As your mastery of divine power has strengthened, so too have your skills at tending the sick and injured. Now life energy flows through your fingertips to anyone you attend.
More than other clerics, you commit your life to alleviating suffering in any form. When you are not adventuring, you might work in the temples of any god and lend your talents to help the community, whether supplying food to the hungry or removing sickness from the afflicted. You bring these same sensibilities to an adventuring group. You move across the battlefield to shore up weakness and patch up the wounded so they can get back into the fight. You might not directly share in the glory enjoyed by your companions, but you take heart in knowing that they couldn’t have done it without you.
Miracle Worker Healing Action (11th level): When you spend an action point to use a divine healing power, each ally adjacent to you regains hit points equal to 1d6 + your Wisdom modifier. The hit points regained increase to 2d6 + your Wisdom modifier at 21st level.
Word of Life (Miracle Worker) (11th level): When you use your healing word power, you roll d8s instead of d6s for the additional hit points restored.
Aura of Health (16th level): When an ally within 5 squares of you uses his or her second wind, that ally regains 3d6 additional hit points.
A whispered benediction heals the injuries of an ally and gives the attacker a taste of the pain it inflicted.
Encounter Divine, Healing, Implement
Immediate Reaction Ranged 5
Trigger: An enemy within 5 squares of you hits your ally adjacent to it
Target: The triggering enemy
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage. The ally hit by the triggering enemy’s attack can spend a healing surge and regain 2d10 additional hit points.
Your timely prayer enables your ally to escape certain doom.
Daily Divine, Healing
Immediate Reaction Ranged 5
Trigger: An ally within 5 squares of you drops to 0 hit points or fewer
Target: The triggering ally
Effect: The target regains hit points as if he or she had spent a healing surge and regains 2d6 additional hit points. In addition, the target makes a saving throw against each effect on him or her that a save can end.
You denounce a foe, making it suffer all the pains dealt to your friends.
Daily Divine, Implement
Standard Action Close burst 5
Target: One enemy in the burst
Attack: Wisdom vs. Will
Hit: You transfer all effects that a save can end from each ally within the burst to the target.
Miss: You transfer one effect that a save can end from each ally within the burst to the target.
Prerequisite: Cleric
You are a chosen champion of the gods. In battle, few can stand against you in personal combat. Even if they could match your skill, the divine power you command inspires your allies to great deeds. Paragons of victory stand at the center of many tales of great victories won against overwhelming odds. When the time comes for the gods to stand against an overwhelming foe, you can expect to fight at the forefront of that battle, wherever that may be.
Paragon's Action (11th level): When you spend an action point to take an extra action, you gain one of the following benefits of your choice.
You or an ally within 5 squares of you can make a saving throw with a +5 bonus.
You or an ally within 5 squares of you gains a +5 power bonus to damage rolls until the end of your next turn.
Turning of the Tide (11th level): Whenever you drop a nonminion enemy below 1 hit point with an attack, you gain one of the following benefits of your choice.
Each enemy within 2 squares of you is pushed up to 3 squares.
You or one ally within 5 squares of you gains 10 temporary hit points.
Relentless Rebuke (16th level): Once per encounter, when an enemy’s attack against an ally within 5 squares of you bloodies that ally or drops that ally below 1 hit point, you can make a melee basic attack as an opportunity action.
You fight with the focused passion of belief, attacking twice in the time others take to make a single attack.
Encounter Divine
Minor Action Personal
Effect: You use an at-will cleric attack power.
You channel the resolve granted by your divine magic to your allies, mending their wounds and empowering them for the fight to come.
Daily Divine, Healing
Minor Action Area burst 2 within 10 squares
Target: Each ally in the burst
Effect: Each target can spend a healing surge. In addition, each target gains a +1 power bonus to attack rolls and to all defenses until the end of the encounter.
The power of the gods infuses you and your allies, raising you to unmatched heights of battle prowess.
Daily Divine
Minor Action Close burst 3
Target: You and one or two allies in the burst
Effect: Each target can use an at-will attack power as a minor action once during his or her next turn.
Prerequisite: Cleric
You become the light of your god in the world, shining divine illumination into every dark corner and deep shadow. When you use your radiant powers, your countenance glows with the brightness of the sun.
Illuminating Attacks (11th level): You can score a critical hit with cleric attacks and radiant servant attacks on a roll of 19–20, but only if they have the radiant keyword.
Radiant Action (11th level): When you spend an action point to take an extra action, you can also choose an enemy within 5 squares of you. That enemy takes ongoing 10 radiant damage (save ends).
Lasting Light (16th level): Any saving throws made by demons or undead creatures to remove effects you have placed on them take a -2 penalty.
Radiant light explodes from you like a flare, evaporating shadows and dealing illuminating damage to everything around you.
Encounter Divine, Implement, Radiant
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier radiant damage. If the target is either an undead creature or a demon, it is also stunned until the end of your next turn.
A healing sun shines forth from you, repairing the wounds of your allies while keeping creatures of darkness at bay.
Daily Divine, Healing, Radiant, Zone
Standard Action Close burst 2
Effect: The burst creates a zone of bright light that lasts until the end of your next turn. You or any ally who ends his or her turn in the zone regains hit points equal to 5 + your Charisma modifier. A demon or an undead creature that ends its turn in the zone takes 5 + your Charisma modifier radiant damage.
Sustain Standard: The zone persists until the end of your next turn.
Special: The zone ends at the end of your turn if you are bloodied.
You fire a brilliant ray of searing light into a foe, igniting that foe and briefly turning it into a small sun.
Daily Divine, Implement, Radiant
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier radiant damage.
Effect: At the start of your next turn, the target is the center of a burst 5 attack that affects only your enemies (not including the target): Wisdom vs. Will; 3d10 radiant damage on a hit, and half damage on a miss.
Prerequisite: Cleric
Many of the gods harbor a special hatred for dragons, or at least those dragons who do not share their alignment
and worldview. They have not forgotten Io’s arrogance, his refusal to work alongside them in their battle against the Primordials. As such, when a cleric devotes herself to battling these monstrous creatures, many of the gods have provided ceremonies and rites to imbue that cleric with extra powers. When you use your Scourge of Io powers, your eyes briefly take on slitted pupils and a gleam of inner power.
Draconic Anathema (11th level): You gain a new special power you can use with your Channel Divinity class feature, allowing you power over dragons similar to that which other clerics have over undead. You are still limited to one use of Channel Divinity per encounter.
Dragon-Slayer's Action (11th level): You can spend an action point to reroll an attack roll against a dragon, or to end a condition currently affecting you that originated from a dragon, and that a save can end. Using this feature replaces the normal action point benefit of taking an extra action.
Wyrm-Bane (16th level): Dragons take a -2 penalty to saving throws against conditions that you create.
A blast of pure force erupts from you in all directions, ravaging your foes.
Encounter Divine, Force, Implement
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 1d12 + Wisdom modifier force damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. If the target is a dragon, it is instead dazed and takes a -4 penalty to attack rolls until the end of your next turn.
Miss: Half damage. If target is a dragon, it also takes a -4 penalty to attack rolls until the end of your next turn.
Even as the dragon’s flames dance around you, you raise your holy symbol and command them to fall back.
Daily Divine
Immediate Interrupt Personal
Trigger: A creature makes a close attack that includes you
Effect: You gain a +5 power bonus to all defenses against close attacks until the end of your next turn. You take no damage if the attack misses.
As though stealing power from the dragon itself, you breathe a blast of destructive energy and take to the air, sprouting great draconic wings.
Daily Divine, Implement ; Acid, Cold, Fire, Lightning, Poison or Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wis modifier acid, cold, fire, lightning, poison, or thunder damage.
Effect: You gain draconic wings that provide you with fly 5 (hover) until the end of the encounter.
"Corellon guide my heart, Sehanine my arrow."
Prerequisite: Elf or eladrin, cleric, proficiency with longbow or shortbow
The Seldarine, the fellowship of brothers and sisters of the woods, comprises Corellon, Sehanine, and the other gods and exarchs who dwell in the dominion of Arvandor. Revered by elves and eladrin alike, these gods watch over and protect their favored scions. Elf and eladrin clerics often worship one or another of the Seldarine, but a few pay homage to the whole, drawing their power from Arvandor’s combined wisdom.
As a Seldarine dedicate, you occupy a high position within your temples. You and the few others like you enjoy a broader connection to the gods of Arvandor than other clerics do, and you know methods for communing with them. You draw a bow as readily as you raise your holy symbol to focus your prayers.
Your weapon is inscribed with sigils and runes, which flare with emerald light when you fire a shot with a whispered prayer.
Honor the Bow (11th level): You can use a longbow or a shortbow as an implement for your cleric or Seldarine dedicate implement powers. When you use an implement power through a longbow or a shortbow, you add the weapon’s enhancement bonus, if any, to the power’s attack rolls and damage rolls, but you don’t use the weapon’s proficiency bonus. If you score a critical hit with a magic longbow or shortbow when using it as an implement, you use the weapon’s critical hit effect.
Renewing Action (11th level): When you spend an action point to take an extra action, you also gain an extra use of your healing word power for this encounter.
Footsteps of the Gods (16th level): When you use a cleric or a Seldarine dedicate implement power, you can use a free action to shift 1 square before or after using that power.
A ray of frosty light streaks from your bow to slow the limbs of your prey.
Encounter Cold, Divine, Implement
Standard Action Ranged 20
Requirement: You must be wielding a longbow or a shortbow.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier cold damage. Until the end of your next turn, the target grants combat advantage to anyone that makes a ranged attack against it.
Myriad specks of light swirl about you, hiding you from enemies.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you shift, you gain concealment until the start of your next turn.
You launch a fiery bolt from your bow that erupts into white-hot flame where it hits.
Daily Divine, Fire, Implement
Standard Action Ranged 20
Requirement: You must be wielding a longbow or a shortbow.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier fire damage, and the target takes ongoing 10 fire damage and is dazed (save ends both).
Miss: Half damage, and ongoing 10 fire damage (save ends).
"Let the light of righteousness guide you to your eternal reward."
Prerequisite: Cleric
You are a beacon in the darkness, one who reveals the way, and a guardian of the dead. Through your holy works, you ensure that the souls of the dead move on, free of fear and remorse, and unimpeded by sinister entities that would use them for dark deeds. You harbor a special hatred for undead, seeing them as perversions of the natural order.
Visions of past lives—leftover fragments from those you have saved—haunt your dreams. Although the sights are unsettling, they renew your commitment to guard the souls from the dangers lurking between this world and the next.
When you use your soul guide powers, ephemeral bits of soul materialize and swirl about you.
Rebuke Soul (11th level): You can invoke the power of your deity to use rebuke soul.
Spiritual Guidance (11th level): Instead of spending an action point to take an extra action, you can spend an action point to regain the use of an encounter power that has the radiant keyword, or you can gain an extra use of your Channel Divinity class feature.
Weighty Soul (16th level): When you hit an insubstantial creature with a power that has the radiant keyword, that creature loses insubstantial until the end of your next turn.
You shock your enemies to the very foundation of their being.
Encounter Divine, Implement, Radiant
Minor Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each creature that has the shadow origin or the undead keyword in the burst
Attack: Wisdom vs. Will
Hit: The target is immobilized until the end of your next turn. If the target has both the shadow origin and the undead keyword, it also takes 2d8 + Charisma modifier radiant damage.
Your holy symbol erupts with divine power, tugging on the souls of all who behold its splendor.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to your Charisma modifier. If the target has the shadow origin or the undead keyword, it is also dazed until the end of your next turn.
You draw upon divine energy to summon a nimbus of holy light that is anathema to your enemies.
Daily Divine, Radiant, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone of bright light that lasts until the end of your next turn. Creatures that have the shadow origin or the undead keyword treat the zone as difficult terrain. While within the zone, those creatures gain vulnerable 10 radiant or increase their vulnerability to radiant damage by 10.
Sustain Minor: The zone persists.
A blazing glyph appears on your enemy’s brow, emitting a holy glow that burns its corrupted soul.
Daily Divine, Implement, Radiant
Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier + Charisma modifier radiant damage. The target takes ongoing 10 radiant damage and sheds bright light on 20 squares in all directions (save ends both). Until the target saves, any enemy takes a -2 penalty to attack rolls while adjacent to the target.
Miss: Half damage, ongoing 5 radiant damage (save ends), and no other effects.
"Memory, like stone, lasts forever."
Prerequisite: Dwarf, cleric, trained in History
Dwarves have long memories. They strengthen their recollections by retelling stories passed down since the dark days of their enslavement to giants. Preserving these tales is the responsibility of the stone keepers, dwarves chosen for their wisdom and commitment to history. These stone fathers and mothers, as they are sometimes called, chisel stories into shrine walls and temple domes to give their history a physical presence, making them part of the architecture and wonder of dwarven cities.
As a stone keeper, you concern yourself with the past, but you are not simply a scholar. You are a holy champion who draws strength from your fury over all the wrongs ever committed against your people, bringing it to bear against foes who still threaten your race. When dwarven strongholds are in danger, you are the first to unite the clans against the enemy. You also travel widely, visiting ruined dwarven kingdoms and city-states to learn their fates and to exact vengeance when it is deserved.
Your views and beliefs encompass all of history and the place your people occupy in it. You harbor a deep-seated, smoldering anger born of ancient wrongs and long centuries of grief. Your prayers focus this anger into your attacks.
Memorable Action (11th level): When you spend an action point to make an attack, your weapon attacks deal 1[W] extra damage until the end of your next turn.
None So Great (11th level): When you score a critical hit against a target that is larger than you, the target is knocked prone after the attack’s other effects are resolved.
Unfailing Fortune (16th level): When you use your divine fortune power, you gain a +3 bonus instead of a +1 bonus. If you apply this bonus to an attack and miss, you gain another use of divine fortune for this encounter.
Enraged by the harm done to your companions, you force your enemy to repay the debt in blood.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. You gain a +1 bonus to the attack roll for each bloodied ally within your line of sight.
Hit: 3[W] + Wisdom modifier damage.
Fury fills you, and you tower over your enemies.
Daily Divine
Standard Action Personal
Effect: Until the end of the encounter, your reach and speed both increase by 1, and your melee attacks deal 2d6 extra damage.
You channel your smoldering resentment into a savage strike and inspire your allies to finish the job.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage, and each ally adjacent to you gains a +3 power bonus to attack rolls against the target until the start of your next turn.
Effect: You and each ally adjacent to you can spend a healing surge.
Prerequisite: Cleric
Your god demands battle to accomplish the tenets of your faith, and you are the chosen priest at the forefront of the war. When you call upon your divine powers, your weapons glow with holy light.
Extra Damage Action (11th level): When you spend an action point to take an extra action, you gain a power bonus to the damage rolls of your standard action attacks this turn. The bonus equals one-half your level.
Warpriest’s Strategy (11th level): Once per encounter, if you or an adjacent ally rolls a 1 when making a melee attack or a close attack, you can call for a reroll.
Warpriest's Training (11th level): You gain a +1 bonus to AC while wearing heavy armor.
Warpriest’s Challenge (16th level): When you hit an enemy with an at-will melee attack, you can choose to mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than you while the enemy is adjacent to you, you can make an opportunity attack against the enemy. If you mark a new enemy with this feature, any previous mark you have made with this feature ends.
You attack every enemy next to you, shouting a revitalizing battle cry that inspires your allies.
Encounter Divine, Healing, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength or Wisdom vs. Fortitude
Hit: Hit: 2[W] + Strength modifier or Wisdom modifier damage.
Effect: You (if you are bloodied) and each bloodied ally within 10 squares of you can spend a healing surge.
When you score a critical hit against an enemy, your deity favors you with healing or by renewing one of your prayers.
Daily Divine, Healing
Free Action Personal
Trigger: You roll a natural 20 when making a melee attack.
Effect: You regain hit points as if you had spent two healing surges, or you regain the use of one cleric daily attack power that you have already used today. Once you use this power, you cannot recover it except by taking an extended rest.
You channel a powerful prayer through your weapon, turning your enemies into pyres ablaze with radiant energy.
Daily Divine, Radiant, Weapon
Standard Action Close burst 5
Primary Target: Each enemy in the burst
Attack: Strength or Wisdom vs. Will
Hit: 10 + Strength modifier or Wisdom modifier radiant damage, and ongoing 5 radiant damage (save ends). Make the secondary attack.
Secondary Target: One creature taking ongoing radiant damage within 5 squares of you
Attack: Strength or Wisdom vs. Reflex
Hit: 5[W] + Strength modifier or Wisdom modifier radiant damage.
Effect: Until the ongoing damage ends on every primary target, you can take a standard action on your subsequent turns to repeat the secondary attack.
"The light of truth reveals all secrets and denies all falsehoods."
Prerequisite: Cleric
Deception worms its way through the world, corroding morals and subverting ideals. Only through constant vigilance can this welling corruption be checked. Many divine servants battle obvious foes—undead, demons, and other foul creatures—but the enemies you face are far more insidious. You explore realms of shadow and deception, leading the fight against enemies who use guile instead of brutality.
To combat such forces, you armor yourself in the truth, using its radiance to burn away the lies and falsehoods your foes employ. In your presence, the enemy cannot hide or use its tricks, and it stands exposed before you.
Facing the worst sort of villains leaves its mark on you. You age prematurely, lines creasing your face, but such ravages of the body do not extend to your spirit. Each victory only firms your resolve. When you wield your truthseeker powers in the name of your god, your voice sounds like thunder and your enemies quail before your righteous presence.
Censuring Action (11th level): When you spend an action point to use a divine attack power, until the end of your next turn, any enemy that ends its turn adjacent to you takes a -2 penalty to all defenses (save ends).
Healing Truth (11th level): Each target of your healing word power gains a +2 power bonus to all defenses against fear, illusion, and polymorph effects until the end of the encounter.
Unequaled Clarity (16th level): When you make an Insight check, you can roll twice and use either result. In addition, you gain a +4 bonus to passive Insight checks.
You brandish your symbol, whose irresistible glow reveals your enemy’s secrets.
Encounter Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier radiant damage, and the target cannot use fear, illusion, or polymorph powers until the end of your next turn.
Tracing a circle of binding power, you force your enemies to stand and face you.
Encounter Divine, Zone
Standard Action Close burst 5
Effect: The burst creates a zone of planar interference that lasts until the end of your next turn. Enemies cannot teleport into the zone. While within the zone, enemies cannot teleport and cannot benefit from phasing or being insubstantial.
Your holy symbol flashes, confounding a foe.
Daily Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is stunned and helpless until the end of your next turn.
Aftereffect: The target is dazed (save ends).
Miss: The target is dazed (save ends).
"Tonight, the full moon rises red over the mountains. This is the night of the blood moon—my night."
Prerequisite: Druid, wild shape power
Several legends tell of the blood moon, a night or sometimes a season when the Primal Beast stalks the wilderness of the world in physical form. During the blood moon, the predators of the world are said to be more dangerous and to have an insatiable hunger. According to some legends, the blood moon is a perversion of the world’s natural state, brought about by the gods or by the fierce response of the primal spirits to some violation of their precepts. Whatever the cause and exact effects of the blood moon, some druids use these legends as a symbol for their own ferocious zeal in protecting the natural balance of the world.
You are a blood moon stalker, favoring your beast form and choosing powers that make you more dangerous in that form. As your body transforms into beast form, so too your mind embraces your bestial side. You take pride and pleasure in fighting without conscious thought, drawing on bestial instinct and wisdom to guide your attacks upon your prey. You are a fierce hunter, a silent stalker of the wilds, but you are also a crusader for the primal spirits, ensuring that neither gods nor primordials overstep the bounds set for them at the dawn of time.
Through the power of the blood moon, you and your spirit brothers, sisters, and ancestors are the custodians of the world.
Blood Moon Action (11th level): When you spend an action point to take an extra action while you are in beast form, you can also make a melee basic attack as a free action.
Blood Moon Hunger (11th level): When you reduce an enemy to 0 hit points with a melee or a close attack, you can use your second wind as a free action.
Frenzied Claws (16th level): While you are in beast form, you can score a critical hit on a roll of 19–20.
With a fearsome roar, you claw at the enemies around you, dealing harsher wounds to those near death.
Encounter Beast Form, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage. The attack deals 1d6 extra damage against a target that is already bloodied.
Your claws and eyes glow red, as the blood moon heightens the accuracy of your attacks.
Daily Beast Form, Primal
Minor Action Personal
Effect: Until the end of your next turn, you can reroll any melee or close attack that misses, and you must use the second roll.
You leap at the enemy in a furious attack. One of you will not walk away from this fight.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Requirement: You or the target must be bloodied.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 6d10 + Wisdom modifier damage.
Miss: Half damage.
"No sound of my movement or sight of my scales will reach you. You’ll feel only the pierce of my fangs and the sting of my poison."
Prerequisite: Druid
You have mastered the form of the coiled serpent, a sleek, stealthy beast form that carries the promise of pain and poison for your enemies. Some druids keep their distance from serpentine beasts, but you recognize such creatures as being just as integral to the natural world as anything that has fur or feathers. You call on cold-eyed serpent spirits, and your connection to the cobra, the adder, and the python gives you a subtle magic.
As a coiled serpent, you gain abilities that let you grab creatures, deal poison damage, and move swiftly.
Serpent Form (11th level): While you are in beast form, you gain resist 15 poison and a +5 bonus to Stealth checks. The resistance increases to 20 at 21st level.
Snake Fang Action (11th level): When you spend an action point to make an attack, each target hit by that attack takes ongoing 10 poison damage (save ends).
Serpent's Poison (16th level): When you hit with a melee attack while you are in beast form, the attack deals 2d6 extra poison damage.
You wrap your enemy in your coils, slowly crushing it.
Encounter Beast Form, Implement, Primal
Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and the target is grabbed. Until the end of your next turn, while you are grabbing the target, you gain a +5 power bonus to all defenses, and any attack that misses you hits the target.
You slither off, causing your enemies to lose track of you as you mask yourself in shadow.
Encounter Beast Form, Primal
Move Action Personal
Effect: You shift 3 squares and gain concealment until the end of your next turn.
You call serpent spirits that sink their fangs deep and deliver a poison that stupefies your foes and punishes them for their attacks.
Daily Implement, Poison, Primal
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 3d8 poison damage, and the target is dazed (save ends). Until this effect ends, the target takes 10 poison damage whenever it attacks.
Miss: Half damage, and the target is dazed until the end of your next turn.
"There are creatures from beyond this world that seek to destroy all that we have built. My task is to destroy them first."
Prerequisite: Druid
Ancient compacts and edicts protect the natural world from too much interference by gods and primordials. As much as primordials, as well as demons, might like to tear the world apart and draw it back into the Elemental Chaos from which it was made, their power is limited. To many druids’ eyes, the greatest threat that now faces the world is not god or primordial, but alien creatures from the Far Realm that are not bound by the ancient laws. These creatures don’t necessarily want to destroy the world, but whether or not they mean to, they corrupt it simply by being in it.
As a guardian of the Living Gate, you have sworn to seek out and kill aberrant creatures that have ties to the Far Realm and to seal any portals between that plane and the world. You might have joined an order of like-minded druids (the organization known as the Circle of the True is the largest such order), or you might have found your own way into the esoteric knowledge of the Living Gate. The mystical powers you learn on this path, starting with the first ward of the Living Gate, are generally useful for protecting your allies and bringing ruin to your enemies, but your charge is to use them to defend the natural world from forces that would corrupt and destroy it.
Entwining Evocation (11th level): When you make an area attack, you gain combat advantage against each target that has no creatures adjacent to it.
Guardian Action (Guardian of the Living Gate) (11th level): When you spend an action point to take an extra action, you or an ally within 5 squares of you can make a saving throw with a +5 bonus.
Enduring Spirit (16th level): Once per round, when you fail a saving throw, an ally within 5 squares of you can make a saving throw.
You evoke a curse that wracks your foe with pain and marks it and its companions as enemies of the primal spirits.
Encounter Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage. Until the end of your next turn, you gain a +2 bonus to the attack rolls of any primal attack powers you use against the target and any enemy within 5 squares of it.
You expunge the corrupting influence of your enemy from the world.
Daily Primal
Minor Action Close burst 5
Target: One enemy in the burst
Effect: Until the end of the encounter, you and your allies gain a +4 bonus to saving throws against effects caused by the target.
Your foe begins to dissipate as the primal spirits tear it apart.
Daily Implement, Primal
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Will
Hit: 4d10 + Wisdom modifier damage, and ongoing 10 damage (save ends). Whenever the target takes the ongoing damage, it is knocked prone and each enemy within 5 squares of it takes 5 damage.
Miss: Half damage, and ongoing 5 damage (save ends).
"The Hidden Flame burns within us all. Draw on it for your fury, or I will call it out for your doom."
Prerequisite: Druid
According to druidic legend, the Hidden Flame is a spark of vigor and vitality that exists within every creature. Beasts, especially predatory mammals, are said to live in harmony with the Hidden Flame within them, calling upon it to fuel their hunting fury. When a creature lets the Hidden Flame burn out of control, the result is a mad savagery that is no more in harmony with the natural way of things than the behavior of those civilized folk who act as if no flame burns within them at all.
You are a keeper of the Hidden Flame, able to tap into this wellspring of strength and bestial fury. By calling to the Hidden Flame in a creature, you can spur that creature into a frenzy that leaves no room for strategic or tactical thinking. You draw on the Hidden Flame in yourself and your allies to perfect your predatory instinct, helping you fight with terrible ferocity.
Fury of the Hidden Flame (11th level): You gain a +1 bonus to ranged, area, and close attack rolls against the enemy nearest to you.
Keeper's Action (11th level): When you spend an action point to take an extra action, you can also reroll the next attack you make that misses before the end of your turn, and you must use the second roll.
Leap to the Fray (16th level): Whenever an ally within 5 squares of you charges, you and each other ally within 5 squares of you can shift 1 square as a free action.
Your foe howls with bestial rage, throwing itself into the fight and right into your trap.
Encounter Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: You pull the target 5 squares and knock it prone. In addition, the target is dazed until the end of your next turn.
You call on the wellspring of wrath that burns within you and your allies. For a critical moment, all of you fight with the ferocity of cornered beasts.
Encounter Primal
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target gains a +1 power bonus to attack rolls and a +2 power bonus to damage rolls.
The spirit of the beast overwhelms your foe, driving it into a reckless rampage.
Daily Implement, Primal
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is overwhelmed by a beast spirit (save ends). While overwhelmed by the spirit, the target grants combat advantage, can make melee attacks only, and must target your ally nearest to it when it attacks. In addition, it must make any opportunity attack it can. The target cannot make a saving throw against this effect if the target has hit with a melee attack since the end of its last turn.
Miss: The target grants combat advantage and must target your ally nearest to it when it attacks (save ends both). The target cannot make a saving throw against this effect if the target has hit with a melee attack since the end of its last turn.
"Insects don’t need to speak to communicate. Watch the way my swarm dances, and you’ll see the way."
Prerequisite: Druid, Primal Swarm class feature
When you take on the form of an insect swarm, the insects glow with supernatural light. The stories of your ancestors tell of luminescent insects in primeval times, insects that led your ancestors through swamps and forests to safety. These creatures had no kindness for the enemies of your tribe and used their hypnotic lights to lead enemies astray, drowning them in deep bogs and abandoning them in animal dens. You, too, are a protector and an ally when you take on the shape of the luminescent swarm.
You can harness primal lights to bewilder and blind your enemies. Your attacks deal psychic damage and deliver effects that make it more difficult for your enemies to attack.
Luminescent Lantern (11th level): While you are in beast form, you have an aura 5. The aura is filled with bright light, and allies within the aura gain a +2 bonus to saving throws.
Radiant Swarm Action (11th level): When you spend an action point to take an extra action, your beast form attacks during this turn deal extra radiant damage equal to one-half your level.
Blaze of Light (16th level): When you use wild shape to change from beast form to your humanoid form, choose an adjacent creature (before or after you shift as part of using wild shape). That creature takes a –2 penalty to attack rolls against you until the end of your next turn.
You become a whirl of insects, glowing with a supernatural light that mesmerizes creatures before you.
Encounter Beast Form, Implement, Primal, Psychic
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier psychic damage, and you slide the target 1 square. The target is dazed until the end of your next turn.
Effect: You shift 1 square for each target you hit.
Primal light fills the air around you, revealing hidden creatures.
Daily Primal, Zone
Minor Action Close burst 2
Effect: The burst creates a zone of bright light that lasts until the end of your next turn. Any creature within the zone can’t gain concealment or total concealment, and any creature that starts its turn within the zone can’t gain concealment or total concealment until the end of its next turn.
Sustain Minor: The zone persists.
Special: You can use this power while you are in beast form.
Blinding light flashes around you as glowing insects swarm over your foes.
Daily Beast Form, Implement, Primal, Radiant
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude, Reflex, Will. You make one attack roll per target, comparing the result against all three defenses. A target suffers the effects associated with each defense that the attack hits.
Hit (Fortitude): The target takes ongoing 10 radiant damage (save ends).
Hit (Reflex): You slide the target 5 squares.
Hit (Will): The target is blinded (save ends).
Hit (Any): The target takes 1d8 + your Wisdom modifier radiant damage for each of its defenses that the attack hits.
"My companions and I are just a small part of a much larger pack, and we always hunt together."
Prerequisite: Druid
With each evocation you cast, you hear the distant growls and cries of your pack. They wait for your magic to call them forth into battle, and they are eager to fight. You strengthen them with your magic, and you draw power from them. You are at your mightiest when you stand at the head of your summoned pack.
When you summon the beasts of your pack, your evocations echo through them. Their wounds knit shut, and they leap to attack with a ferocity augmented by your primal magic. In turn, you draw on their feral strength to endure your enemy’s attacks and to strengthen your own.
Natural Pack Member (11th level): While you have at least one summoned creature present, you gain a +1 bonus to attack rolls and all defenses.
Pack Intensity (11th level): When you spend an action point to take an extra action, you can give a single minor action command to one of your summoned creatures as a free action. If you don’t give any other commands to that creature during this turn, the creature uses its instinctive effect at the end of your turn.
Natural Vitality (16th level): Creatures you summon with your druid powers gain regeneration equal to your Wisdom modifier while they are bloodied.
Great Summoning (20th level): You gain a 19th-level druid summoning power.
You don’t even have to snarl a command; your pack member takes your meaning from your bloody fangs.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and you command one of your summoned creatures to make one of its standard action attacks. If you don’t have a summoned creature present, roll a d20. If you roll 10 or higher, one ally within 5 squares of you can charge or make a basic attack as a free action.
You and your summoned creature howl in unison.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, you can use a minor action once per round to command one of your summoned creatures to make one of its standard action attacks.
"This isn’t a battle. It’s a hunt. And you’re not the hunter."
Prerequisite: Druid
Perhaps you were raised in the wilderness and learned to summon beasts to serve as your hunting companions. Perhaps your community needed protection, and you learned the ways of summoning animal guardians at a moment’s notice. Or it could be that you grew up hearing the whispers of animal spirits and are a master at calling them to your side. Whatever your route to the path of the primal summoner, you seek a mastery over summoned beasts that other druids do not possess. Some of your abilities help your beasts act on their instincts, whereas other abilities help you command those beasts with even greater skill.
The primal slayer that you learn to control at the peak of your power is an ancient spirit. It might not be the most mighty creature you learn to summon, but its ability to change its shape echoes the versatility of your power.
Feral Ways (11th level): When your summoned creatures use their instinctive effects, they regain hit points equal to your Wisdom modifier and gain a +2 power bonus to any attack rolls that are part of those effects.
Primal Summoner Action (11th level): When you spend an action point to take an extra action, you can give a single standard action command to one of your summoned creatures as a free action.
Move as One (16th level): When you move using a move action, one of your summoned creatures can move its speed.
You cause your enemy to feel teeth crunching through bone. Your summoned creature then heightens that enemy’s pain.
Encounter Implement, Primal, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage. Until the end of your next turn, your summoned creatures deal extra damage against the target equal to your Wisdom modifier.
The bond between you and your summoned beasts grows stronger, strengthening them.
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, your summoned creatures gain a +2 power bonus to attack rolls and damage rolls, except when such rolls are part of an instinctive effect.
Fast, lethal, and capable of changing its shape, the primal slayer s an extension of your deadly will.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Large primal slayer in an unoccupied space within range. The primal slayer has speed 8. You can give the primal slayer the following special commands. On the turn you summon the primal slayer, you give either command as part of using this power.
Standard Action: The primal slayer changes size to Large if it was Medium and gains a burrow speed of 6, and it then shifts 2 squares and attacks: melee 2; targets one or two creatures; Wisdom vs. AC; 2d12 + Wisdom modifier damage.
Standard Action: The primal slayer changes size to Medium if it was Large and gains a fly speed of 8 and can hover, and it then shifts 2 squares and attacks: melee 1; targets one creature; Wisdom vs. Reflex; 3d10 + Wisdom modifier damage.
Instinctive Effect: If you haven’t given the primal slayer any commands by the end of your turn, it attacks a bloodied enemy if it can. Otherwise, it attacks an adjacent enemy. It makes the first attack if it is Medium and the second if it is Large.
"The eagle is the perfect predator. Not bound to earth, it hunts like a primal spirit in the world."
Prerequisite: Druid, wild shape power
Although the Primal Beast usually appears as a mammalian predator, some aspects of the Primal Beast soar through the sky on feathered wings, hunting prey from the air. Eagles, hawks, and falcons are no less fierce predators than panthers and wolves, and some druids assume their forms to fly after their own prey.
You are such a druid, a sky hunter who emulates birds of prey in your beast form. Your beast form can’t always fly, but it can take to the air from time to time. Some sky hunters assume a beast form a little like a cockatrice—a stalking predator with primitive wings that allow it to fly in short bursts. Others retain their normal beast form but change momentarily into a bird form when they use their sky hunter powers.
Master of Wings (11th level): You gain a +2 bonus to attack rolls against flying creatures.
Sky Hunter's Action (11th level): When you spend an action point to take an extra action, you can fly your speed before taking that action.
Beast Senses (16th level): Whenever you use a beast form daily power, you gain a +5 power bonus to Perception checks until the end of the encounter.
Changing into a flying raptor’s form, you swoop at your enemy’s eyes.
Encounter Beast Form, Implement, Primal
Standard Action Personal
Effect: You assume the form of an eagle that is your size, fly twice your speed, and make the following melee touch attack at any point during the movement. You don’t provoke an opportunity attack for moving away from the attack’s target. After the attack, you return to your normal beast form.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage, and the target is blinded until the end of your next turn.
You can take the form of a swift bird of prey to soar above your foes.
Daily Primal
Free Action Personal
Prerequisite: You must have the wild shape power.
Effect: Until the end of the encounter, you can use wild shape to assume the form of a Tiny falcon. In this form, you gain a fly speed equal to your speed. You also gain a +5 bonus to Perception checks and a +4 bonus to AC against opportunity attacks. You can’t attack, pick up anything, or manipulate objects.
Until this power ends, you can use wild shape to change among this form, another beast form, and your humanoid form.
You transform into a dire eagle, swooping from the air to batter your foes with the thunder of your wings.
Daily Beast Form, Implement, Primal, Thunder
Standard Action Personal
Effect: You assume the form of an eagle that is your size, fly your speed, and then make the following attack, which is a close burst 5. You then return to your normal beast form. Until the end of the encounter, while you are in beast form you can assume this eagle form and fly your speed as a move action. At the end of that action, you must land, and you return to your normal beast form.
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier thunder damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
"Stillness is death. Touch the wind and live."
Prerequisite: Druid
Many of the world’s languages use words for “spirit” and “breath” that are related to each other. Whereas other primal magicians mostly consort with the spirits behind the world’s creatures and things, you have befriended one of the ancient winds. The Spiral Wind carries the secrets of life in its twists; look at any humanoid fingerprint, and you’ll see the spirals that mark where the wind entered to give the person life.
You have learned to call the Spiral Wind when you and your allies have need of its healing powers. You won’t be mistaken for a cleric or a shaman, but your allies have learned that a sudden breeze might be a sign of your allied wind’s arrival.
The Spiral Wind has more to do with the people of the wilderness than with the beasts, and you are more comfortable in humanoid form than in beast form. You can still change shape, but most of the powers and features that rely on the Spiral Wind work only when you are in your humanoid form.
Healing Spiral (11th level): While you are not in beast form, any bloodied ally within 5 squares of you who spends a healing surge regains additional hit points equal to your Wisdom modifier.
Spiral Wind Action (11th level): When you spend an action point to take an extra action and you are not in beast form, a bloodied ally within 5 squares of you can spend a healing surge.
Allied Winds (16th level): When you spend a healing surge, you can shift 2 squares as a free action.
Your wind blasts in crisscrossing funnels, whipping into your enemies and granting your allies renewed breath.
Encounter Healing, Implement, Primal
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and an ally adjacent to the target regains hit points equal to your Wisdom modifier.
As your friend catches his or her breath, wind gusts past, making you and your allies harder to see.
Encounter Primal
Immediate Reaction Ranged 10
Trigger: An ally within 10 squares of you uses his or her second wind
Target: The triggering ally
Effect: The target and each ally within 5 squares of him or her gain concealment until the end of your next turn.
The Spiral Wind calls on its cold or thunderous cousins to help you or takes its spiral path one twist further and explodes into radiance.
Daily Healing, Implement, Primal, Varies
Standard Action Close blast 5
Special: Choose cold, radiant, or thunder whenever you use this power. Your choice determines both the power’s damage type and an effect.
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 4d10 + Wisdom modifier damage of the type you chose.
Miss: Half damage.
Effect (Cold): Each target is slowed (save ends).
Effect (Radiant): Each ally in the blast regains hit points equal to your Wisdom modifier + one-half your level.
Effect (Thunder): One target of your choice is dazed until the end of your next turn.
"Once the storm begins, no mortal force can halt it."
Prerequisite: Druid
The might of primal storms—furious things of lightning, thunder, and rain—courses through your magic. Few druids walk the path of the storm speaker, for it is fraught with indomitable forces that can be channeled only temporarily, rather than truly controlled. The storm speaker dabbles with primal powers that dance and surge across the sky, free of all fetters.
Storm speakers seek out broad plains, the better to see and study storms that sweep across the sky. Their lodges are marked by tall spikes of iron marked with yellow and blue runes. During a storm, a speaker meditates within one of these lodges, allowing his or her mind to wander among the winds and rain. If the storms are open to sharing their secrets, bolts of lightning strike the iron spikes, sending waves of primal energy over the speaker, fortifying his or her power.
Storm Speaker Action (11th level): When you spend an action point to take an extra action, you can also fly 8 squares as a free action. This movement doesn’t provoke opportunity attacks.
Storm Touched (11th level): You gain resist 5 lightning and resist 5 thunder. Whenever you take lightning or thunder damage, you gain 5 temporary hit points, and you gain a +1 bonus to attack rolls with primal powers until the end of your next turn.
Dancing Tempest (16th level): Once per round when you hit an enemy with a lightning or a thunder power, you can shift 1 square as a free action.
With a great roar, you channel the fury of a primal storm. Lightning dances around you and strikes your enemies.
Encounter Beast Form, Implement, Lightning, Primal
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier lightning damage, and you gain a +2 power bonus to attack rolls against the target until the end of your next turn.
A funnel cloud forms around you, knocking aside your enemies and shielding you from harm.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses. When any enemy ends its turn adjacent to you, you can slide that enemy 1 square as a free action.
For a short time, you become a child of storms. Thunder booms as lightning crackles around you, launching at your enemies.
Daily Implement, Lightning, Primal, Thunder
Standard Action Close burst 3
Target: One, two, or three enemies in the burst
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier lightning and thunder damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can use the Storm Child Attack power once per round, either in your humanoid form or in your beast form.
At-Will Implement, Lightning, Primal, Thunder
Minor Action Close burst 5
Target: One creature in the burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage.
Requirement: You must have the Storm Child power activated to use this power.
"Quiet now! Do you hear them? Can you feel them? My children are everywhere, eager to feast on your ripe flesh."
Prerequisite: Druid, evil alignment
Your enduring interest in the lowliest creatures grants you power over them. You cement your connection when you invite vermin to inhabit your body, to nestle in your crevices and drink deep on your fluids. In exchange, the clicking and skittering creatures serve your command, lending their power to your efforts in championing darkness.
The vermin respond each time you wield primal magic. The more accustomed you are to these parasites, the more you learn to direct them in useful ways. Still, the cost to your body is severe. Forever more, your flesh bears the signs of the infestation you host.
Vermin Action (11th level): When you spend an action point to take an extra action, each enemy adjacent to you takes poison damage equal to your Wisdom modifier, and you and each ally adjacent to you gain a +2 power bonus to all defenses until the end of your next turn.
Vermin Friend (11th level): You gain resist 10 poison. At 21st level, the resistance increases to 15.
Wings of the Swarm (16th level): Whenever you use a primal encounter or daily attack power, you gain a fly speed of 6 until the end of your next turn.
Your foes are horrified when squirming maggots bulge from their bodies, then transform into biting flies.
Encounter Implement, Primal
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and you can slide the target up to 2 squares.
Effect: Until the end of your next turn, each target grants combat advantage and gains vulnerable 5 to all damage.
Your consciousness worms its way into you allies’ minds. You all now fight with a single purpose.
Daily Primal
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of the encounter, each target can communicate telepathically with any of the other targets within 20 squares. In addition, enemies cannot gain combat advantage by flanking a target, and you can use a move action to slide another target within 10 squares of you up to 5 squares.
Your body collapses into a seething cloud of ravenous insects. They devour anything in their path.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the form of a vermin swarm until the end of the encounter or until you end it as a minor action.
While in this form, you can occupy the same space as another creature; enemies can enter your space, which is difficult terrain to them; you cannot be pulled, pushed, or slid by melee or ranged attacks; and you can use the secondary power at will.
Daily Poison, Primal
Standard Action Melee 1
Requirement: The power From One to Many must be active in order to use this power.
Target: One or two creatures
Effect: Each target takes ongoing 20 poison damage (save ends). You then shift up to half your speed. Each time the target takes the ongoing damage, you can slide it 1 square as a free action.
"For you, despoiler, these seeds are a promise of death."
Prerequisite: Druid, Primal Swarm class feature
As a druid who assumes swarm shapes, you have already mastered complex magic that maintains your identity even while you are dispersed in the form of many insects. Your new path focuses on gaining greater control of the individuals that compose your swarm forms. Most druids work with one swarm shape at a time, but you mix many different types of seeds, leaves, insects, and other natural things into a supremely flexible form, which adapts to any challenge.
Many of your powers take advantage of the whirling wings of the seeds called samaras or the buzzing wings of insects. You can take f light as smoothly as you shift into beast form, then send pieces of yourself whirling among your allies to protect them from harm.
Parting Swarm (11th level): While you are in beast form, you are immune to being pulled, pushed, and slid by melee attacks and ranged attacks.
Shed Bulk for Speed (11th level): When you spend an action point to take an extra action, you can reroll two different attack rolls before the end of your next turn. When you make one of these rerolls, you take 1d10 + one-half your level damage and use either result.
Spinning Wings (16th level): When you change from humanoid form to your beast form on your turn, you gain a fly speed equal to your speed until the end of your turn.
The whirling wings of your swarm form extend out, cutting your enemies before spiraling protectively around your friend.
Encounter Beast Form, Implement, Primal
Standard Action Melee 2
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage. An ally within 2 squares of you gains temporary hit points equal to your Wisdom modifier.
Pieces of your beast form cling heavily to any who dare slash at you.
Encounter Beast Form, Primal
Free Action Personal
Trigger: You use wild shape to change into beast form
Effect: Until the end of your next turn, you become insubstantial and can move through enemies’ spaces while you are in beast form.
Seeds erupt around you, blinding your enemies and then whirling around you, ready to blind again.
Daily Implement, Primal
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage, and the target is blinded (save ends).
Effect: Until the end of the encounter, you gain two benefits while you are in beast form: You can shift 2 squares as a minor action, and whenever you score a critical hit against an enemy, that enemy is blinded (save ends).