You lunge at your foe, making an attack it cannot ignore.
At-Will
Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
Effect: You mark the target until the end of your next turn.
Special: When you charge, you can use this power in place of a melee basic attack.
Your strike points the way for a tiny fey. It appears at your enemy’s side and begins pulling and plucking to distract the foe momentarily.
At-Will
Primal, Weapon
Standard Action Melee 1
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you until the start of your next turn.
Level 21: 2[W] + Strength modifier damage.
Effect: Until the start of your next turn, you gain a +2 power bonus to warden’s fury damage rolls.
Primal power flows from the ground to give the weight of stone to your strike and to your skin, shielding you from attack for a moment.
At-Will
Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain a +1 power bonus to AC until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Drawing power from the earth, you smash your weapon into your foe and bolster yourself against attack.
At-Will
Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier.
Level 21: 2[W] + Strength modifier damage.
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
At-Wil
l Primal, Weapon
Standard Action Melee 2
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you pull the target 1 square.
Level 21: 2[W] + Strength modifier damage.
Your attack sends the primal energy of earth flowing into your enemy, slowing its movement.
At-Wi
ll Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
The might of your attack boosts the vigor of an ally fighting at your side.
At-W
ill Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an ally adjacent to you gains temporary hit points equal to your Wisdom modifier.
Level 21: 2[W] + Strength modifier damage.
When you strike with lightning, a pulse of thunder pounds your target’s companion.
At-
Will Lightning, Primal, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier lightning damage, and one enemy within 2 squares of you that is marked by you, other than the target, takes thunder damage equal to your Constitution modifier.
Level 21: 2[W] + Strength modifier lightning damage.
The earth rises in concert with your attack, driving sharp spikes of wood and stone up toward your foe even as your weapon slams down.
Enco
unter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Until the end of your next turn, the target’s space and each square adjacent to it are filled with spikes. Any enemy that enters this spike-filled area or starts its turn there takes 5 damage. An enemy can take this damage only once per turn.
Your attack unleashes a primal wind that batters foes driven to engage you.
Enc
ounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and each enemy marked by you, other than the target, takes damage equal to your Constitution modifier.
Stormheart: You also slide each enemy marked by you 1 square.
You draw on the spirit of the storm to drag foes closer for your next attack.
En
counter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you pull each enemy within 3 squares of you 2 squares.
You slam your weapon against the ground, bringing forth primal energy that causes the earth to batter your foes and churn beneath their feet.
E
ncounter Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage.
Effect: Until the end of your next turn, each square in the burst is difficult terrain for your enemies.
You tear into the target with two fast strikes, crippling its ability to respond to any foe but you.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. Make the attack roll twice and use either result.
Hit: 1[W] + Strength modifier damage. Until the end of your next turn, the target takes a –2 penalty to attack rolls for attacks that don’t include you as a target. If both of your attack rolls would hit, the penalty equals –5.
Wildblood: The penalty to attack rolls equals your Wisdom modifier, or 1 + your Wisdom modifier if both of your attack rolls would hit.
The burst of primal energy you unleash ripples through the ground around you and limits your foes’ movement.
Encounter Primal, Weapon, Zone
Standard Action Close burst 1
Effect: The burst creates a zone of rippling earth that lasts until the end of your next turn. Make the following attack.
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. The target is knocked prone when it leaves the zone.
Earthstrength: The target also takes damage equal to your Constitution modifier when it leaves the zone.
An aggressive strike signals your fey allies to launch tiny missiles into the enemies’ midst
.
Encounter Primal, Weapon
Standard Action Close blast 2
Target: One enemy adjacent to you in the blast
Attack: Strength vs. AC
Hit: 1[W] damage, and each other enemy in the blast takes damage equal to your Strength modifier.
Effect: Each enemy in the blast is marked by you until the end of your next turn.
As your attack hits, you channel the spirit of the thunder ram to knock your foe and its companions away from yo
u.
Encounter Primal, Thunder, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier thunder damage. Make a secondary attack that is a close blast 3.
Earthstrength: You also push the primary target a number of squares equal to your Constitution modifier.
Secondary Target: Each creature in the blast
Secondary Attack: Strength vs. Fortitude
Hit: 1d6 thunder damage, and you push the secondary target 1 square.
Your weapon crashes against your enemy and sends a tremor to strike another foe whose attention you have bou
nd.
Encounter Primal, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and one enemy marked by you that you can see takes thunder damage equal to your Strength modifier and becomes immobilized until the end of your next turn.
In the aftermath of your attack, foes that hit you grant vigor to your all
ies.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, when any enemy hits you, an ally within 3 squares of you gains 5 temporary hit points.
Lifespirit: Add your Wisdom modifier to the temporary hit points.
Primal power boils in your blood, and you surge into a frenzy, making two powerful att
acks.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Wildblood: The attack deals extra damage equal to your Wisdom modifier.
Effect: Make the attack one more time against the same target or a different one.
You transform to take on a protective shell of rock and earth, shielding you and allowing you to call thunder and lightning to strike
your foes.
Daily Lightning, Polymorph, Primal, Thunder
Minor Action Personal
Effect: You assume the guardian form of mountain’s thunder until the end of the encounter. While you are in this form, you gain resist 3 to all damage and a +1 bonus to AC. Once per round when you hit an enemy with a melee attack, each enemy marked by you takes thunder damage equal to your Strength modifier.
Once during this encounter, you can use the Form of Mountain's Thunder Attack power while you are in this form.
Encounter Lightning, Polymorph, Primal, Thunder, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier thunder damage, and you knock the target prone.
Miss: Half damage.
Effect: Each enemy marked by you takes lightning damage equal to your Strength modifier.
Requirement: The Form of Mountain's Thunder power must be active in order to use this power.
Dark scales coat your skin, allowing you to move with the subtlety of a snake and to envenom your attack at the time
you choose.
Daily Poison, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the dread serpent until the end of the encounter. While you are in this form, you gain resist 5 poison and a +2 bonus to Reflex. In addition, you can shift 1 square as a minor action. Once during this encounter, you can use the Form of the Dread Serpent Attack while you are in this form.
Encounter Poison, Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Miss: Half damage, and the target takes ongoing 2 poison damage and is slowed (save ends both).
Requirement: The power Form of the Dread Serpent must be active for you to use this power.
You gain the keen senses of a relentless hunter, ignoring your foes’ attempts to conceal themselves and denying them advantage against you an
d your allies.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the faultless tracker until the end of the encounter. While you are in this form, you gain a +5 power bonus to Perception checks, and you ignore the penalty to attack rolls from concealment (but not total concealment). In addition, you and any allies within 2 squares of you do not grant combat advantage for being flanked.
Once during this encounter, you can use the Form of the Faultless Tracker Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target can’t gain concealment or total concealment (save ends both).
Requirement: The power Form of the Faultless Tracker must be active for you to use this power.
You become mightier and faster, manifesting the horns and hooves of a ram. Your attacks push your foes around the battlefield, and you can make another attack to push a foe and
knock it prone.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the fearsome ram until the end of the encounter. While you are in this form, you gain a +2 power bonus to speed and a +2 bonus to charge attack rolls. In addition, when you hit a target with an at-will attack, you push the target 1 square. If the attack already pushes the target, the distance of the push increases by 1 square.
Special: Once during this encounter, you can use the Form of the Fearsome Ram attack power while you are in this form.
You become mightier and faster, manifesting the horns and hooves of a ram. Your attacks push your foes around the battlefield, and you can make another attack to push a foe and
knock it prone.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Fearsome Ram power must be active to use this power.
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you push the target 3 squares and knock it prone. You then shift into a space that must be adjacent to the target.
Miss: Half damage, and you push the target 1 square. You then shift into a square the target vacated.
Your mind guarded against assault, you take on characteristics of a hyena, your lips curling into a cackling sneer as you ha
rry adjacent foes.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the laughing killer until the end of the encounter. While you are in this form, you gain a +2 bonus to Will and to saving throws against charm effects and fear effects. In addition, your allies have combat advantage when making melee attacks against any enemy adjacent to you.
Once during this encounter, you can use the Form of the Laughing Killer Attack while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One bloodied creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage.
Requirement: The power Form of the Laughing Killer must be active for you to use this power.
You take on the bestial fangs, sleek fur, and hunting grace of a panther. At the time you choose, you can make a nimble attack, darting across the battlefield to deal a bleeding wound
to one of your foes.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action.
Special: Once during this encounter, you can use the Form of the Relentless Panther Attack power while you are in this form.
You take on the bestial fangs, sleek fur, and hunting grace of a panther. At the time you choose, you can make a nimble attack, darting across the battlefield to deal a bleeding wound t
o one of your foes.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Relentless Panther power must be active to use this power.
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 2 damage (save ends).
You take on the rough skin of a crocodile, granting you its relentless nature and letting you pass
easily through water.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the swamp hunter until the end of the encounter. While you are in this form, you gain swamp walk, a swim speed equal to your speed, and a +2 bonus to attack rolls against immobilized creatures. In addition, when you reduce any enemy marked by you to 0 hit points with an attack, you mark one enemy within 5 squares of you until the end of your next turn.
Once during this encounter, you can use the Form of the Swamp Hunter Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and you grab the target. If the target is dazed, immobilized, slowed, or stunned, the attack deals 1[W] extra damage.
Miss: Half damage.
Requirement: The power Form of the Swamp Hunter must be active in order to use this power.
Flames spring up across your body and spread until you become living fire. Heat pours from your body and scorches your foes, but the primal spirits ensure the
flames do not harm you.
Daily Fire, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the walking conflagration until the end of the encounter. While you are in this form, you gain resist 5 fire. Until the end of the encounter, when you mark an enemy using your Nature’s Wrath class feature, that enemy gains vulnerable 3 fire damage until the mark ends.
Once during this encounter, you can use the power Walking Conflagration Attack while you are in this form.
Daily Fire, Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The power Form of the Walking Conflagration must be active in order to use this power.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: The target takes ongoing 5 fire damage and is dazed (save ends). While a target is dazed by this effect, whenever an enemy starts its turn in a square adjacent to the target, that enemy takes fire damage equal to your Constitution modifier or your Wisdom modifier.
Your skin takes on the appearance of smooth bark, and you draw strength from the earth. Your presence heightens your allies’ endurance, and your viny branches help pr
otect your nearby friends.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the willow sentinel until the end of the encounter. While you are in this form, you can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to you.
Special: Once during this encounter, you can use the Form of the Willow Sentinel Attack power while you are in this form.
Your skin takes on the appearance of smooth bark, and you draw strength from the earth. Your presence heightens your allies’ endurance, and your viny branches help pro
tect your nearby friends.
Encounter Polymorph, Primal, Weapon
Immediate Interrupt Melee 1
Requirement: The Form of the Willow Sentinel power must be active to use this power.
Trigger: An enemy adjacent to you makes an attack roll against your ally
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target takes a -4 penalty to the triggering attack roll.
Miss: Half damage, and the target takes a -2 penalty to the triggering attack roll.
Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies’ movement. At the time you choose, you can swing your weapon in a freezing whirlwind that
holds your enemies in place.
Daily Cold, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of winter’s herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies.
Special: Once during this encounter, you can use the Form of Winter's Herald Attack power while you are in this form.
Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies’ movement. At the time you choose, you can swing your weapon in a freezing whirlwind that h
olds your enemies in place.
Encounter Cold, Polymorph, Primal, Weapon
Standard Action Close burst 1
Requirement: The Form of the Winter's Herald power must be active to use this power.
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
A bright light answers your call and heralds the faerie guardian’s arrival. The diminutive warrior flutters near your foe while worryi
ng it with feints and strikes.
Daily Conjuration, Primal
Minor Action Ranged 5
Effect: You conjure a faerie guardian in an unoccupied square within range. The faerie lasts until the end of the encounter or until you dismiss it as a minor action. As a minor action, you can move the faerie up to 5 squares.
Whenever you use your Nature’s Wrath class feature, one enemy adjacent to your faerie guardian also becomes marked by you until the end of your next turn.
As you shake off a debilitating condition, your primal m
ight raises your foes’ ire.
Encounter Primal
No Action Close burst 5
Trigger: You succeed on the saving throw granted by your Font of Life class feature
Target: Each enemy in the burst
Effect: You mark each target until the end of your next turn.
You call on the primal energy in your blood, allowing you to find your
foes like a keen-eyed hawk.
Encounter Primal
Minor Action Personal
Effect: You make a Perception check with a +10 power bonus.
You surround your friend with ghostly thorns that impale any e
nemy that attacks him or her.
Encounter Primal
Minor Action Close burst 5
Target: One ally in the burst
Effect: Until the end of your next turn, when any enemy marked by you hits or misses the target, that enemy takes 5 damage.
Like an agile mountain lion, you leap acros
s difficult terrain with ease.
Encounter Primal
Minor Action Personal
Effect: You ignore difficult terrain until the end of your next turn.
Plants burst into life around you. They sway back and forth to shield your allies, parting
to allow attacks against your foes.
Daily Primal, Zone
Standard Action Close burst 3
Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
One victory giv
es you strength to achieve the next.
Daily Healing, Primal
Minor Action Personal
Requirement: You must have reduced an enemy to 0 hit points during this turn.
Effect: You regain hit points equal to 1d6 + your Wisdom modifier + your Constitution modifier.
Your wrath is a storm, and an enemy that fe
els it is moved against its will.
Encounter Primal
Minor Action Melee 1
Target: One enemy marked by you
Effect: You slide the target 1 square.
You increase your vulnerability in com
bat to shore up an ally’s defense.
Encounter Primal
Minor Action Melee 1
Target: One ally
Effect: Until the end of your next turn, you take a penalty to AC equal to your Constitution modifier, and the target gains a power bonus to AC equal to your Constitution modifier. If the target has any creatures marked, those marks end, and if the target marks a creature, this effect ends.
An upward sweep of your weapon summons the breath of chaos to gust through your enemies’
ranks as your form fades slightly.
Encounter Primal, Weapon
Standard Action Close blast 2
Target: Each enemy in the blast
Attack: Strength vs. Fortitude
Hit: 1[W] damage, and you slide the target 1 square. If the target is marked by you, it takes 1d6 extra damage.
Effect: You become insubstantial until the start of your next turn, and you can shift up to your speed to any unoccupied square adjacent to the blast.
You slam your weapon into the ground, causing the earth to toss
and churn as if from an earthquake.
Encounter Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target cannot shift until the end of your next turn.
The primal power of earth courses through your weapon and slams your foe to the ground
, where rocks and roots hold it firm.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you knock the target prone. The first time the target stands up before the end of your next turn, it takes 1d10 + your Strength modifier damage.
Earthstrength: The target can’t stand up until the end of your next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + your Strength modifier damage.
As you hit with a brutal attack, a wave of primal energy ripples
through the ground around the target.
Encounter Primal, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the squares adjacent to the target become a zone of shifting ground until the end of your next turn. Any enemy marked by you that enters the zone is knocked prone.
You press the attack, slicing into your foe and standing
ready to pursue if it attempts to flee.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target shifts before the start of your next turn, you shift 2 squares as an immediate reaction.
Wildblood: The number of squares you shift equals 1 + your Wisdom modifier.
You quickly close the distance t
o a foe, striking with a furious attack.
Encounter Primal, Weapon
Standard Action Melee weapon
Effect: Before the attack, you move 4 squares.
Wildblood: Add your Wisdom modifier to the number of squares you can move.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Your attack hinders your foe’s
movement as much as the roughest terrain.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed until the end of your next turn.
Earthstrength: The attack deals extra damage equal to your Constitution modifier.
Calling lightning down from the clouds, you
hurl your electrified weapon at your foe.
Encounter Lightning, Primal, Weapon
Standard Action Ranged 5
Requirement: You must throw your weapon at the target.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage + 1d8 lightning damage, and you gain resist 10 lightning until the end of your next turn.
Effect: Your weapon returns to your hand.
A burst of spiritual energy fuels a flurry of attacks against your foes and grants your a
llies the toughened hide of a primal beast.
Encounter Primal, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and each ally in the burst gains resist 3 to all damage until the end of your next turn.
Lifespirit: The resistance equals 2 + your Wisdom modifier.
You channel the essence of a storm into your weapon. As your strike hammers home
, a peal of thunder crashes over your enemy.
Encounter Primal, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier thunder damage, and the target is dazed and deafened until the end of your next turn.
Lightning summoned by your attack
arcs from the target to strike a second foe.
Encounter Lightning, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier lightning damage, and one enemy marked by you, other than the target, must choose either to fall prone or to take 5 lightning damage.
Stormheart: Whatever its choice, the marked enemy takes lightning damage equal to your Constitution modifier.
You sacrifice your foes to summon the hunger of Codrichun: a noxious cloud of blood and abrading grit. The cloud boils around
you until you hurl it away in a terrifying blast.
Daily Primal, Zone
Minor Action Close burst 1
Effect: The burst creates a zone of blood and grit that lasts until the end of the encounter. The zone moves with you, remaining centered on your space. You and your allies in the zone have concealment. Marked enemies that start their turns within the zone take damage equal to your Constitution modifier or Wisdom modifier. While the zone is active, you can use the
Boiling Cloud Attack power once.
Daily Primal, Weapon
Standard Action Close blast 3
Requirement: The power Boiling Cloud must be active in order to use this power.
Effect: The zone ends.
Target: Each enemy in the blast and each enemy adjacent to you
Attack: Strength + 3 vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to all defenses (save ends).
A sweep of your weapon blasts your foes and turns the ground before you in
to a shallow bog, which hinders creatures’ movement.
Daily Primal, Weapon, Zone
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: The blast creates a swampy zone that lasts until the end of your next turn. The zone is difficult terrain, and any creature that ends its turn within the zone is slowed (save ends).
Sustain Minor: The zone persists.
The ground before you shakes when you strike it with your weapon,
blasting creatures and knocking them off their feet.
Daily Primal, Weapon, Zone
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Miss: Half damage.
Effect: Each target is knocked prone. The blast creates a zone of shifting earth that lasts until the end of your next turn. The zone is difficult terrain, and any creature that ends its turn within the zone is knocked prone.
Sustain Minor: The zone persists.
You sweep your weapon in a wide arc, drawing on primal e
nergy to cast a hail of poisonous thorns at your foes.
Daily Poison, Primal, Weapon
Standard Action Close blast 3
Target: Each creature in the blast you can see
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Miss: Half damage, and the target is slowed (save ends).
Your attack binds the target to you, f
urther hindering its attacks if it does not engage you.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: While the target is marked by you, its penalty to attack rolls for the marked condition is –5 instead of –2. This effect lasts until you end your turn more than 5 squares away from the target or until the end of the encounter.
The spectral essence of a primeval forest
erupts around the target, impeding your foes’ movement.
Daily Primal, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage. The target’s space and each square adjacent to it become a zone of difficult terrain for your enemies until the end of the encounter.
Miss: Half damage.
Effect: Until the end of the encounter, when you first hit any enemy after using this power, that enemy’s current space and each square adjacent to it become a zone of difficult terrain for your enemies until the end of the encounter.
Whirling your weapon overhead, you create a s
torm of wind and lightning that you hurl at your enemies.
Daily Lightning, Primal, Weapon
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier lightning damage, and you slide the target 3 squares.
Miss: Half damage, and you slide the target 1 square.
With a clap of thunder, you tel
eport next to an enemy and slam it with a thunderous blow.
Daily Primal, Teleportation, Thunder, Weapon
Standard Action Melee weapon
Effect: Before the attack, you teleport 5 squares.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier thunder damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Your attack saps life from your enemies and unlocks a wellspring of healing ener
gy, which revitalizes you and those who fight at your side.
Daily Healing, Primal, Weapon
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage.
Effect: Until the end of the encounter, you gain regeneration 5 while bloodied. At the start of each of your turns, you can forgo regaining the 5 hit points to allow a bloodied ally adjacent to you to regain them instead.
With a sweep of your w
eapon, a gale spawned from a blizzard blasts over your foes.
Daily Cold, Primal, Weapon, Zone
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier cold damage, and the target is slowed (save ends).
Miss: Half damage.
Effect: The blast creates a zone of frost that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes 5 cold damage. A creature can take this damage only once per turn.
Sustain Minor: The zone persists.
Drawing on the boundles
s endurance of a bear, you regain a measure of your vitality.
Daily Healing, Primal
Immediate Interrupt Personal
Trigger: You drop to 0 hit points or fewer
Effect: You regain hit points as if you had spent a healing surge.
Primal power from the earth fortifies your body and mind.
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +1 power bonus to all defenses.
Tiny glowing fey folk flit and caper through the air around you. Th
eir movements make it difficult for distant enemies to see you.
Daily Primal, Zone
Minor Action Close burst 1
Effect: The burst becomes a zone that lasts until the end of your next turn. Enemies treat the zone as lightly obscured terrain.
Sustain Minor: The zone persists.
You
draw on your strength to return the aid given to you by an ally.
Daily Primal
Immediate Interrupt Personal
Trigger: An ally targets you with a power that does not include that ally as a target
Effect: The ally also becomes a target of the power.
You draw on the
strength of flowing water to glide through the waves with ease.
At-Will Primal
Minor Action Personal
Effect: You gain a swim speed equal to your speed until the end of your turn.
Your primal
might allows you to regain additional vigor in the heat of combat.
Daily Healing, Primal
Minor Action Personal
Effect: You use your second wind and regain 2d6 additional hit points.
Ice forms o
n the ground around you as you fight, limiting your foes’ movement.
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, enemies can’t shift into or out of squares adjacent to you.
Your devastating attacks are fueled by a surge of primal fury.
Daily Primal
Minor Action Personal
Effect: Until the end of your next turn, whenever you make an attack roll or a damage roll with a weapon attack, roll a d6 and add it as a power bonus to the roll.
A
sudden gust of wind whips around you, lifting you into the fray.
Encounter Primal
Move Action Personal
Effect: You shift 2 squares. You ignore difficult terrain during the shift.
The pain you endure increases the strength of your later attack.
Daily Primal
Immediate Reaction Personal
Trigger: An enemy’s attack hits you and damages you
Effect: You take extra damage from the triggering attack equal to one-half your level. The next time you attack any enemy marked by you before the end of the encounter, you gain a bonus equal to your Constitution modifier to the attack roll and the damage roll.
As you swing your weap
on around you, you draw forth spiritual energy to damage your foes.
Encounter Primal, Weapon
Standard Action Close burst 2
Target: Each enemy marked by you in the burst
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier damage.
The spirits of earth reward your attack with a gift of health.
Encounter Healing, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you regain 10 hit points.
You strike the ground and send a rolling tremor through the earth.
Encounter Primal, Thunder, Weapon
Standard Action Close blast 3
Special: You ignore blocking terrain when determining line of effect for this attack.
Target: Each creature in the blast
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier thunder damage, and the target is slowed until the end of your next turn. The target emerges to the nearest unoccupied space if it is burrowing or falls if it is climbing, and it cannot burrow or climb until the end of your next turn.
You cal
l upon the fury of the forge to destroy your enemies with primal fire.
Encounter Fire, Primal, Weapon
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage plus 1d12 fire damage.
Effect: Until the end of your next turn, creatures inside the area of the blast have concealment.
In a blur of movement, you attack an enemy that closes with your ally.
Encounter Primal, Weapon
Immediate Reaction Melee 1
Trigger: An enemy enters a square adjacent to an ally within 3 squares of you on its turn
Wildblood: Add your Wisdom modifier to the number of squares away from you the ally can be.
Effect: You shift your speed to a square adjacent to the triggering enemy and then make the following attack.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target takes a –5 penalty to attack rolls until the end of its turn.
You stab your weapon arm straight up, and it sprouts long,
sharp wooden protrusions that stab out at your enemies like spider legs.
Encounter Primal, Weapon
Standard Action Close burst 3
Target: Two creatures in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
You strike with the strength of a mountain: brutal and unforgettable.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to melee attack rolls until the end of your next turn.
Earthstrength: The penalty to melee attack rolls equals 1 + your Constitution modifier.
The fury of your attack
extends its reach, drawing your foes close or knocking them to the ground.
Encounter Primal, Weapon
Standard Action Melee weapon + 1 reach
Target: One or two creatures
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can either pull the target 1 square or knock it prone.
Earthstrength: The number of squares you can pull the target equals 2.
A primal storm wind sweeps you and
your allies into each other’s positions as you take attacks meant for them.
Encounter Primal, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Until the end of your next turn, when any ally adjacent to you is targeted by an attack that does not include you as a target, you can swap places with that ally as an immediate interrupt. You become the target of the attack instead of the ally.
Lifespirit: The attack that targets you takes a penalty to the attack roll equal to your Wisdom modifier.
Predatory inst
incts guide your attack as you position your prey exactly where you want it.
Encounter Fear, Primal, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you slide the target 1 square. You can slide the target into a second creature’s space and then slide the second creature 1 square.
Wildblood: Both the target and the second creature take psychic damage equal to your Wisdom modifier.
As you strike your f
oe, poisoned thorns burst from your weapon and lodge in your target’s allies.
Encounter Poison, Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Strength vs. Reflex
Hit: 5 poison damage.
Your attack bites deep with a pulse of cold
, hindering the target’s movement even as it ripples out to strike other foes.
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 slowed until the end of your next turn.
Stormheart: Until the end of your next turn, if the target makes an attack that does not include you as a target, the target and each enemy marked by you take cold damage equal to your Constitution modifier.
A protective laye
r of earth and vines wraps you tight, lashing out with your attack to hinder a foe.
Daily Healing, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of paradise’s bounty until the end of the encounter. While you are in this form, you gain resist 5 necrotic and a +2 bonus to Fortitude. In addition, whenever you spend a healing surge, each ally within 2 squares of you regains 5 hit points.
Once during this encounter, you can use the Form of Paradise'
s Bounty Attack power while you are in this form.
Encounter Healing, Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is dazed and slowed until the end of your next turn.
Requirement: The power Form of Paradise's Bounty must be active in order to use this power.
A supple layer of protect
ive scales covers your skin and bestows the strike of the flame snake on your weapon.
Daily Fire, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the flame snake until the end of the encounter. While you are in this form, you gain resist 10 fire, a +1 bonus to AC, and a +5 bonus to Athletics checks.
Once during this encounter, you can use the power Form
of the Flame Snake Attack while you are in this form.
Encounter Fire, Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier fire damage.
Effect: The target takes ongoing 10 fire damage (save ends).
Requirement: The power Form of the Flame Snake must be active in order to use this power.
You strike wounded foes with particular ferocity. When the tim
e is right, you make a brutal attack against your chosen foe, opening a bleeding wound.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the frenzied wolverine until the end of the encounter. While you are in this form, you gain a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, you can use your second wind as a minor action.
Special: Once during this encounter, you can use the Form of the Frenzied Wolverine Attack power while you are in this form.
You strike wounded foes with particular ferocity. When the time
is right, you make a brutal attack against your chosen foe, opening a bleeding wound.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Frenzied Wolverine power must be active to use this power.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 2 damage (save ends).
Your skin takes on the texture of a
great shark’s, granting you mobility in water and the driven attack of an ocean predator.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the hunting shark until the end of the encounter. While you are in this form, you gain a swim speed equal to your speed. In addition, while any ally flanks an enemy with you, he or she gains a +4 bonus to attack rolls against that enemy because of combat advantage, instead of +2.
Once during this encounter, you can use the Form of the
Hunting Shark Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is bloodied, it takes ongoing damage equal to 5 + your Wisdom modifier (save ends).
Miss: Half damage. If the target is bloodied, it takes ongoing damage equal to your Wisdom modifier (save ends).
Requirement: The power Form of the Hunting Shark must be active in order to use this power.
Your skin thickens into rough bark, and your hair becomes a mane of leaves. Y
our arms lengthen so that you can attack your foes and protect your allies from a distance.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the oak sentinel until the end of the encounter. While you are in this form, your melee reach increases by 1. In addition, any enemy that hits you with a melee attack takes damage equal to your Strength modifier. This damage increases to twice your Strength modifier at 21st level.
Special: Once during this encounter, you can use the Form of the Oak Sentinel Attack power while you are in this form.
Your skin thickens into rough bark, and your hair becomes a mane of leaves. Yo
ur arms lengthen so that you can attack your foes and protect your allies from a distance.
Encounter Polymorph, Primal, Weapon
Immediate Interrupt Melee weapon
Requirement: The Form of the Oak Sentinel power must be active to use this power.
Trigger: An enemy within your reach makes a melee attack against your ally
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You become the target of the triggering attack, even if you aren’t within that attack’s range.
A haze of s
and surrounds you, protecting you from harm and letting you move like a blinding desert wind.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the sirocco until the end of the encounter. While you are in this form, you gain resist 5 to all damage, and you can shift 2 squares as a move action. In addition, whenever you shift, you can move through enemies’ spaces.
Once during this encounter, you can use
the Form of the Sirocco Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target is blinded (save ends).
Miss: Half damage, and the target is blinded until the end of your next turn.
Requirement: The Form of the Sirocco power must be active in order to use this power.
Your body transforms to give you the thick hide and
determined pace of the mighty mastodon, allowing you to knock creatures across the battlefield.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the stalwart mastodon until the end of the encounter. While you are in this form, you gain a +2 bonus to all defenses while bloodied. In addition, when you push or slide an enemy, you can increase the distance of the forced movement by 1 square.
Once during this encounter, you can use the Form o
f the Stalwart Mastodon power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee 1
Target: One creature
Attack: Strength + 2 vs. Fortitude.
Hit: 2[W] + Strength modifier damage, and you slide the target 2 squares and knock it prone. You must shift to a square the target vacated.
Requirement: The Form of the Stalwart Mastodon power must be active in order for you to use this power.
Your body becomes a fusion of flesh and rough stone, invigorated by your connection to the earth.
Daily Healing, Polymorph, Primal
Minor Action Personal
Effect: You regain hit points as if you had spent a healing surge. You also assume the guardian form of the stone sentinel until the end of the encounter. While you are in this form, you gain regeneration equal to your Constitution modifier.
Special: Once during this encounter, you can use the Form of the Stone Sentinel Attack power while you are in this form.
Y
our body becomes a fusion of flesh and rough stone, invigorated by your connection to the earth.
Encounter Healing, Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Stone Sentinel power must be active to use this power.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You can spend a healing surge.
Majestic feathered wings s
prout from your back, and lightning crackles around your talonlike hands, as you leap into the air.
Daily Lightning, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the storm eagle until the end of the encounter. While you are in this form, you gain resist 5 lightning. You can fly your speed as a move action and must land at the end of the action.
Special: Once during this encounter, you can use the Form of the Storm Eagle Attack power while you are in this form.
Majestic feathered wings sp
rout from your back, and lightning crackles around your talonlike hands, as you leap into the air.
Encounter Lightning, Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Storm Eagle power must be active to use this power.
Effect: Before the attack, you move your speed.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier lightning damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
A
howling wind heralds your transformation and, in answer, your body fades until only violence remains.
Daily Polymorph, Thunder
Minor Action Personal
Effect: You assume the guardian form of the vengeful storm until the end of the encounter. While you are in this form, you gain fly 4 (altitude limit 2, hover). In addition, each time a creature starts its turn adjacent to you, you can slide that creature 1 square as a free action.
Once during this
encounter, you can use the Vengeful Storm Attack power while you are in this form.
Daily Polymorph, Thunder, Weapon
Standard Action Melee weapon
Requirement: The power Form of the Vengeful Storm must be active in order to use this power.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage.
Effect: Whenever the target deals damage to you or an ally with an attack, the target takes 5 thunder damage and you slide the target 1 square as a free action (save ends). The target takes a -2 penalty to saving throws to end this condition.
The bond you share with your companions lets you take the injury meant for an ally.
Encounter Primal
Immediate Interrupt Close burst 2
Trigger: An ally within 2 squares of you takes damage from an attack
Target: The triggering ally in the burst
Effect: You take the damage from the attack, instead of the target, but the target takes any other effect caused by the
attack.
You meld into the ground and then emerge a short distance away.
Encounter Primal, Teleportation
Move Action Personal
Effect: You teleport a number of squares equal to your Constitution modifier.
You summon primal spirits to protect you and your allies from elemental power.
Encounter Primal
Minor Action Close burst 1
Target: You and each ally in the burst
Effect: Choose cold, fire, lightning, or thunder. Until the end of your next turn, each target gains resistance to that damage type equal to
one-half your level.
Your shield sprouts vines that grab at your enemy.
Daily Primal
Immediate Interrupt Personal
Requirement: You must be wielding a shield.
Trigger: You are hit with a melee attack.
Target: The triggering creature
Effect: You gain a +4 bonus to the defense targeted by the triggering attack until the end of your next turn. If the triggering attack misses, the target is immobilized until the end of your next turn, or until you move away from the creature, whichever co
mes first.
Your guardian form grants you even greater potency in combat.
Daily Primal
Minor Action Personal
Requirement: You must be in a guardian form and must have used that form’s attack during this encounter.
Effect: You regain the use of the guardian form’s attack.
Just as primal energy grants life to the world, it lends strength and endurance to you.
Daily Healing, Primal
Minor Action Personal
Effect: You spend a healing surge and regain additional hit points equal to your Strength modifier.
Primal bonds connect you and an ally, allowing you to share your own resilience.
Encounter Primal
No Action Close burst 5
Trigger: You start your turn
Target: One ally in the burst
Effect: The target can make a saving throw, and you can’t use your Font of Life class feature during this turn.
Earth carries your ally to safety while stone forms a protective barrier around him or her.
Daily Primal
Minor Action Close burst 5
Target: One ally in the burst
Effect: You slide the target 5 squares. Until the end of your next turn, the target gains resist 5 to all damage and a +2 power bonus to all defenses.
By drawing on your primal strength, you tap additional reserves of vitality.
Daily Primal
Minor Action Personal
Requirement: You must have used your second wind during this encounter.
Effect: You regain the use of your second
wind.
Your faerie allies cloak you in fey magic to hide you and speed you away.
Daily Illusion, Primal, Teleportation
Minor Action Melee 1
Target: You or one ally
Effect: The target becomes invisible until the end of his or her next turn or until he or she makes an attack. When the invisibility ends, the target can teleport up to 3 squares.
The primal spirits p
reserving reality’s bounds relax their vigil to loose raw elemental energy to scourge the enemies around you.
Encounter Primal, Teleportation, Varies, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. The attack's damage is the type you chose for your Elemental Breach class feature.
Effect: You
teleport 5 squares.
Spectral vines bloom around you to shield you and your allies.
Daily Primal, Zone
Minor Action Close burst 2
Effect: The burst creates a zone of protective vines that lasts until the end of the encounter. While within the zone, you and your allies gain resistance to all damage equal to your Con
stitution modifier.
Tendrils cover the enemy you hit, stopping its movement.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and the target is immobilized until the end of your next tu
rn.
Your enemies’ vitality mingles with the ground, turning it into a soupy morass.
Encounter Primal, Weapon
Standard Action Close burst 1
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.
Effect: Until the end of your next turn, the area of the burst counts as difficult terrain and any creature (other than you) in the area of the burst that takes damage falls prone.
Your attack summons a clutching mass of spectral vines that holds your enemies fast.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. The target and each enemy adjacent to it are immobilized until the end of your next turn.
Earthstrength: An additional enemy within 2 squares of the target is immobilized.
The savagery of your attack invigorates your allies when they target the same foe.
Encounter Healing, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the start of your next turn, when any ally hits the target, that ally regains 2 + your Wisdom modifier hit points.
Lifespirit: The target grants combat advantage to your allies until the start of your next turn.
Ice crystals spread from your weapon to hinder your foe, then erupt to cut other nearby enemies.
Encounter Cold, Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier cold damage, and the primary target is slowed until the end of your next turn. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Strength vs. Fortitude
Hit: 5 cold damage.
Your weapon attac
k summons up a shroud of spectral claws that follow as you slip away from the target, drawing the ire of other foes.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You shift 2 squares and then mark each enemy adjacent to you until the end of your next turn.
Wildblood: The distance you shift equals your Wisdom modifier.
Your weapon takes on the weight of stone as it smashes into your foe, knocking it off balance.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target provokes an opportunity attack from you if it shifts before the end of your next turn.
Earthstrength: On a miss, the target provokes an opportunity attack from you if it shifts before the end of your next turn.
You drive your weapon into the earth, shattering rock and spraying debris into nearby enemies.
Encounter Primal, Thunder, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier thunder damage. If the target is in difficult terrain, it takes extra damage equal to your Constitution modifier.
Earthstrength: Add 5 to the extra damage.
Your strike cracks w
ith a pulse of thunder, which knocks your target across the battlefield, and then summons lightning against other foes.
Encounter Lightning, Primal, Thunder, Weapon
Standard Action Close burst 5
Target: One creature in the burst
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier thunder damage, and you slide the target 2 squares. The target is deafened and marked until the end of your next turn. At the start of your next turn, each enemy marked by you that is not adjacent to you takes 5 lightning damage.
Stormheart: The lightning damage equals 3 + your Constitution modifier.
Your attack shrouds you in primal energy, strengthening your allies with each strike made against you.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of your next turn, when any enemy hits you, an ally within 3 squares of you gains 10 temporary hit points.
Lifespirit: Add your Wisdom modifier to the temporary hit points.
Your weapon arm transforms into a spike of rock that skewers your foe and pulls it closer.
Encounter Primal, Weapon
Standard Action Melee 2
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, you pull the target 1 square, and the target is slowed until the end of your next turn.
Your attack summons up a storm of primal fury that draws in those that try to escape it.
Encounter Primal, Teleportation, Weapon, Zone
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage.
Effect: The blast creates a zone of howling wind that lasts until the end of your next turn. Any enemy that starts its turn within the zone and ends its turn outside the zone is teleported at the end of its turn to a square within the z
one.
The light of the sun erupts around your enemy as you strike, blinding it for a moment.
Encounter Primal, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage, and the target is blinded until the end of your next turn.
Wildblood: If the target is bloodied, you shift 2 squares.
As you bring your weapon about, yo
ur fey companions latch onto your enemies, distracting them long enough to give your allies the opening they need to strike.
Encounter Primal, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The burst becomes a zone that lasts until the end of your next turn. Enemies grant combat advantage while in the zone.
A crown of flames on your head, a burst of fire around your weapon, and a s
moldering inferno in your eyes mark your transformation, protecting you from fire as you later erupt in flames to sear your foes.
Daily Fire, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of summer fire until the end of the encounter. While you are in this form, you gain resist 10 fire and a +3 bonus to damage rolls.
Special: Once during this encounter, you can use the Form of Summer Fire Attack power while you are in this form.
A crown of flames on your head, a burst of fire around your weapon, and a sm
oldering inferno in your eyes mark your transformation, protecting you from fire as you later erupt in flames to sear your foes.
Encounter Fire, Polymorph, Primal, Weapon
Standard Action Close burst 2
Requirement: The Form of Summer Fire power must be active to use this power.
Target: Each enemy in the burst
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier fire damage.
Miss: Half damage.
You take on a resilient shell of rock and ice even as your presence on the battlefield slows your foes.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the avalanche unleashed until the end of the encounter. While you are in this form, you gain resist 5 to all damage. In addition, each enemy that starts its turn within 2 squares of you is slowed until the start of its next turn.
Once during this encounte
r, you can use the Form of the Avalanche Unleashed Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you knock the target prone. The target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).
Requirement: The power Form of the Avalanche Unleashed must be active in order to use this power.
Your features twist and contort as tus
ks push out from your jaw. The fury of the boar fills you when you choose to crash into your foe, knocking it across the battlefield.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the charging boar until the end of the encounter. While you are in this form, you gain resist 5 to all damage and a +2 power bonus to Fortitude and Will.
Special: Once during this encounter, you can use the Form of the Charging Boar Attack power while you are in this form.
Your features twist and contort as tusk
s push out from your jaw. The fury of the boar fills you when you choose to crash into your foe, knocking it across the battlefield.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Charging Boar power must be active to use this power.
Effect: Before the attack, you move your speed.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you slide the target 2 squares.
Miss: Half damage, and you slide the target 1 square.
Your body takes on the form of unworked stone, toughening i
t as your forbidding presence hinders the movement of foes around you. When the time is right, you magically pull enemies to your side.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the crushing mountain until the end of the encounter. While you are in this form, you gain a +2 bonus to AC. In addition, enemies adjacent to you cannot shift, and enemies must spend 1 extra square of movement to leave squares adjacent to you.
Once during this
encounter, you can use the Form of the Crushing Mountain Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Close burst 3
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you pull the target 2 squares.
Miss: Half damage, and you pull the target 1 square.
Requirement: The power Form of the Crushing Mountain must be active in order to use this power.
You assume the aspect of a tiger, boosting your speed and agility, especially when your allies are under attack.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the hunting tiger until the end of the encounter. While you are in this form, you gain a +2 bonus to speed and Reflex. In addition, when any enemy marked by you makes an attack roll against any of your allies, you can shift 2 squares toward that enemy as a free action.
Once du
ring this encounter, you can use the Form of the Hunting Tiger Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. Make the attack roll twice and use either result.
Hit: 1[W] + Strength modifier damage. If both of your attack rolls would hit, the attack deals 10 extra damage.
Miss: Half damage.
Requirement: The power Form of the Hunting Tiger must be active in order to use this power.
Smoke
curls up from your body, spilling from fissures forming in your flesh. In an instant, fire follows to lend dread strength to your attacks.
Daily Fire, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the magma brute until the end of the encounter. While you are in this form, your melee attacks deal 1d6 extra fire damage. In addition, whenever you take damage from an attack, each enemy adjacent to you takes fire damage equal
to your Strength modifier.
Once during this encounter, you can use the Magma Brute Attack power while you are in this form.
Daily Fire, Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The power Form of the Magma Brute must be active in order to use this power.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes ongoing 10 fire damage and is slowed (save ends both).
First Failed Saving Throw: The target is immobilized instead of slowed (save ends).
Aftereffect: The target’s space and each square adjacent to it become filled with rubble until cleared. Rubble-filled squares count as difficult terrain.
Your skin becomes smooth bark that crackles with lightning. Your
arms lengthen to complete your transformation. At the moment you choose, your attack delivers a barrage of lightning that staggers your foe.
Daily Lightning, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the rowan sentinel until the end of the encounter. While you are in this form, you gain resist 10 lightning, and your melee reach increases by 1. In addition, if any enemy starts its turn within 3 squares of you and you are able to take actions, that enemy is marked until the end of your next turn.
Special: Once during this encounter, you can use the Form of the Rowan Sentinel Attack power while you are in this form.
Your skin becomes smooth bark that crackles with lightning. Your
arms lengthen to complete your transformation. At the moment you choose, your attack delivers a barrage of lightning that staggers your foe.
Encounter Lightning, Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Rowan Sentinel power must be active to use this power.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both).
Miss: Half damage, and the target is dazed until the end of your next turn.
A vortex of burni
ng desert sand surrounds you, boosting your resilience and that of your allies and allowing you to swing your weapon to create a blast of fire.
Daily Fire, Polymorph, Primal
Minor Action Personal
Effect: You gain 10 temporary hit points, and you assume the guardian form of the sand sentinel until the end of the encounter. While you are in this form, you gain a +2 bonus to Fortitude. In addition, when you hit any enemy, an ally within 5 squares of you gains 5 temporary hit points.
O
nce during this encounter, you can use the Form of the Sand Sentinel Attack power while you are in this form.
Encounter Fire, Polymorph, Primal, Weapon
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier fire damage.
Miss: Half damage.
Requirement: The Form of the Sand Sentinel power must be active in order to use this power.
Stony plating spreads to
armor your body and root you to the ground. When the time is right, you can swing your weapon in a great burst and smash your foes to the ground.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the stonecrusher until the end of the encounter. While you are in this form, you gain a +2 bonus to AC. If you are pulled, pushed, or slid, you can reduce the distance of the forced movement by 2 squares.
Special: Once during this encounter, you can use the Form of the Stonecrusher Attack power while you are in this form.
Stony plating spreads to a
rmor your body and root you to the ground. When the time is right, you can swing your weapon in a great burst and smash your foes to the ground.
Encounter Polymorph, Primal, Weapon
Standard Action Close burst 1
Requirement: The Form of the Stonecrusher power must be active to use this power.
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is immobilized (save ends).
Miss: Half damage.
Effect: You knock the target prone.
You are girded by wind and rain, which protect you and nearby allies and drive your foes across the battlefield.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the windstorm’s wrath until the end of the encounter. While you are in this form, you gain a +2 bonus to Fortitude and Reflex. In addition, allies adjacent to you take half damage from melee attacks and ranged attacks.
Once
during this encounter, you can use the Form of the Windstorm's Wrath Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Close blast 3
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you slide the target 3 squares and knock it prone.
Effect: You slide each enemy marked by you 1 square.
Requirement: The power Form of the Windstorm's Wrath must be active
in order to use this power.
Even as harm befalls you, you draw on the earth for the strength to shrug it off.
Encounter Primal
Immediate Reaction Personal
Trigger: You are subjected to an effect that a save can end
Effect: You make a saving throw against the triggering effect, with a power bonus to the
saving throw equal to your Strength modifier.
The earth rumbles at your ally’s feet, as protective stone rises.
Encounter Primal
Minor Action Close burst 5
Target: One ally in the burst
Effect: Until the end of your next turn or until the target moves, the target gains cover, and no enemy can enter a
square adjacent to him or her.
You summon the spirits of the land to grant you and your allies increased vigor.
Daily Primal
Minor Action Close burst 3
Target: You and each
ally in the burst
Effect: Each target gains 15 temporary hit points.
You exhale a clinging mist that obscures your allies.
Daily Primal
Minor Action Close blast 5
Target: Each ally in the blast
Effect: Each target gains concealment until the end of your next turn.
Sustain Minor: The effec
t persists, but it ends on one target of your choice.
Your grip is sure, allowing you to scramble up nearly any surface.
At-Will Primal
Minor Action Personal
Effect: Until the end of your turn, you gain
a climb speed equal to half your speed.
You spring into the air, making a prodigious leap over the heads of your enemies.
Encounter Primal
Move Action Personal
Effect: You jump a number of squ
ares equal to your speed + your Strength modifier.
Enemies that try to strike your ally are blinded by golden light.
Encounter Primal
Minor Action Close burst 5
Target: One ally in the burst
Effect: Until the end of your next turn, when any enemy marked by you makes an attack roll against the target, that enemy is blinded until the end of the turn during which i
t makes the attack roll.
You tap into the essence of primal power, causing even your most horrid wounds to mend in an instant.
Daily Healing, Primal
Minor Action Personal
Effect: You can spe
nd two healing surges.
You summon healing vines from the ground and pack the wound with them, creating an efficacious bandage.
Daily Healing, Primal
Minor Action Melee touch
Target: You or one creature
Effect: The target can spend a healing surge and make a saving throw against each effect it is suffering f
rom that a save can end.
The spiritual energy you wield knocks back a foe attempting to
gain the advantage on your ally.
Encounter Primal
Immediate Reaction Close burst 5
Trigger: An enemy marked by you ends its movement within 5 squares of you and is flanking your ally
Target: The triggering enemy in the burst
Effect: You slide the target 1 square.
A vicious swing causes the ground around you to erupt in entangling growth, interfering with your enemies’ movement.
Encounter Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Make a secondary attack that is a close burst 2.
Secondary Target: Each enemy in the burst
Secondary Attack: Strength vs. Reflex
Hit: The secondary
target is marked and slowed until the end of your next turn.
Bright green tendrils wrap around your foe and hold it fast.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.
Earthstrength: Until the end of your next turn, the target also takes a penalty to AC and Reflex e
qual to your Constitution modifier.
Emerald light swirls around you as primal spirits lend their strength to your attack.
Encounter Healing, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage
, and you can spend a healing surge.
With your weapon wreathed in primal flame, your attack channels healing energy to an ally.
Encounter Fire, Healing, Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier fire damage, and an ally within 5 squares of you regains 5 hit points.
Lifespirit: Add your Wisdom modifier to the hit points the ally regains.
When a foe moves too close to your ally, you cross the battlefield in the blink of an eye to make a savage attack.
Encounter Primal, Weapon
Immediate Reaction Melee 1
Trigger: An enemy marked by you enters a square adjacent to your ally within 5 squares of you
Effect: You shift your speed to a square adjacent to the triggering enemy. Then make the following attack.
Target: The triggering enemy
Attack: Strength vs. AC
Wildblood: You gain a bonus to the attack roll equal to your Wisdom modifier.
Hit: 2[W] + Strength modifier damage, and you slide the target 1 square to a
nother square adjacent to you.
Coils of vines adorned with razor-sharp leaves tear the flesh of your enemy and drain its strength.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target is weakened until the end of your next turn.
Wildblood: The attack deals extr
a damage equal to your Wisdom modifier.
You grow massive ram’s horns and bound at your foe, sending both him and you flying.
Encounter Primal, Weapon
Standard Action Melee weapon
Requirement: You must charge and use this power in place of a melee basic attack.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Str
ength modifier damage, and both you and your target fall prone.
Your attack causes the ground to rise up, holding the target fast.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.
Earthstrength: The attack deals extra damage equal to your C
onstitution modifier.
Booming thunder accompanies the impact from your weapon, echoing all around with powerful, violent energy.
Encounter Primal, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target falls prone. If the target stands up or willingly moves from its space before the end of your next turn, it and each enemy adjacent to it takes th
under damage equal to your Strength modifier.
A burst of primal fire surrounds your foes and draws them close for a blistering attack.
Encounter Fire, Primal, Weapon
Standard Action Close burst 4
Target: Each enemy you can see in the burst
Effect: You pull each target 3 squares to a square adjacent to you. Then make the following attack.
Target: Each enemy adjacent to you
Attack: Strength vs. A
C
Hit: 2[W] + Strength modifier fire damage, and you slide the target 1 square.
Wind topples your foe and then blows others toward you.
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. You then pull each enemy within 5 squares of you that is marked by you 2 squares.
Stormheart: Each enemy within 5 squares of you that is marked by you grants combat advantage until the start of your next turn.
The bitter cold of the frozen wastes spreads over your foe, encasing it in ice, and wintry winds whip around you to slow your other enemies.
Daily Cold, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier cold damage, and the target is slowed (save ends).
First Failed Saving Throw: The target is immobilized instead of slowed (save ends).
Second Failed Saving Throw: The target is restrained instead of immobilized (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: Each enemy within 3 squares of you, other than the target, is slowed until th
e end of your next turn.
Brambles thrust up from the ground, lashing at your enemies while hindering attacks against you and your allies.
Daily Primal, Weapon, Zone
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: The blast creates a zone of brambles that lasts until the end of your next turn. While within the zone, you and your allies gain cover. When any enemy enters the zone or starts its turn there, it takes 5 damage. An enemy can take this damage only once per turn. As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists.
Like a great dire bear or tiger, you relentlessly pursue your foes and inflict bleeding wounds on them.
Daily Primal, Weapon
Standard Action Melee weapon
Effect: Before and after the attack, you shift 1 square.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and ongoing 10 damage (save ends).
Miss: Half damage, and ongoing 5 dam
age (save ends).
Your attack wreaks havoc with your enemy’s body, causing its vitality to well up from within and pour out from it in a flood.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier damage, and the target takes ongoing 10 damage and is dazed (save ends both). If the target is bloodied or reduced to 0 hit points by this ongoi
ng damage, each enemy adjacent to it takes 10 damage.
With your devastating strike, you unleash a wail that makes your enemies freeze in terror.
Daily Fear, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target and each enemy within 5 squares of you are immobilized (save ends).
Miss: Half damage, and the target and each enemy within 5 squares of you are slowe
d until the end of your next turn.
You sink into the earth, tunnel under the ground, reemerge under your foe, and skewer it with your weapon.
Daily Primal, Weapon
Standard Action Melee weapon
Requirement: You must charge and use this power in place of a melee basic attack.
Special: You receive a +2 bonus to the attack roll instead of the normal +1 bonus for a charge. You do not provoke opportunity attacks for movement made during this charge.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, the target falls prone, and the target grants combat advantage (save ends).
Miss: Half damage, and the target falls prone.
Effect: You gain a +2 power bonus to your AC and Fortitude
until the end of your next turn.
As you whirl your weapon, it draws lightning from the air and sends it cascading over the enemies around you.
Daily Lightning, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier lightning damage, and the target is blinded and dazed (save ends both).
Miss: Half damage, and the t
arget is dazed until the end of your next turn.
Lightning arcs from your weapon as you strike, surrounding the target to lash out at nearby foes.
Daily Lightning, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier lightning damage. Until the start of your next turn, any enemy that enters a square within 2 squares of the target takes 10 lightning damage. An enemy can take this damage only once per turn. If no enemy enters a square within 2 squares of the target, the target takes 10 lightning damage at the st
art of your next turn.
Miss: Half damage.
You smash your weapon into the earth, unleashing a wave of thunder that knocks your foes to the ground.
Daily Primal, Thunder, Weapon
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Strength vs. Fortitude
Hi
t: 2[W] + Strength modifier thunder damage.
Miss: Half damage.
Effect: You knock each target prone.
A furious strike sends your target to the ground.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 5[W] + Strength modifier damage, and you knock the target prone.
Miss: Half damage.
Special: When your warden’s fury power is triggered,
you can use this power in its place as an immediate interrupt.
You move your allies across the battlefield, then summon an ashen haze.
Encounter Primal, Zone
Minor Action Close burst 3
Target: Each ally in the burst
Effect: You slide each target 2 squares. The burst creates a zone of swirling ash that lasts until the end of your next turn. Creatures have conce
alment while within the zone.
Spiritual energy surrounds you, granting increased vigor and allowing you to channel primal fury into your attacks.
Daily Primal
Minor Action Personal
Effect: You gain temporary hit points equal to your healing surge value. In addition, once per round when you hit with a weapon attack, that attack deals 2[W] extra damage.
This effect ends when you have no temporary hit points remaining.
An enervating haze of primal energy lashes out at foes that attack your ally.
Encounter Primal
Minor Action Close burst 5
Target: One ally in the burst
Effect: When any enemy marked by you hits or misses the target before the end of your next turn, that enemy takes 10 damage and
gains vulnerable 10 to all damage until the end of its next turn.
Black wings with white tips extend from your back, letting you catch the wind and fly.
Daily Polymorph, Primal
Minor Action Personal
Effect: You sprout wings that last until the end of the encounter. While you have
the wings, you have a fly speed equal to your speed, and you can hover.
You channel the protection of primal forces, warding yourself against harmful effects.
Daily Primal
Minor Action Personal
Effect: You make a saving throw with a +4 power bonus. You also gain a +4 power bonus to savin
g throws until the end of the encounter.
You transform into a cascade of rushing water, flowing over the earth to a nearby location where you reform.
Encounter Polymorph, Primal
Move Action Per
sonal
Effect: You shift your speed, ignoring difficult terrain and water.
You draw nourishing energy from the earth and awaken reserves of power within yourself.
Daily Healing, Primal
Minor Action Personal
Effect: You spend a healing surge. In
addition, you regain the use of an encounter attack power you have already used during this encounter.
You gain renewed vigor when an enemy falls.
Encounter Healing, Primal
Immediate Reaction Personal
Trigger: A nonminion enemy within 10
squares of you drops to 0 hit points
Effect: You regain 10 + your Constitution modifier hit points.
Your connection to the primal spirits sustains you.
Daily Healing, Primal
Minor Action Personal
Effect: You spend a healing surge. In addition, you gain regeneration equal to 5
+ your Strength modifier until the end of the encounter.
Shadowy vines wrap the target, holding it fast as they lash nearby foes with venomous thorns.
Encounter Poison, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is restrained until the end of your next turn. Each enemy adjacent to the target takes 5 poison damage and is slowed until the end of your next turn.
Earthstrength: Each enemy adjacent to the target takes extra poison damage
equal to your Constitution modifier.
With a sweep of your weapon, you summon a fiery wind that clouds your enemies’ sight and sears all who try to escape it.
Encounter Fire, Primal, Weapon, Zone
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier fire damage. The blast creates a zone of fiery haze until the end of your next turn. The zone blocks enemies’ line of sight, and any enemy entirely within the zone is blinded. Any enemy that starts its turn within the zone takes 2d10 fire damage
when it leaves the zone.
With a furious blow, you give your foe a painful reminder of the threat you pose, singling it out for wrath if it disregards you.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. Until the end of your next turn, the target is marked, and it provokes an opportunity attack from
you if it makes an attack that does not include you as a target.
The ground beneath your enemy’s feet comes to life, shoving the foe into your vicious attack.
Encounter Primal, Weapon
Standard Action Close burst 3
Target: One creature in the burst
Primary Attack: Strength vs. Reflex
Hit: You pull the target 2 squares to a space that must be adjacent to you. Make a secondary attack that is a melee attack against the target.
Secondary Attack: Strength + 2 vs. AC
Hit: 3[W] + Strength modifier damage.
Earthstrength: If either attack hits, the target is also slowed
until the start of your next turn.
The lingering strength of your attack drives the target to the ground unless it keeps its distance from you and your allies.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. Until the end of your next turn, if the target enters a square adjacent to you or any of your allies, it falls prone.
Lifespirit: Each a
lly within 3 squares of you can make a saving throw.
Spirits of the air aid your attack, allowing your weapon to strike out at targets normally beyond your reach.
Encounter Primal, Weapon
Standard Action Melee weapon + 2 reach
Target: One or two creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Wildblood: You slide the target 5 squares. If the target ends this movement a
djacent to you, it takes damage equal to your Wisdom modifier.
As you strike, snow and ice hold the target fast and blow around your foes to hinder their movement.
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 start of your next turn. Each enemy marked by you is slowed until the start of your next turn.
Stormheart: Until the start of your next turn, when any enemy marked by you moves on its turn, that enemy takes cold da
mage equal to your Constitution modifier.
Your savage attack leaves your foe staggering, while power courses through your blood to enhance your next assault.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Wildblood: Until the end of your next turn, you gain a power bonu
s to attack rolls equal to your Wisdom modifier.
As you swing your weapon, it stirs up an encircling wind that lingers around you, protecting you from attacks.
Encounter Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You gain a +2 power bonus to AC and Reflex until the end of your next turn.
You collapse into a pool of fire that burns and scatters all foes in your midst.
Encounter Fire, Primal, Zone
Minor Action Close burst 3
Effect: The burst becomes a zone o
f ravenous flames that lasts until the end of your next turn. Remove yourself from play until the zone ends. While the zone remains, you can use the Wicked Flames Attack power.
Encounter Fire, Primal, Zone
Opportunity Action
Requirement: The power Wicked Flames must be active in order to use this power.
Trigger: An enemy enters the zone or starts its turn there
Target: The triggering enemy
Attack: Strength + 9 vs. Reflex
Hit: 3d10 + Strength modifier fire damage, and you slide the
target 3 squares.
Your flesh becomes darker, taking on the resilience and fertility of earth and granting you some control when you are forced to move.
Daily Healing, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of earth’s beneficence until the end of the encounter. While you are in this form, you gain regeneration 5, and you can shift 1 square as a minor action. In addition, whenever you are pulled, pushed, or slid, you can reduce
the distance of the forced movement by 1 square.
Once during this encounter, you can use the Form of Earth's Beneficience Attack power while you are in this form.
Encounter Healing, Polymorph, Primal, Weapon
Standard Action Melee
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you slide the target 5 squares and mark it until the end of your next turn.
Effect: You slide one ally within 5 squares of you 5 squares. That ally can spend a healing surge.
Requirement: The power Form of Earth's Beneficience must be active in order to use this power.
Your body becomes like the dry form of a tree in late autumn, and death clings to you. Your attacks drain the life from your foes, and in one great blow, you can sap the strength from an enemy.
Daily Necrotic, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the autumn reaper until the end of the encounter. While you are in this form, you gain resist 10 necrotic, and your melee reach increases by 1. In addition, your melee attacks deal extra necrotic damage equal to your Strength modifier.
Special: Once during this encounter, you can use the Form of the Autumn Reaper Attack power while you are in this form.
Your body becomes like the dry form of a tree in late autumn, and death clings to you. Your attacks drain the life from your foes, and in one great blow, you can sap the strength from an enemy.
Encounter Necrotic, Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Autumn Reaper power must be active to use this power.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier necrotic damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.
Your body hunc
hes forward and your legs grow longer as you take on the aspect of a wolf. You can make a single savage assault to throw your foe off balance, setting it up for you to knock it down with your next attack.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the blood wolf until the end of the encounter. While you are in this form, you gain a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied targets. In addition, if you have combat advantage against a target that you hit with a melee attack, you can knock that target prone.
Special: Once during this encounter, you can use the Form of the Blood Wolf Attack power while you are in this form.
Your body hunch
es forward and your legs grow longer as you take on the aspect of a wolf. You can make a single savage assault to throw your foe off balance, setting it up for you to knock it down with your next attack.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Blood Wolf power must be active to use this power.
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and the target grants combat advantage to you (save ends).
Miss: Half damage, and the target grants combat advantage to you until the
end of your next turn.
Your appearance shimmers as light warps around you, and you take on a feline aspect. At the time you choose, you can make a double attack.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the displacer beast until the end of the encounter. While you are in this form, roll a d20 whenever a melee attack hits you. On a roll of 10 or higher, you take half damage from the attack.
Special: Once during this encounter, you can use the Form of the Displacer Beast Attack po
wer while you are in this form.
Your appearance shimmers as light warps around you, and you take on a feline aspect. At the time you choose, you can make a double attack.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Displacer Beast power must be active to use this power.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: Make the attack one more time against the target.
You gain the climbing ability of a spider, your body shrouded in webs that peel off to hinder your foes.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the entangling spider until the end of the encounter. While you are in this form, you gain a climb speed equal to your speed and a +2 bonus to Fortitude. In addition, each square within 3 squares of you, wh
erever you move, is difficult terrain for your enemies.
Once during this encounter, you can use the Form of the Entangling Spider Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Close blast 3
Target: One creature in the blast
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target is restrained (save ends).
Miss: Half damage, and the target is slowed (save ends).
Requirement: The power Form of the Entangling Spider must be active in order to use this power.
Your chest grows broader, your arms lengthen, and your legs shorten as you take on the aspect of a great ape. As you climb with ease, your powerful attacks position your enemies exactly where you want them.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the jungle lord until the end of the encounter. While you are in this form, you gain a climb speed equal to your speed and a +2 bonus to Reflex. In addition, whenever you hit a target with a melee attack, you slide the target 2 squares. If that attack already pulls, pushes, or slides the target, you slide the target 2 squares after that forced movement.
Special: Once during this encounter, you can use the Form of the Jungle Lord Attack power while you are in this form.
Your chest grows broader, your arms lengthen, and your legs shorten as you take on the aspect of a great ape. As you climb with ease, your powerful attacks position your enemies exactly where you want them.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Jungle Lord power must be active to use this power.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strengthmodifier damage, and you slide the target
1 square.
Miss: Half damage.
Your eyes enlarge, enabling you to see even in total darkness, and you gain the power of flight and the formidable attack of the hunting owl.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the night hunter until the end of the encounter. While you are in this form, you gain darkvision and a fly speed equal to your speed. I
n addition, you gain a +2 bonus to your first attack roll each round.
Once during this encounter, you can use the Form of the Night Hunter Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and ongoing 10 damage (save ends).
Miss: Half damage.
Requirement: The power Form of the Night Hunter must be active in order to
use this power.
Your form and body surrender to a swirling cloud of scouring sand. While in this form, you can flow over an enemy to inundate it with shredding winds.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the seething sandstorm until the end of the encounter. While you are in this form, you ignore difficult terrain, gain resist 5 all, and you can compress your body to squeeze through a 1-inc
h-wide crack. Cracks and other openings that are more than 1 inch wide do not slow you at all.
Once during this encounter, you can make the following weapon attack while you are in this form.
Daily Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The power Form of the Seething Sandstorm must be active in order to use this power.
Effect: Before the attack, shift one-half your speed.
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier damage, and you grab the target. Each time the target starts its turn grabbed by this attack, it takes 10 damage.
Miss: Half damage, and you shift one-half your speed.
Your form becomes indistinct as you take on the attributes of the Primal Beast, from which all beasts are descended. At the time you choose, you make a vicious attack that saps your foe’s strength.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the shifting ancestor until the end of the encounter. At the start of each of your turns while you are in this form, choose one of the following benefits: a +2 bonus to Fortitude, Reflex, and Will; a +2 bonus to AC; a +2 bonus to attack rolls; or a +4 bonus to saving throws.
The benefit you choose lasts until the start of your next turn.
Once during this encounter, you can use the Form of the Shifting Ancestor Attack power while you are in this form.
Encounter Polymorph, Primal, 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 is weakened until the end of your next turn.
Miss: Half damage.
Requirement: The power Form
of the Shifting Ancestor must be active in order to use this power.
A shroud of molten rock surrounds you, protecting you and your allies even as it sears those who attack you.
Daily Fire, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the world forger until the end of the encounter. While you are in this form, you gain a +2 bonus to AC. In addition, any ally gains a +2 bonus to AC while within 5 squares of you. Any enemy that hits you with a melee attack takes 5 fire damage, and any enemy that hit
s an ally within 5 squares of you with a melee attack takes 10 fire damage.
Once during this encounter, you can use the Form of the World Forger Attack power while you are in this form.
Encounter Fire, Polymorph, Primal, Weapon
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Strength vs. Reflex
Hit: Ongoing 20 fire damage (save ends).
Aftereffect: Ongoing 10 fire damage (save ends).
Miss: Ongoing 10 fire damage (save ends).
Requirement: The power Form of th
e World Forger must be active in order to use this power.
A blood-red haze erupts around your weapon when you strike, drawing the attention of your foes as you slip past them.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you mark the target until the end of your next turn.
Effect: You shift 3 squares and then mark each enemy adjacent t
o you until the end of your next turn.
Wildblood: The distance you shift equals your Wisdom modifier.
When you wrench your weapon free from the enemy, you release a spray of blood.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you use the Crimson Agony Tide Attack power as a secondary attack.
Close: blast 5
Secondary Target: Each creature in the blast
Secondary Attack: Strength vs. Fo
rtitude
Hit: You push the target 2 squares, and it is blinded until the start of your next turn.
Such is the force of your attack that the ground opens beneath your enemy and holds it down.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is knocked prone and can’t stand up until the end o
f your next turn.
Earthstrength: You also slide the target a number of squares equal to your Constitution modifier.
Your icy attack freezes the target and its nearby companions in place.
Encounter Cold, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier cold damage. Until the end of your next turn, the target and each enemy adjacent to it are restrained.
Earthstrength: Until the end of your next turn, the target a
nd each enemy adjacent to it gain vulnerability to all damage equal to your Constitution modifier.
As you strike your foe, you call on storm spirits to surround it in a cage of lightning.
Encounter Lightning, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target takes 15 lightning damage if it moves b
efore the end of your next turn.
Wildblood: The lightning damage equals 15 + your Wisdom modifier.
Your weapon channels a bolt of lightning, which leaps from the target to other foes.
Encounter Lightning, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier lightning damage. Choose three enemies within 10 squares of the target that are marked by you. You slide each of those enemies 3 squares, and you mark them until the end of your next turn. In addition, they each take lightning damage equal to your
Constitution modifier.
Stormheart: Add 3 to the lightning damage taken by each of the three enemies.
The ground around your target begins to shake, smashing enemies that approach too close.
Encounter Primal, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the squares adjacent to the target become a zone of shifting ground until the end of your next turn. Any enemy that enters the zo
ne takes 2d10 damage and is immobilized until the zone ends.
Your devastating attack cloaks you in primal energy, allowing subsequent attacks against you to grant vitality to your allies.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage. Until the end of your next turn, when any enemy hits you, one ally within 3 squares of you gains 20 temporary hit points and a +2 bonus to all
defenses until the end of his or her next turn.
Lifespirit: Add your Wisdom modifier to the temporary hit points.
Howling winds swirl around your foe and trap it in a whirling prison.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and the target is stunned until the end of your next turn.
Your attack sends the target careening across the battlefield to crash into your other foes.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier damage, and you mark the target until the end of your n
ext turn. You push the target 3 squares and then slide each enemy adjacent to the target 1 square.
Your weapon crashes onto your foe like an avalanche, and the earth shudders in response.
Encounter Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Make a secondary attack that is a close burst 5.
Secondary Target: Each enemy in the burst
Secondary Attack: Strength vs. Fortitude
Hit: 2d6 damage.
Effect: Each secondary target is slowed until the end of your next turn.
Brilliant light surrounds you, lifting you up and filling you with vitality. You can gather this energy and unleash it in a burst of searing light, but doing so leaves you momentarily disoriented.
Daily Healing, Polymorph, Primal, Radiant
Minor Action Personal
Effect: You assume the guardian form of spring renewal until the end of the encounter. While you are in this form, you gain resist 10 necrotic. In addition, you gain a fly speed of 8, and you can hover.
Special: Once during this encounter, you can use the Form of Spring Renewal Attack power while you are in this fo
rm.
Brilliant light surrounds you, lifting you up and filling you with vitality. You can gather this energy and unleash it in a burst of searing light, but doing so leaves you momentarily disoriented.
Encounter Healing, Polymorph, Primal, Radiant
Standard Action Close burst 2
Requirement: The Form of Spring Renewal power must be active to use this power.
Target: Each enemy in the burst
Attack: Strength + 6 vs. Reflex
Hit: 4d10 radiant damage.
Miss: Half damage.
Effect:
You regain all your hit points, but you are stunned until the end of your next turn.
As your head takes on a leonine aspect, two additional heads sprout from your shoulders: a ram’s and a dragon’s.
Daily Fire, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the chimera until the end of the encounter. While you are in this form, flanking enemies don’t gain combat advantage against you. In addition, whenever you hit a target with a charge attack, you can either push the target 1 square or knock it prone.
Special: Once during
this encounter, you can use the Form of the Chimera Attack power while you are in this form.
As your head takes on a leonine aspect, two additional heads sprout from your shoulders: a ram’s and a dragon’s.
Encounter Fire, Polymorph, Primal
Standard Action Close blast 5
Requirement: The Form of the Chimera power must be active to use this power.
Target: Each creature in the blast
Attack: Strength + 6 vs. Reflex
Hit: 2d10 fire damage, and ongoing 5 fire damage (
save ends).
Miss: Half damage.
Rocky plates form across your body and your head shines with a fiery glow. At your command, you summon the volcano’s fury to visit fire and lava to all nearby.
Daily Fire, Poison, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the erupting volcano until the end of the encounter. While you are in this form, you gain blindsight 10 and your space and all squares within 2 squares of you are heavily ob
scured by smoke and cinders. Creatures other than you that end their turn in a square obscured by this power take 5 fire and poison damage.
Once during this encounter, you can use the Erupting Volcano Attack power.
Daily Fire, Poison, Polymorph, Primal
Standard Action Close burst 5
Requirement: The power Form of the Erupting Volcano must be active in order to use this power.
Target: Each creature in the burst
Attack: Strength + 9 vs. Fortitude
Hit: 2d12 + Strength modifier damage, and the target is slowed and takes ongoing 15 fire damage (save ends both).
First Failed Saving Throw: The target is instead immobilized and takes ongoing 15 fire damage (save ends both).
Second Failed Saving Throw: The target is instead petrified and gai
ns resist 10 all (save ends both).
You take on the shrouded guise of the reaper of life, strengthening your attacks against badly wounded creatures and letting you strike when your enemies fall.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the grim harvester until the end of the encounter. While you are in this form, you gain a +2 power bonus to attack rolls against bloodied creatures. In addition, when any nonminion enemy within 5
squares of you drops to 0 hit points, you can make a melee basic attack as a free action.
Once during this encounter, you can use the Form of the Grim Harvester Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One bloodied creature
Attack: Strength vs. Fortitude
Hit: 4[W] + Strength modifier damage, and the target gains vulnerable 10 to all damage (save ends).
Miss: Half damage, and the target gains vulnerable 5 to all damage (save ends).
Requirement: The power Form of the Grim Harves
ter must be active in order to use this power.
Your body is suffused with the protective radiance of the phoenix, allowing you to escape an enemy’s attack in a restorative burst of primal fire.
Daily Fire, Polymorph, Primal, Radiant, Teleportation
Minor Action Personal
Effect: You assume the guardian form of the imperious phoenix until the end of the encounter. While you are in this form, you gain a fly speed equal to your speed, and you can hover. In addition, you gain resist 15 fire and resist 15 radiant.
Once during this encounter, you can use the Form of the
Imperious Phoenix Attack power while you are in this form.
Your body is suffused with the protective radiance of the phoenix, allowing you to escape an enemy’s attack in a restorative burst of primal fire.
Daily Fire, Polymorph, Primal, Radiant, Teleportation, Weapon
Immediate Interrupt Close burst 3
Trigger: An enemy attack damages you
Effect: Before the attack, you teleport your speed.
Target: Each creature in the burst and each enemy marked by you
Attack: Strength + 6 vs. Reflex
Hit: 2[W] + Strength modifier fire and radiant damage, and ongoing 15 fire and radiant damage (save ends).
Miss: Half damage.
Effect: Your current hit point value changes to your bloodied value, and you remove from yourself every effect that a save can end.
Requirement: The power Form of the Imperio
us Phoenix must be active in order to use this power.
As you speed up, the world slows down around you. You become living lightning. You dart around the landscape, leaving your sting where you will.
Daily Lightning, Polymorph, Primal, Teleportation
Minor Action Personal
Effect: You assume the form of the lightning lord until the end of the encounter. While in this form, as a move action, you can teleport up your speed. Any enemy you have marked and that is ad
jacent to you when you start this move takes lightning damage equal to your Strength modifier.
Once during this encounter, you can use the Form of the Lightning Lord Attack power while you are in this form.
Encounter Lightning, Polymorph, Primal, Teleportation
Standard Action Ranged 10
Target: One enemy
Attack: Strength + 6 vs. Fortitude
Hit: 3d10 lightning damage, and you teleport the target 10 squares to a space adjacent to you. The target is slowed and dazed until the end of your next turn.
Miss: Half damage, and you teleport the target 10 squares to a space adjacent to you.
Requirement: The power Form of the Lightning Lord must be active in order to use this power.
You take on the aspect of the soul serpent, keeper of the gate of dreams. The world becomes a ghostly landscape in which you feel your foes as much as see them. Your eyes flash, and when you choose, you can dazzle nearby foes with a glance.
Daily Polymorph, Primal, Psychic
Minor Action Personal
Effect: You assume the guardian form of the soul serpent until the end of the encounter. While you are in this form, you gain a +2 bonus to AC and Fortitude. You also gain tremorsense 5.
Special: Once during this encounter, you can use the Form of the Soul Serpent Attack power while you are in this form.
You take on the aspect of the soul serpent, keeper of the gate of dreams. The world becomes a ghostly landscape in which you feel your foes as much as see them. Your eyes flash, and when you choose, you can dazzle nearby foes with a glance.
Encounter Polymorph, Primal, Psychic
Standard Action Close blast 5
Requirement: The Form of the Soul Serpent power must be active to use this power.
Target: Each enemy in the blast
Attack: Strength + 6 vs. Will
Hit: 2d10 psychic damage, and you slide the target 5 squares.
Miss: Half damage.
Effect: Each target is dazed (save ends).
Your skin hardens into gleaming dark metal, and the ground shudders beneath your heavy tread. Cosmic winds swirl around you, hindering airborne foes. When you lash out in fury, you make a devastating attack against nearby enemies.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the starmetal warrior until the end of the encounter. While you are in this form, you gain a +3 bonus to AC. In addition, while any flying enemy is within 10 squares of you, its fly speed is 1.
Special: Once during this encounter, you can use the Form of the Starmetal Warrior Attack power while you are in this form.
Your skin hardens into gleaming dark metal, and the ground shudders beneath your heavy tread. Cosmic winds swirl around you, hindering airborne foes. When you lash out in fury, you make a devastating attack against nearby enemies.
Encounter Polymorph, Primal, Weapon
Standard Action Close burst 2
Requirement: The Form of the Starmetal Warrior power must be active to use this power.
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. This damage ignores any of the target’s resistances.
Miss: Half damage. This damage i
gnores any of the target’s resistances.
Thunder booms around you as storm spirits whisk you across the battlefield. When the time is right, you unleash a thunderous attack, which your enemies cannot ignore.
Daily Polymorph, Primal, Teleportation, Thunder
Minor Action Personal
Effect: You assume the guardian form of the thunderstorm until the end of the encounter. While you are in this form, you gain resist 20 lightning and resist 20 thunder, and you can teleport your speed as a move action. In addition, whenev
er you teleport using this power, each enemy adjacent to your destination space takes 10 thunder damage.
Once during this encounter, you can use the Form of the Thunderstorm Attack power while you are in this form.
Encounter Polymorph, Primal, Teleportation, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier thunder damage, and you push the target 5 squares. Until the end of your next turn, the target is stunned, and the target and each enemy adjacent to it are marked.
Requirement: The power
Form of the Thundestorm must be active in order to use this power.
A shell of stone and moss protects you from harm and lets you move freely over any terrain, even as earth spirits grasp at your chosen foes.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the unruly earth until the end of the encounter. While you are in this form, you gain a +2 bonus to Fortitude, and you igno
re difficult terrain. Each enemy marked by you is slowed and takes a –4 penalty to AC until the mark ends.
Once during this encounter, you can use the Form of the Unruly Earth Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. You knock th
e target prone, and it can’t stand up (save ends).
Miss: Half damage.
Requirement: The power Form of the Unruly Earth must be active in order to use this power.
Lush growth covers you and exudes life-giving power
Daily Healing, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of verdant growth until the end of the encounter. While you are in this form, you gain a +2 bonus to Fortitude. In addition, at the start of each of your turns, each ally within 5 squares of you regains hit points equal to your Constitution modifier. If you are in this form the first time you drop to 0 hit points or fewer in the encounter, you retu
rn to life at the start of your next turn if you died and regain hit points as if you had spent a healing surge.
Once during this encounter, you can use the Form of Verdant Growth Attack power while you are in this form.
Encounter Healing, Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Effect: You or an ally within 10 squares of you can spend a healing surge.
Requirement: The power Form of Verdant Growth must be active in order to use this power.