Your bold lunge leaves you open to an enemy’s counterattack, but that’s just what you want.
At-Will
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Effect: The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.
With a shout, you command an ally to attack.
At-Will
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: One of your allies can take a free action to make a melee basic attack against the target. The ally gains a bonus to the damage roll equal to your Intelligence modifier.
You direct an ally to attack as an enemy lowers its guard.
At-Will
Martial
Standard Action Ranged 5
Target: One ally
Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
You deliver a smashing blow to a foe that gets its attention more than harms it, encouraging an ally to hit the enemy where it hurts.
At-Will
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: Strength modifier damage. Choose an ally adjacent to you or to the target. The ally gains a power bonus to the next attack roll and damage roll that he or she makes against the target before the end of his or her next turn. The power bonus equals your Charisma modifier.
You and your allies charge a foe with the relentless power of the incoming tide.
At-Wil
l Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Until the end of your next turn, any ally who charges the target deals extra damage equal to your Intelligence modifier.
Level 21: 2[W] + Strength modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.
Your strike puts your opponent off guard, allowing your allies to better exploit the enemy’s openings.
At-Wi
ll Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] damage. Until the start of your next turn, the next ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Level 21: 2[W] damage.
You knock your foe off-balance while shouting a quick command to an ally.
At-W
ill Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: You push the target 1 square. Then choose one ally you can see. That ally either shifts a number of squares equal to your Intelligence modifier or makes a melee basic attack against the target.
You fire a red-fletched missile into your foe, creating a target for your allies to focus on when attacking the creature.
At-
Will Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage. Until the start of your next turn, your allies gain a power bonus to damage rolls against the target equal to your Intelligence modifier or Wisdom modifier.
Level 21: 2[W] damage.
You wait until the last possible moment to strike, dealing a more potent blow at the expense of defense.
At
-Will Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Intelligence modifier or Wisdom modifier damage.
Level 21: 2[W] + Strength modifier + Intelligence modifier or Wisdom modifier damage.
Effect: You grant combat advantage until the start of your next turn.
Your bold attack lends strength to your words of inspiration.
A
t-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you add your Charisma modifier to the hit points restored with any warlord healing power you use before the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.
You trick your adversary into making a tactical error that gives your comrade a chance to strike.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
You attack your enemy with a well-placed blow, allowing a comrade to get into better position.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Special: Before the attack, an ally adjacent to you or to the target can shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
You draw the enemy’s attention long enough for one ally to move to safety and another to move into position.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Special: If you used inspiring word on this turn, you gain a +2 power bonus to the attack roll.
Hit: 1[W] + Strength modifier damage, and one ally adjacent to you or to the target can shift 1 square as a free action.
Effect: You slide one ally adjacent to you or to the target 1 square to a square adjacent to no enemies.
A feint and attack marks a foe and seemingly leaves you defenseless, but it’s just a cunning move to allow you to make other attacks.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and the target is marked until the end of your next turn.
Effect: You grant the target of this attack combat advantage until the start of your next turn. The first attack the target makes against you before the start of your next turn provokes opportunity attacks from you and your allies.
With a calculated strike, you knock your enemy off balance, granting a comrade some protection against the villain’s attacks
.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally adjacent to you or to the target gains a +2 power bonus to AC against the target’s attacks. The bonus lasts until the end of your next turn.
Inspiring Presence: The bonus equals 1 + your Charisma modifier.
You land a ringing blow against your foe, inspiring a nearby ally to do the same, but harde
r.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage. One ally adjacent to the target can make a melee basic attack against it as a free action, with a bonus to the damage roll equal to your Charisma modifier.
You signal your allies to attack with abandon, dishing out as much damage as possib
le.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a heavy thrown weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and each ally adjacent to you deals 1[W] extra damage on a hit with the next weapon attack he or she makes before the start of your next turn.
Resourceful Presence: Each ally within a number of squares equal to your Charisma modifier can deal the extra damage.
As if your enemy were a leaf caught in the autumn wind, your attack maneuvers it as you wish, forcing it to yield ground to one of your all
ies.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You (only if you are adjacent to the target) or one ally adjacent to the target can take a free action to swap places with it, sliding it 1 square and shifting 1 square.
Your attack wounds your adversary, and another enemy moves closer, hoping to take advantage of your concentra
tion.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage. Choose another enemy within 5 squares of you and pull it 1 square.
Bravura Presence: Pull the enemy a number of squares equal to your Charisma modifier.
Special: When charging, you can use this power in place of a melee basic attack.
Knowing that regrouping increases morale, you attack while calling for your allies to fall into
line.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: At the start of your next turn, each ally adjacent to you gains 5 temporary hit points.
You attack and step to one side, allowing an ally to slip
closer.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can shift 1 square. After you shift, one ally within 2 squares of you can shift 1 square as a free action.
You keep the order to spring the trap ready, allowing your allies to spring into action on a moment’s
notice.
Encounter Martial
Immediate Interrupt Close burst 3
Trigger: An ally in the burst makes a melee basic attack
Target: The triggering ally
Effect: The target uses one of his or her melee at-will attack powers instead of making a melee basic attack. If the attack hits, the subject of the target’s attack is also dazed until the end of the target’s next turn.
If your allies fire enough arrows at your foe, a few are boun
d to hit.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, you and your allies gain a power bonus to ranged attack rolls against the target equal to your Intelligence modifier or Wisdom modifier.
You shout a warning that alerts your ally to an enemy attack, allowing your comrade to dodge an
d riposte.
Encounter Martial
Immediate Interrupt Close burst 5
Trigger: An ally within 5 squares of you is hit by an enemy
Target: The triggering ally in the burst
Effect: The target gains a +2 power bonus to all defenses against the attack. The target can make a melee basic attack against the enemy as a free action.
Insightful Presence: The bonus to your ally’s defenses equals 1 + your Wisdom modifier or Charisma modifier.
You prompt an ally to take the fight to
the enemy.
Encounter Martial
Standard Action Close burst 5
Target: One ally who has line of sight to you and can hear you
Effect: The target makes a charge attack as a free action. This attack deals 1[W] extra damage.
You catch your comrade’s eye and designate a target. You fire a shot that diverts your foe’s attention, giving your ally the chanc
e to attack.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. One ally you can see can charge the target or make a melee basic attack against the target as a free action.
Skirmishing Presence: The ally gains a power bonus to the attack roll and the damage roll equal to your Intelligence modifier or Wisdom modifier.
Your strike distracts your foe, forcing it to lower its defenses and create opportunities for your all
ies’ attacks.
Encounter Martial, 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, while you have combat advantage against the target, you and your allies deal extra damage to the target equal to your Charisma modifier.
You attack cautiously, protecting yourself and nearby allies wit
h your shield.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of your next turn, you gain a +2 power bonus to AC, and your allies gain a +2 power bonus to AC while adjacent to you.
Your strike leaves the opponent swaying so that a feather’s touch can cause it to move fro
m its position.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. The next time an ally hits the target before the end of your next turn, that ally can slide the target 2 squares, shift 2 squares, or deal 4 extra damage to the target.
You respond to an enemy’s attack with a riposte, and you call for an ally to join you again
st the offender.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy hits you
Effect: You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action.
With a calculated blow, you leave your enemy exposed to a
comrade’s attack.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn.
Tactical Presence: The bonus equals 1 + your Intelligence modifier.
You strike your foe a mighty blow, rallying your friends as they witn
ess the path to glory.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Each ally within 5 squares of you gains a +1 power bonus to all defenses until the end of the encounter.
Effect: Each ally within 5 squares of you gains temporary hit points equal to 5 + your Charisma modifier.
Your attack proves your superior co
mmand of the situation.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and one of your allies within 5 squares of you gains a power bonus to damage rolls against the target equal to 1 + your Intelligence modifier until the end of the encounter. You can transfer the bonus to another ally within 5 squares of you as a minor action.
You and your companion combine your attacks
to deliver a nasty blow.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: One ally within 10 squares of you can make a basic attack against the target as a free action. The ally gains a bonus to the attack roll and the damage roll equal to your Intelligence modifier.
You swing at your foe, shoving it into the line of fire. The creature then continues to stagger around, di
soriented and vulnerable.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Intelligence modifier. Whenever a pull, a push, or a slide forces the target to move, one of your allies can make a basic attack against the target as an opportunity action (save ends).
Miss: Half damage, and you push the target 1 square.
You motivate an ally to strike true
at just the right moment.
Daily Martial, Weapon
Standard Action Close burst 10
Target: One ally in the burst
Effect: The target can use the power Destructive Surprise Attack
.
Daily Martial, Weapon
Free Action Melee or Ranged weapon
Requirement: The power Destructive Surprise must be active in order to use this power.
Effect: The ally shifts 2 squares.
Target: One creature
Attack: Strength or Dexterity vs. Reflex
Hit: 3[W] + Strength modifier or Dexterity modifier.
Miss: Half damage.
You deliver a blow to your foe and let out a call to your allies who, remembering their training, move ni
mbly around the battlefield.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You and each ally you can see gain a +1 power bonus to speed until the end of the encounter.
Miss: Half damage. You and each ally you can see gain a +1 power bonus to speed until the end of your next turn.
One of your allies falls, and without regard for your own well-being, you rush to make the attacker pay. Your bravery in
spires your ally to fight on.
Daily Healing, Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy within 5 squares of you reduces an ally to 0 hit points or fewer
Target: The triggering enemy
Effect: Before the attack, you can move to the nearest square from which you can attack the target.
Attack: Strength + 1 vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The ally can spend a healing surge and regains an additional 1d6 hit points for every opportunity attack you provoke while moving to the target.
Your shot strikes an enemy hard,
proving that victory is near.
Daily Martial, Reliable, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, your healing powers restore additional hit points equal to your Intelligence modifier or Wisdom modifier.
The enemy succumbs to your challenge and engages you—only to find m
ore opponents than it expected.
Daily Martial, Reliable, Weapon
Standard Action Melee 5
Target: One creature
Attack: Strength vs. Will
Hit: You pull the target 5 squares, and one, two, or three allies within 5 squares of you who have line of sight to you and can hear you can make charge attacks against the target as free actions.
You step forward to attack, showing your allies how
it’s done—and whom to hit next.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, you can shift 1 square.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and your allies gain combat advantage against the target until the start of your next turn.
Miss: Two allies within 5 squares of you can each shift 1 square and make a basic attack as a free action.
Under your direction, arrows hit t
heir marks and blades drive home.
Daily Martial, 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, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier.
Miss: Half damage. Until the end of your next turn, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
You strike at your foe with a skillful thrust. As your opponent is about to dodg
e, you call for an ally to attack.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. As a free action, one ally you can see can make a basic attack against the target with a +2 power bonus to the attack roll.
Your strike is the only signal your allies need to
put your careful plan into motion.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Choose two different allies within 5 squares of you that can see and hear you. Each ally can make a charge attack, make a basic attack, or shift his or her speed as a free action. Allies that choose to charge or make basic attacks cannot attack the same creature or the target of this attack.
Your attack positions your enemy so that no matter where it t
urns, one of your allies is waiting.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of the encounter, the target cannot shift if at least two of your allies (or you and one ally) are adjacent to it.
Your attack wounds a foe, making it
susceptible to your allies’ assaults.
Daily Martial, Reliable, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, your allies gain a power bonus to damage rolls against the target equal to your Intelligence modifier or Wisdom modifier.
You deliver a slashing blow, moving your foe as you wish about the battlefield and showing your comrades how to take advan
tage of your enemy’s poor positioning.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you can slide an ally adjacent to you 1 square. Until the end of the encounter, immediately after you or an ally within 10 squares of you hits with an attack, that attacker can slide an ally adjacent to him or her 1 square.
Miss: Choose an ally within 10 squares of you. Until the end of the encounter, immediately after the ally hits with an attack, he or she can slide an ally adjacent to him or her 1 square.
Your companion has the ability and the will. You p
rovide the plan and the motivation.
Encounter Martial
Minor Action Close burst 10
Target: One ally in the burst
Effect: Until the end of your next turn, the ally gains his or her choice of a power bonus to damage rolls equal to your Intelligence modifier or a power bonus to saving throws equal to your Charisma modifier.
Resourceful Presence: The ally gains both bonuses.
Your presence is both a co
mfort and an inspiration to an ally.
Encounter Healing, Martial
Standard Action Melee 1
Target: You or one ally
Effect: The target can spend a healing surge.
Responding to your expertise, one ally
steps in to cover another’s recovery.
Encounter Martial
Free Action Close burst 5
Trigger: You or an ally within 5 squares of you uses second wind
Target: One ally in the burst other than the triggering character
Effect: The target can shift 1 square as a free action. In addition, an enemy in the burst is marked by the target until the end of the enemy's next turn.
When one of your allies delivers a telling blow on a foe, you offer encouragement
to help your friend finish the fight.
Encounter Martial
Immediate Reaction Ranged 5
Trigger: An ally within 5 squares of you scores a critical hit.
Target: The triggering ally
Effect: The target gains temporary hit points equal to your Charisma modifier.
Your strike creates an opening yo
ur ally seizes to his or her advantage.
Encounter Martial
Free Action Personal
Trigger: You hit an enemy with a melee attack.
Target: One ally adjacent to you
Effect: The target shifts 3 squares as a free action and gains combat advantage against the triggering enemy until the end of your next turn.
You shout words of encouragem
ent, giving your ally a necessary boost.
Encounter Healing, Martial
Minor Action Ranged 5
Target: One ally
Effect: The target can use its second wind and regain additional hit points equal to your Charisma modifier.
Your weapon slips past a foe’s guard, allowing you to adjust your a
ttack and throw the creature off balance.
Encounter Martial
Free Action Melee weapon
Trigger: An enemy is hit by your at-will weapon attack
Target: The enemy you hit
Effect: You knock the target prone or push the target a number of squares equal to your Intelligence modifier or Wisdom modifier.
Your shout warns comrades
of imminent danger in time for them to react.
Daily Martial
No Action Close burst 10
Trigger: A surprise round begins, and you are conscious
Target: You and each surprised ally in the burst
Effect: Each target is not surprised and gains a bonus to AC and Reflex equal to your Intelligence modifier until the end of your next turn.
On the brink of exh
austion, you still manage to rally your allies.
Daily Martial
Minor Action Close burst 10
Requirement: You must be bloodied.
Target: Each ally in the burst
Effect: The target can add your Charisma modifier to damage rolls until you are no longer bloodied. Also, you gain temporary hit points equal to your level + your Charisma modifier.
You lead your allies to use your enemies’ de
fensive openings to deliver more punishment.
Encounter Martial
Minor Action Close burst 5
Target: One enemy in the burst granting combat advantage to you or an ally
Effect: Until the start of your next turn, all your allies gain combat advantage against the target.
Inspiring Presence: Until the start of your next turn, your allies add your Charisma modifier to damage rolls against the target.
With a sharp wave of your arm, you direct one of your allie
s to a more tactically advantageous position.
Encounter Martial
Move Action Ranged 10
Target: One ally
Effect: The target can take a move action as a free action.
Your darin
g attack inspires an ally to follow your lead.
Encounter Martial
Free Action Close burst 10
Trigger: An enemy is hit by your attack
Target: Each ally in the burst who can see you
Effect: Until the end of your next turn, any target who spends an action point to make an attack against the triggering enemy gains a +2 power bonus to the attack roll.
At your encouragement
, an injured ally exploits an opportunity to shine.
Daily Martial
Minor Action Close burst 5
Target: One bloodied ally in the burst
Effect: The target regains the use of second wind and gains a power bonus to his or her next attack roll equal to your Charisma modifier.
You hurl an impulsive command at
an ally, hoping that he understands it properly.
Encounter Martial
Minor Action Close burst 5
Targets: One enemy in the burst and you or one ally in the burst
Effect: The targets make opposed initiative checks. The winner gains combat advantage against the loser until the end of the winner’s next turn.
Bravura Presence: You or your ally gains a power bonus to the initiative check equal to your Charisma modifier.
With a single word from y
ou, your allies shift to more advantageous positions.
Daily Martial
Move Action Close burst 5
Targets: You and each ally in the burst
Effect: Each target can shift 1 square.
Tactical Presence: Increase the burst to 10.
With a wisecrack, you give
your comrade a little courage despite his wounds.
Encounter Martial
Minor Action Melee touch
Target: You if you’re bloodied or one bloodied ally
Effect: The target gains temporary hit points equal to 5 + your Charisma modifier.
You offer strong word
s of encouragement to offset a debilitating effect.
Encounter Martial
Minor Action Ranged 10
Target: You or one ally
Effect: The target makes a saving throw with a power bonus equal to your Charisma modifier.
Sensing your enemies’ advantage, you
whisper quick orders that spur your allies into action.
Daily Martial
No Action Close burst 10
Trigger: You roll initiative
Target: You and each ally in the burst
Effect: Each target can reroll his or her initiative but must use the second result.
You slam your weapon into your foe’s gut and cause the c
reature to double over, enabling an ally to smash it.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: You knock the target prone.
Effect: One ally adjacent to the target can make a melee basic attack against it as a free action.
You cunningly aim to finish off a wounded foe.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One bloodied creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Intelligence modifier damage.
Resourceful Presence: Your allies gain a +2 power bonus to attack rolls against the enemy until the end of your next turn.
You strike your foe hard, delivering a wound that keeps y
our enemy distracted while you and your allies retreat.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, you and each ally adjacent to the target do not provoke opportunity attacks from it.
You knock the enemy as
ide and call forth a nearby ally for a combined assault.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You slide the target 1 square and slide one ally adjacent to you 3 squares to the square the target vacated. Then the ally can make a melee basic attack against the target as a free action.
Resourceful Presence: Your ally gains a power bonus to attack rolls on the melee basic attack equal to one-half your Charisma modifier (minimum +1).
Tactical Presence: Your ally gains a power bonus to damage rolls on the melee basic attack equal to your Intelligence modifier.
Surrounded by enemies, you fake w
eakness and make them careless. Then you suddenly strike.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be flanked.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and all enemies adjacent to you grant combat advantage to all your allies within 5 squares of you until the end of your next turn.
Bravura Presence: The attack deals extra damage equal to your Charisma modifier.
The force of your hurtling a
ttack knocks your enemy flat or leaves your defenses down.
Encounter Martial, 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. Fortitude
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Bravura Presence: If the attack hits, this power is not expended.
Miss: The target gains combat advantage against you until the start of your next turn.
You rush into b
attle with a decisive attack, rallying a friend behind you.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and one ally within 10 squares of you gains a +2 power bonus to speed until the end of your next turn.
Tactical Presence: If the ally charges while the bonus to speed is in effect, the ally’s movement during the charge does not provoke opportunity attacks.
Special: When charging, you can use this power in place of a melee basic attack.
With a snap series of commands, you keep your allies i
n formation and well defended as you assault your adversary.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Until the end of your next turn, allies gain both a +2 power bonus to AC and cannot be pulled, pushed, or slid while adjacent to you.
You deliver a powerful hit that bolsters your ally or en
courages your comrade to unleash an equally devastating blow.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: One ally adjacent to you chooses either to gain a power bonus to damage rolls equal to your Intelligence modifier until the end of your next turn or to gain temporary hit points equal to your Charisma modifier.
Resourceful Presence: Instead of one ally, each ally adjacent to you either gains the bonus or gains temporary hit points.
As you strike, you shout a fierce war cry that heartens a nearby ally,
jolting your friend out of succumbing to his or her troubles.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: One ally who can hear you and is within 5 squares of you can make a saving throw.
Your weapon strikes the foe and, if it seeks to attack another, y
our waiting ally can attempt an attack of his or her own first.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: Hit: 2[W] + Strength modifier damage, and you mark the target until the end of your next turn. If the target makes an attack before the end of your next turn that does not include you as a target, one ally adjacent to the target can make a basic attack against it as an immediate interrupt. If the ally's attack hits, the target takes a -2 penalty to the attack roll.
Your attack connects t
o expose an opening that any ally with will or daring can seize.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target grants combat advantage to your allies until the end of your next turn.
Effect: Any ally that hits the target with an attack gained from an action point before the end of your next turn deals 5 extra damage to the target.
Sensing that an ally is attempting a difficult deed, you distract your co
mrade’s foe and give him or her another chance to use the attack.
Encounter Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An ally misses every target with an encounter or a daily attack
Target: One creature targeted by the triggering ally’s attack
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. The triggering ally’s attack is not expended.
Insightful Presence: The triggering ally gains a bonus to his or her next attack roll against the target before the end of your next turn equal to your Wisdom modifier or Charisma modifier.
Your sudden strike clears a path through the battle
field for your ally, and leaves open the option for more movement.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and an ally within your line of sight can shift 1 square or move 3 squares as a free action.
Effect: Until the end of your next turn, when you use inspiring word on an ally, that ally can shift 1 square or move a number of squares equal to your Intelligence modifier as a free action.
You grab the enemy’s attention with an aggressi
ve strike to give your allies a chance to set up their own attacks.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: One ally you can see can shift half his or her speed as a free action to a square where it has cover or concealment and make a Stealth check to become hidden. Before the end of your next turn, that ally gains a +3 power bonus to his or her next damage roll made against an enemy from which he or she is hidden.
You step in front of an attack meant for your ally and give the attacke
r a staggering blow. Your friend can then move to a better position.
Encounter Martial, Weapon
Immediate Interrupt Melee 1
Trigger: An adjacent enemy hits an ally with an opportunity attack
Effect: The opportunity attack hits you instead.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the ally can shift 2 squares.
The impact of your shot leaves a foe reeling.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. The first time the target moves during its next turn, you knock the target prone after the move.
Skirmishing Presence: You push the target a number of squares equal to your Intelligence modifier or Wisdom modifier.
You leap into the fray with a wild, whirling attack, but your movements are carefully calculated to distra
ct nearby enemies and give your allies a chance to move into position.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and one ally within 5 squares of you can shift 1 square as a free action.
Tactical Presence: The number of allies who can shift equals your Intelligence modifier.
One convincing strike is all you need to
expose the enemy’s weakness and spur your allies into finishing it off.
Encounter Martial, 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, each of your allies gains a +2 bonus to damage rolls against the target.
Inspiring Presence: The bonus equals 1 + your Charisma modifier.
You focus to work i
n concert with your companion, harrying your opponent with relentless blows.
Daily Martial, Stance, Weapon
Minor Action Personal
Effect: Until the stance ends, whenever an enemy adjacent to you attacks an ally of yours and misses, you deal damage to the enemy equal to your Intelligence modifier as a free action.
Tactical Presence: If the enemy is marked by an ally, deal 1[W] + Intelligence modifier damage instead.
As your allies unleash ranged attacks, you
thwart your enemies’ efforts to take advantage of your comrades’ distraction.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and any ally within 2 squares of you do not provoke opportunity attacks when making ranged attacks.
You give your c
hampion the encouragement and strength needed to respond to the foe’s attacks.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: The target grants combat advantage to an ally within 5 squares of it and gains vulnerable to damage from that ally’s attacks equal to your Charisma modifier (save ends both).
Your charge emboldens your allies to do the same.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain +1 power bonus to attack rolls when charging, and your allies gain a +1 power bonus to attack rolls when charging while within your line of sight.
Special: When charging, you can use this power in place of a melee basic attack.
Your precise
ly timed shots disrupt your foe’s concentration, buying time for an ally to act.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of the encounter, whenever you hit the target with a ranged attack, one ally adjacent to it can either make a melee basic attack against it as a free action or shift a number of squares equal to your Intelligence modifier or Wisdom modifier as a free action.
Your strike creates the opening an a
lly needs to slip away, while another ally rushes in to keep the foe pinned down.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: One ally adjacent to the target shifts his or her speed as a free action. Then, choose a different ally within 5 squares of you that can see and hear you. That ally makes a charge attack against the target.
Your series of feints and slashes cows your foe, preparing it for your allies.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier damage, and the target is weakened and grants combat advantage (save ends both). Until the target is no longer affected by this power, your and your allies’ attacks deal 5 extra damage against the target.
Miss: The target is weakened and grants combat advantage until the end of your next turn. In addition, your and your allies’ attacks deal 2 extra damage against the target until the end of your next turn.
Standing t
ogether, you and your comrades form a bastion that can withstand the enemy assault.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of the encounter, any ally adjacent to you gains a +2 power bonus to AC and Reflex.
Se
tting yourself to foil enemy movement, you’re ready to strike anyone who comes near.
Daily Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy enters a square within your reach
Requirement: You must be wielding a reach weapon.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Whenever an enemy enters a square adjacent to you or to an ally adjacent to you, you deal damage to that enemy equal to your Strength modifier as an opportunity action. This effect lasts until the end of the encounter.
Fallen comrades canno
t help but answer your call because your battle cry stirs the most melancholy hearts.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Each unconscious or dying ally within 5 squares of you can make a saving throw and each prone ally within 5 squares of you can take the stand up action as a free action.
As your enemies stagger
from their wounds, you can smell victory. Your allies respond with a furious assault.
Daily Martial
Standard Action Close burst 5
Target: Each ally in the burst
Special: Each target can make a melee basic attack as a free action against a bloodied enemy adjacent to him or her.
Your attack against an unprepared enemy gives you and your allies a decided advantage.
Daily Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a heavy thrown weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, you and each ally within 10 squares of you deal extra damage equal to your Intelligence modifier when hitting with combat advantage.
Resourceful Presence: Your extra damage is 1[W] + Intelligence modifier instead.
With
a wild, wheeling attack, you send your foes careening into your allies’ waiting weapons.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If the target is then adjacent to any of your allies, those allies can make a melee basic attack against the target as an opportunity action.
Miss: Half damage, and no push.
You make a powerful strike against you
r enemy and call to your comrades, lifting their spirits and restoring their battle lust.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Each ally within 10 squares of you can spend a healing surge and regains additional hit points equal to your Charisma modifier.
Your powerful
strike gives an ally the means to recover from his or her injuries and rejoin the battle.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Each ally adjacent to you or the target can use his or her second wind as a free action.
You drive your foe int
o hindering terrain, showing your allies how to utilize the battlefield to their advantage.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you slide the target up to 3 squares. If the target ends this slide in difficult terrain, it falls prone.
Miss: Half damage.
Effect: Until the end of the encounter, you and your allies gain a +2 power bonus to attack rolls against targets on difficult terrain.
A well-placed strike
catches your foe off guard and allows you or a nearby ally to shake off a hindering effect.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You or one ally within 5 squares makes a saving throw.
Miss: You or one ally within 5 squares of you can make a saving throw against one effect that the target caused and that a save can end.
You use weapon thru
sts, lunges, and parries to hedge in your adversary, preventing it from moving away from you.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of the encounter, when you are adjacent to the target and it walks or runs, you can cancel that movement as an immediate interrupt.
You help an ally stand or guide a friend back into formation.
Encounter Martial
Minor Action Melee touch
Target: One ally
Effect: The target stands up, or you slide the
target 1 square.
You take heart from the ally guarding your back.
Daily Martial, Stance
Minor Action Personal
Effect: You assume the back to back stance. Until the stance ends, while you are adjacent to an ally, you and the ally gain a +1 bonus to attack rolls.
You and your compan
ions become as fierce and indomitable as dragons, striking harder the more you all are hurt.
Encounter Martial
Minor Action Close burst 5
Target: You and each bloodied ally in the burst
Effect: Each target gains a +2 power bonus to attack rolls until the end of your next turn.
Special: If you are a dragonborn, the bonus to attack rolls is +3.
With a daunting bearing, you unleash a litany of oaths as you attack, pushing your allies onward.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, when you hit with a melee attack, choose a bloodied ally within 5 squares of you. That ally gains temporary hit points equal to 5 + your Charisma modifier.
Bravura Presence: You can choose to grant the temporary hit points when you miss with a melee attack, but that grants the target of the attack combat advantage against you until the end of your next turn.
You raise your fist in the air, calling your allies to form a defensive front at your position.
Daily Martial
Standard Action Close wall 8
Effect: You designate a wall of defensive ground that lasts until the end of your next turn. The wall is 1 square high, and it must include a square you occupy. You and any ally within the wall gain a +1 power bonus to AC, or a +2 power bonus to AC while adjacent to an ally who is also within the wall.
Sustain Minor: The wall persists.
Discerning the proper angle of fire, you point out concealed enemies to your allies.
At-Will Martial
Minor Action Personal
Effect: Choose one enemy you can see. Until the end of your next turn, any ally who can see or hear you doesn’t take the normal penalty to attack rolls for cover or concealment when attacking that enemy (the penalties for superior cover and total concealment still apply).
Your barked order draws attention to you long enough for a covered or concealed ally to hide.
Encounter Martial
Minor Action Close burst 5
Target: One ally
Effect: The target can shift half his or her speed as a free action to a square where he or she has cover or concealment and make a Stealth check with a +5 power bonus to become hidden.
You dir
ect your ally’s charge, allowing him or her to strike a deadly blow that pushes the foe backward.
Encounter Martial
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you charges a creature.
Target: The triggering ally
Effect: If the charge attack hits, the target gains a bonus to the damage roll equal to your Intelligence modifier, and he or she pushes the charged creature up to 2 squares. The target can then shift up to 2 squares to a square adjacent to the creature.
You spring a trap on your opponents, surprising them with your clever stratagem.
Encounter Martial
Free Action Personal
Requirement: You must use this power during your turn before you take any other actions.
Effect: You and one ally you can see switch places in the initiative order. Your turn ends when you use this power, and the ally takes his or her next turn immediately, even if he or she has already acted during this round. You then act when your ally would have acted.
As soon as an ally is wounded, you spring forward to keep your friend standing.
Encounter Healing, Martial
Immediate Reaction Melee 1
Trigger: You or an ally adjacent to you takes damage.
Target: The character who takes the damage
Effect: The target can spend a healing surge and regains additional hit points equal to your Charisma modifier.
You call to an ally with words of inspiration, pushing your comrade to fight on.
Daily Healing, Martial
Minor Action Ranged 5
Target: One ally
Effect: The target regains one healing surge and also regains hit points equal to his or her healing surge value.
Brash impulse places you in the attack’s path to spare an ally from harm.
Encounter Healing, Martial
Immediate Interrupt Melee touch
Trigger: An attack hits an adjacent ally
Target: The triggering ally
Effect: You and the target switch places. The attack hits you instead, and you or the target can spend a healing surge.
When your
attack connects, you experience a burst of confidence your allies can share if they follow your lead.
Encounter Healing, Martial
Free Action Personal
Trigger: You hit an enemy with a martial melee or ranged attack
Effect: You can spend a healing surge. Until the start of your next turn, any ally that hits the same target with an attack gained from an action point can also spe
nd a healing surge.
You and your allies link shields for better defense.
Daily Martial, Stance
Minor Action Personal
Requirement: You must be using a shield.
Effect: Until the stance ends, whenever you are adjacent to any ally who is using a shield, you and the ally gain a +1 power bonus to AC and Reflex.
You fly over the heads of friend or foe with a vault leveraged by your polearm.
Encounter Martial, Weapon
Move Action Personal
Requirement: You must be wielding a polearm.
Effect: Move 4 squares, ignoring difficult and hindering terrain. You can use this power to move through an enemy’s space, but doing so provokes opportunity attacks when l
eaving a square adjacent to the enemy as normal.
You spur an ally to move faster.
Daily Martial
Minor Action Ranged 10
Target: One ally
Effect: The target gains a +2 power bonus to speed until the end of the encounter.
Verbal reassurance is good, but a hearty clap on the shoulder is better.
Encounter Martial
Free Action Personal
Trigger: You use inspiring word on your ally
Effect: Your inspiring word also grants its target temporary hit points equal to 5 + your Wisdom or Charisma modifier.
You realize that your allies need to adjust their formation, so you order several to move to new locations.
Encounter Martial
Move Action Close burst 5
Target: Each ally in the burst
Effect: Each target can shift a number of squares equal to your Intelligence modifier as a free action.
As your ally’s spirit wanes, you manage to pick just the right words to inspire him.
Encounter Healing, Martial
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target can spend two healing surges.
Inspiring Presence: The target regains additional hit points equal to 5 + your Charisma modi
fier.
You and your companions form an immovable wall to withstand the enemy tide.
Encounter Martial
Minor Action Close burst 3
Target: You and any ally in the burst
Effect: The target cannot be knocked prone, pushed, pulled, or slid until the end of your next turn. Also until the end of your next turn, when you use inspiring word on an ally, the ally can
stand up as a free action.
You fortify your allies with a few words of encouragement.
Daily Healing, Martial
Minor Action Close burst 5
Targets: You and each ally in the burst
Effect: Each target regains hit points equal to 10 + your Charisma
modifier.
You lend your expertise to your ally to help her strike a foe.
Encounter Martial
Immediate Interrupt Close burst 10
Trigger: An ally makes a basic attack, a bull rush, or a charge within 10 squares of you
Target: The triggering ally in the burst
Effect: The target gains a power bonus to the attack roll equal to y
our Intelligence modifier.
You invite attack and distract your foes in the process.
Daily Healing, Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you grant combat advantage to all enemies, but any enemies adjacent to you grant combat advantage to your allies.
Bravura Presence: When an enemy adjacent to you becomes bloodied or is reduced to 0 hit points, you regain hit points equal to your Charisma modifier.
You create an opening that allows an ally to capitalize on your foe’s aggression.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you choose one ally within 5 squares of you. Until the end of your next turn, if the target makes a melee attack against you or the ally, the ally can make an opportunity attack aga
inst the target.
You answer an attacker’s hit against an ally with a vicious riposte.
Encounter Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy within 3 squares of you hits your ally
Effect: Before your attack, you shift 2 squares.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Such is your presence that you panic an enemy into accidentally hitting one of its allies.
Encounter Martial
Immediate Reaction Close burst 10
Trigger: An enemy misses you or an ally you can see with a melee or ranged attack.
Target: The triggering enemy
Effect: The target repeats the attack as a free action against a creature you choose within 2 squares of the target of its original attack. The new target must still be legal for the attack.
You are generous as well as brave. Your presence alone keeps an ally from surrendering to weariness and wounds.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of your next turn, whenever an ally would spend a healing surge, you spend a healing surge on that ally’s behalf as a free action. You regain no hit points from spending the healing surge, and the ally gains the benefit as if he or she had spent the healing surge.
You swing at a nearby foe and drive it back into the area of an ally’s explosive attack.
Encounter Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An ally makes a close or an area attack
Target: One creature not targeted by the triggering attack
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you slide the target a number of squares equal to your Strength modifier.
Insightful Presence: If the triggering attack hits the target, it deals extra damage equal to your Wisdom modifier or Charisma modifier.
With a bloodcurdling roar
, you attack your foe, breaking through its defenses. The ferocity of the attack reinvigorates you or an ally in need.
Encounter Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You or one ally within 5 squares of you can spend a healing surge.
Inspiring Presence: If an ally spends the healing surge, he or she gains additional hit points equal to your Charisma modifier.
Your attack’s success fills your allies with the urge to push further and fight harder.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can shift a number of squares equal to one-half your speed.
Effect: Until the start of your next turn, whenever an ally that can see you spends an action point, he or she can shift up to one-half his or her speed as a free action before or after the extra action.
You catch the eye of your comrade and nod toward a foe. Together, you and the ally then strike.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Choose one ally you can see to make a basic attack against the target as a free action. If your attack hit the target, the ally gains a power bonus to his or her attack roll equal to your Intelligence modifier or Wisdom modifier.
Skirmishing Presence: Before the attack, the chosen ally shifts 3 squares as a free action.
From behind your ready shield, you pound your foe and bark an order, calling for defensive tactics.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and allies adjacent to you gain a +2 power bonus to AC and Reflex until the end of your next turn.
Resourceful Presence: Adjacent allies gain the +2 power bonus to AC and Reflex even if you m
iss.
You goad the enemy into pressing too far, setting up your ally’s counterstrike.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target must make a basic attack against you as a free action. If the basic attack misses, an ally of yours can make a basic attack against the target as a free action.
Bravura Presence: You gain a bonus to your AC against the target’s basic attack equal to your Charisma modifier and your ally gains the same bonus to his or her basic attack’s damage
roll.
Your wild strike lands solidly and inspires a comrade, but it leaves you vulnerable.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Charisma modifier damage. Until the start of your next turn, one ally within 5 squares of you gains a power bonus to his or her next attack roll equal to your Charisma modifier.
Effect: You take a –2 penalty to AC until the start
of your next turn.
With a mighty strike, you spur your friends to shake off their hindrances.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and any ally within 2 squares of you can make a saving throw.
Resourceful Presence: Your allies gain a power bonus to the saving throws equal to your Intelligence modifier.
Your passionate war cry inspires a burst of motivation in your allies, sending them darting across the battlefield.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Each ally within 5 squares of you gains an extra move action to use during his or her next turn.
You probe the defenses of your foe until you can land a blow that momentarily leaves it susceptible to other attacks.
Encounter Martial, 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, you and your allies can score a critical hit against the target on a roll of 18–20.
As you attack amid the chaos of battle, you take an opportunity to direct an ally to attack a distracted foe.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. One ally within 5 squares of you can take a free action to make a basic attack with combat advantage against a creature of his or her choice.
Tactical Presence: The ally gains a bonus to the attack roll equal
to your Intelligence modifier.
You contain your foe, enabling one of your allies to move behind it.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You slide one ally adjacent to the target up to 5 squares to another square adjacent to the target. You can slide the ally through the targe
t's space.
Your blow causes an ally’s follow-up strike to cement his or her tactical advantage.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. The next time an ally hits the target before the end of your next turn, he or she gains one of the following benefits until the end of his or her next turn: +2 power bonus to all defenses, a +1 power bonus to attack rolls, or a +3 power bonus to damag
e rolls.
You constantly move as though ready to attack, keeping your enemy’s nerves frazzled.
Encounter Fear, Martial, Weapon
Standard Action Melee 1
Prerequisite: You must be trained in Intimidate.
Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage, and the target cannot mark your allies and cannot gain combat advantage against your allies until the end of your next turn.
Effect: Any ally marked by the target is no longer marked by the target.
You yell in defiance as you land a solid blow. When your allies follow your example, you can see their confidence grow.
Encounter Martial, 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, whenever an ally hits the target, that ally gains temporary hit points equal to your W
isdom modifier or Charisma modifier.
Little by little, your allies turn the tide against the enemy.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the start of your next turn, any ally who can see you gains a +1 power bonus to attack rolls and damage rolls with basic attacks and at-will powers.
Inspiring Presence: The bonus to damage rolls equals your Charisma mod
ifier.
You lash out at your foe, and you exhort your friends to see the advantages in the terrain.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target treats all squares as difficult terrain until the end of your next turn. You and your allies ignore difficult terrain until the end of your next turn.
Resourceful Presence: Until the end of your next turn, your allies can ignore difficult terrain even if you miss.
One strike from your weapon knocks the enemy off balance; each strike from an ally pushes it farther over the edge.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and each ally who hits the target before the end of your next turn gives it a cumulative -1 penalty to its attack rolls until the end of your next turn, to a maximum of -5.
Bravura Presence: Any ally adjacent to you gains a power bonus to damage rolls equal to your Charisma modifier against the target until the end of your next turn.
Inspiring Presence: Any ally adjacent to you gains combat advantage against the target while it is taking a penalty to its attack rolls from this attack.
A spectral figure clad in elaborate hide armor appears beside your foe,
accompanied by the booming of a distant war horn. The figure swings its club at your enemy and remains to give inspiration to your allies.
Daily Conjuration, Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage.
Effect: You conjure an ancient warlord spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. If an ally starts his or her turn adjacent to the spirit or in its space, as an immediate reaction you can allow that ally to make a basic attack as a free action. As a
move action, you can move the spirit 5 squares.
Seeing your hurts, an ally explodes with unexpected violence.
Daily Martial
Immediate Reaction Close burst 5
Trigger: You are bloodied by an attack
Target: One ally with line of sight to you
Effect: The target makes a melee basic attack against each enemy adjacent to him or her as a free action. Then the target can shift 1 square for each enemy he or she hit as a free action, but t
he target must end this movement closer to you.
The blood you’ ve drawn acts as a target for your comrades.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The target takes ongoing 5 damage (save ends). As long as the ongoing damage persists, your allies gain combat advantage against the target.
Inspiring Presence: Add your Charisma modifier to the ongoing d
amage.
You use the advantage of your reach to position your foe and then cage him with a myriad of minor swings.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a reach weapon.
Target: One creature
Effect: Before the attack, slide the target 3 squares to a square adjacent to you.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and your target is slowed and grants combat advantage to all creatures until it starts its turn in a square outside your melee reach.
Miss: Half damage and target is slowed and grants combat advantage to all creatures
until the end of your next turn.
By coordinating your efforts, your allies deliver two devastating attacks.
Daily Martial, Weapon
Standard Action Close burst 10
Target: One or two allies in t
he burst
Effect: The target can use the power Coordinated Assault Attack. Each target must attack a different creature.
Daily Martial, Weapon
Free Action Melee or Ranged weapon
Requirement: The power Coordinated Assault must be active in order to use this power.
Effect: The target ally can shift 3 squares.
Target: One creature
Attack: Strength or Dexterity vs. AC
Hit: 2[W] + Strength modifier or Dexterity modifier damage, and the
target falls prone.
The most dangerous leader is the one who is able to hurt the enemy through helping comrades.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Effect: Until the end of the encounter, whenever you hit with a charge, each ally within 5 squares of you regains 5 hit points.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Special: When charging, you can use this
power in place of a melee basic attack.
Your smite incites your enemy to focus on you, but only with weaker attacks.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is marked (save ends).
Miss: Half damage, and the target is marked until the end of its next turn.
Effect: The target cannot recharge its powers as long as it is marked by this power.
Bravura Presence: The target also cannot spend action poin
ts as long as it is marked by this power.
The skill you show with your series of attacks dismays your enemies.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target takes a –2 penalty to saving throws until the end of the
encounter.
You aim for a vulnerable spot that will leave your foe too absorbed with its own suffering to withdraw.
Daily Martial, Reliable, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target grants combat advantage (save ends).
Aftereffect: The target grants combat advantage until the end of your next turn.
Having seen to the needs of your troops, you strike out with a powerful blow, buoyed by the strength of your deeds.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. The attack deals 1[W] extra damage for each inspiring word you have used during this encounter, up to a maximum of 3[W] extra damage.
Effect: You can use your inspiring word one additional time during this encounter.
Like a rampaging iron dragon, you hurl yourself at your adversary, landing a terrific blow that inspires your allies to charge as well.
Daily Martial, Weapon
Standard Action Melee weapon
Effect: You charge and make the following attack in place of a melee basic attack.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of the encounter, when you charge a creature, choose an ally within 5 squares of where you start the charge. That ally can charge the same creature as an immediate reaction.
Seeing a weakness among your foes’ defenses, you deliver a low, sweeping blow that knocks your enemy off its feet. Your allies follow your lead.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target falls prone. In addition, each ally within 10 squares of you can take a free action to move up to 3 squares and make a melee basic attack. If that attack hits, its target takes no damage, but falls prone.
Miss: Hal
f damage, and the target falls prone.
You push your foe back, clearing the path for your allies to charge the creature.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target 4 squares.
Miss: You push the target 2 squares.
Effect: Each ally who was adjacent to the target before the push can charge it as a free action.
Swinging your weapon calls your allies to strike. If the plan works, you all adjust your positions to respond the battlefield’s new developments.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Choose two allies within 5 squares of you that can both see and hear you. Each ally makes a basic attack as a free action against d
ifferent creatures that are not the targets of this attack.
You and your comrades train your fire on an enemy drawing near.
Daily Martial, Weapon
Immediate Reaction Ranged 3
Trigger: An enemy enters a square within 3 squares of you
Requirement: You must be wielding a heavy thrown weapon.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Intelligence modifier damage.
Miss: Half damage.
Effect: Each ally within 2 squares of you can make a ranged basic attack against the target as an immediate reaction, with a bonus to the da
mage roll equal to your Intelligence modifier.
You land a final blow on the enemy and then command a temporary retreat.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target cannot make opportunity attacks (save ends).
Miss: Half damage, and the target cannot make opportunity attacks until the end of your next turn.
Effect: Each ally adjacent to the target can move his or her speed as a free action but must end in a space that is not adjacent
to the target.
Your successes show your allies where the enemy is weak, and your failures show them where it is too strong.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, each time you hit with a melee attack, one ally with line of sight to you gains a +3 power bonus to its next damage roll. Each time you miss with a melee attack, one ally with line of sight to you gains a +2 power bonus to its next a
ttack roll.
You point out an opportunity perfect for an ally’s attacks, renewing your own determination to end this fight.
Daily Martial
Standard Action Close burst 5
Target: One ally in the burst
Effect: As a free action, the target can make an attack using an encounter attack power that he or she has already used during this encounter. Also, if you have used all your encounter attack powers, you regain the use of a warlord encounter attack power you have used during
this encounter.
You land a punishing blow that ignites the fire within your allies and keeps them alive on the battlefield.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Up to two allies within 10 squares of you gain 15 temporary hit points apiece. If you reduce the target to 0 hit points with this attack, the
allies gain additional temporary hit points equal to your Charisma modifier.
Your war cry quickly rallies your allies.
Encounter Healing, Martial
Minor Action Close burst 10
Target: Each ally in the burst
Effect: Until the end of your next turn, each target regains additional hit points equal to your Charisma modifier when he or she uses second wind. Each target can also choose to use second wind as a minor action but
gain no bonus to defenses from it.
You use the confusion generated by another attack to send an ally quickly into position.
Encounter Martial
Immediate Interrupt Close burst 10
Trigger: An ally makes an area or a close attack that targets an ally within 10 squares of you
Target: One ally in the burst targeted by the triggering attack
Effect: The target shifts a number of squares equal to 3
+ your Wisdom modifier or Charisma modifier as a free action.
You address your comrades with instructions to help them prevail.
Daily Healing, Martial
Standard Action Close burst 5
Target: Each ally in the burst
Effect: Each target can spend a healing surge and make a saving throw against one effect that a save can end. In addition, each target gains a +2 power bonus to all d
efenses until the end of your next turn.
You fix the enemy in your eyes, devoting yourself to defeating the foe at any cost.
Encounter Martial
Move Action Personal
Effect: Move your speed. At the end of your movement, you grant combat advantage to and are marked by one enemy adjacent to you until the end of your next turn. While you are marked by this enemy, you gain a power bonus to your d
amage rolls against the enemy equal to your Strength modifier.
Your nearby presence is enough to soften the plight of your allies.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, allies ignore ongoing damage on any turn they start adjacent to you, neit
her taking the damage nor making saving throws to end it.
Your instinctive reactions to the situation turn the tide in your favor
Daily Martial
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of your next turn, every target gains your choice of a power bonus to attack rolls equal to your Charisma modifier, a power bonus to speed equal to your Charisma modifier, or a power bonus to all defenses equal to your Intelligence modifie
r.
Resourceful Presence: You can grant a different bonus to each target.
An ally’s efforts are renewed against those you oppose.
Daily Martial
Immediate Reaction Close burst 5
Trigger: An ally in the burst misses all targets with an attack when using an action gained by spending an action point
Target: The triggering ally
Effect: The target gains 1 action point. Spending this action point does not count against the limits on action point expenditures for this encounter. If the target does not spend the action point before the end of the encounter, it is l
ost.
With a fake command and your ally’s practiced response, you identify that ally as a danger that your enemies should heed.
Encounter Martial
Standard Action Close burst 3
Target: Each unmarked enemy in the burst
Effect: The targets are marked by an ally of your choice until the end of your next turn.
Tacti
cal Presence: Increase the burst to 5.
Although you waver, your conviction lends you strength to strike and push on.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. If you are bloodied, you or an ally within 5 squares o
f you can use second wind as a free action.
You catch the arrow on your shield and send your ally forward to meet the shooter.
Encounter Martial
Immediate Interrupt Personal
Trigger: An enemy hits you with a ranged attack
Requirement: You must be using a shield.
Effect: Reduce the attack’s damage by one-half your level. One ally within 5
squares of the attacker can charge the attacker as a free action.
You create an area of calm even as violence rages around you.
Daily Healing, Martial
Minor Action Close burst 5
Target: Each ally in the burst
Effect: Each target can spend a healing surge. Until the end of the encounter, your healing powers restore the
maximum number of hit points possible.
You stand ready to change position quickly or to point out opportunities for your allies to do so.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, once on each of your turns you can use a move action to shift 1 square and gain a +2 power bonus to damage rolls until the start of your next turn, or you can use a move action to allow an
ally within 5 squares of you to do the same as a free action.
You bark orders at your allies, commanding them to move into formation.
Encounter Martial
Minor Action Close burst 3
Target: You and one ally in the burst
Effect: Each targ
et shifts his or her speed as a free action.
Your mastery of battle tactics and stern commands allow you to move an ally out of harm’s way.
Daily Martial
Immediate Interrupt Ranged 10
Trigger: An ally is hit by a melee or a ranged attack
Target: The triggering ally
Effect: The ally can take a free action to shift a number of squares up to 1 + your Intelligence modifier.
As your ally misses, you spot an opening that the attack created. You point it out so that your friend can immediately take advantage of it.
Daily Martial
Immediate Reaction Close burst 5
Trigger: An ally within 5 squares of you misses with an attack
Target: The triggering ally in the burst
Effect: The target ca
n reroll the attack and has combat advantage for it.
With your stirring words, you prove that the enemy has no hold on you and your allies.
Daily Martial
Minor Action Close burst 2
Target: You and any ally in the burst
Effect: The target makes a saving throw. Until the end of your next turn, when you use inspiring word on an ally, the ally can make a saving throw.
You sweep the legs out from under your adversary and knock it to the ground with a mighty overhead swing. Your allies, inspired by the sight, follow suit.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target falls prone. In addition, each ally within 5 squares of you can take a free action to make a basic attack. If that attack hits, its target takes no damage, but falls prone.
Tactical Presence: Each ally gai
ns a bonus to the attack roll equal to your Intelligence modifier.
Your warning shout allows your ally to turn an opening into an advantage.
Encounter Martial
Immediate Interrupt Close burst 5
Trigger: An enemy within 5 squares of you hits an ally with an opportunity attack
Target: The triggering ally in the burst
Effect: The target makes a melee basic attack against the attacking enemy as a free action. If this attack hits, the attacking enemy rerolls the opportunity attack against a different creature of your choice within its reach.
Resourceful Presence: The enemy gains a bonus to the new attack and damage rolls equal to your Charisma
modifier.
Your careful preparations unleash a devastating trap, but you are experienced enough to let them go should your situation change.
Encounter Martial
Immediate Reaction Close burst 5
Trigger: An enemy in the burst hits you or an ally with an attack.
Target: One ally adjacent to triggering enemy
Effect: The target makes a melee basic attack as a free action against each enemy adjacent to him or her. If the attack hits, the enemy is
also dazed until the end of the target’s next turn.
Your overwhelming attack against your enemy inspires a nearby ally to continue the fight.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and one ally within 5 squares of you gains 10 temporary hit points.
Inspiring Presence: The temporary hit point
s equal 10 + your Charisma modifier.
You offer your ally a brief insight into a foe’s actions, preparing him or her for the enemy’s attack.
Encounter Martial
Immediate Interrupt Close burst 5
Trigger: An ally within 5 squares of you is hit by an enemy’s attack
Target: The triggering ally in the burst
Effect: The target gains a +3 power bonus to all defenses against the enemy’s attack. If the attack misses the target, he or she can make a melee basic attack against the enemy as a free action with a bonus to the damage roll equal to your Wisdom modifier or Charisma modifier.
Insightful Presence: The bonus to the target’s defenses equals 2 + your Wis
dom modifier or Charisma modifier.
You and your ally move into a tactically sound position and attack your foe with a coordinated assault.
Encounter Martial
Standard Action Melee weapon
Target: One creature
Effect: You and one ally make a melee basic attack against the target. If both attacks hit, your ally’
s attack is a critical hit.
You smash your weapon into your enemy and lock into formation with your allies, using your shield to shelter them.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of your next turn, you gain a +2 power bonus to AC and Reflex, and your allies gain a +2 power bon
us to AC and Reflex while adjacent to you.
No matter how your enemy maneuvers, something comes between it and its quarry—and that something is you.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Choose one ally within 5 squares of you. The target cannot attack that
ally with melee or ranged attacks until the end of your next turn.
Your enemy recoils before you—and right into the blades of your waiting allies.
Encounter Fear, Martial, Weapon
Standard Action Melee 1
Prerequisite: You must be trained in Intimidate.
Target: One enemy
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage, and you slide the target 3 squares to a space adjacent to one of your allies. The target grants combat advantage to that ally until the start of your next turn.
The sirocco drives the desert sands in a thousand directions. So too does your furious attack scatter your enemies and drive them where you want them to go.
Encounter Martial, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damag
e, and you can slide the target 1 square.
Your sidling approach belies your excruciating follow-up, which opens your opponent to attacks from your allies.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, you can shift 2 squares.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is dazed and marked until the end of your next turn.
Resourceful Presence: While the target is marked by this power, your allies gain a power bonus to damage rolls against the targe
t equal to your Charisma modifier.
You smite your enemy without regard for your safety, inciting the enemy against you and your allies against it.
Encounter Martial, 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 next turn. Until the start of your next turn, you grant combat advantage to all enemies, and your allies gain a +2 power bonus to damage rolls against the target.
Bravura Presence: Your allies instead gain a power bonus to damage rolls against the target equal to 2 + your Charisma modi
fier.
Special: When charging, you can use this power in place of a melee basic attack.
A solid blow against a foe helps you restore your allies’ faith.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Your inspiring word restores additional hit points equal to your Charisma modifier or Intelligence modifier until the end of your next turn.
Resourceful Presence: Add 3 to the number
of hit points the power restores.
As one ally’s weapon slips past an enemy’s guard, you encourage a couple of others to take advantage of the opening.
Encounter Martial
Immediate Reaction Close burst 5
Trigger: An ally within 5 squares of you hits an enemy with a melee attack
Insightful Presence: The triggering ally’s attack deals extra damage equal to your Wisdom modifier or Charisma modifier.
Target: Two allies in the burst adjacent to the enemy
Effect: Each target can make a melee ba
sic attack against the enemy as a free action.
Your attack invites a nearby ally to join your struggle, and those who answer are the better for it.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you slide one ally within 5 squares of you 6 squares to a square adjacent to the target. That ally can make a melee basic attack against the target as a free action.
Bravura Presence: The ally grants combat advantage to the target until the end of your next turn, but he or she deals extra damage equal to your Strength modifier when using its basic attack.
Tacti
cal Presence: The ally gains a bonus to its attack roll equal to your Intelligence modifier.
Your fierce strike damages your foe’s ability to fight back.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The target takes a -2 penalty to attack rolls until the start of your next turn.
Inspiring Presence: If the target attacks an ally, the ally gains temporary hit points equal to your Charisma modifier before the attack hits or misses.
Resourceful Presence: The target
’s penalty to attack rolls equals your Intelligence modifier.
The painful stab puts your foe off balance. The follow-up pull has it groveling in pain.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a reach weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and sl
ide the target 3 squares to a space adjacent to you. After the slide, the target is knocked prone.
At your command, two of your allies move to flank a foe.
Encounter Martial
Standard Action Close burst 5
Targets: One or two allies in the burst
Effect: Each target can shift 3 squares and make a melee basic attack against an adjacent enemy as a free action. If the target is flanking the enemy, he or she gains a bonus to the damage roll equal to your Charisma modifie
r.
Bravura Presence: The target gains a power bonus to the attack roll equal to your Charisma modifier.
Your shot signals your comrades to rush the foe.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally you can see can charge the target or make a melee basic attack against it as a free action.
Skirmishing Presence: The ally gains a power bonus to the attack roll equ
al to your Intelligence or Wisdom modifier.
Rushing to defend a friend in trouble, you make a bold attack. Your friend then defends himself by your example.
Encounter Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy within 5 squares of you bloodies an ally
Target: The triggering enemy
Effect: Before the attack, you can move your speed.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the bloodied ally can make a basic atta
ck against the target as a free action.
Rushing to take your adversary down a notch, you ignore your defenses but allow your allies to take advantageous shots.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage. If this attack bloodies the target, two of your adjacent allies can each make a basic attack against the target as a free action.
Bravura Presence: Each ally gains a power bonus to the basic attack roll equal to your Charisma modifier.
Effect: You grant combat advantage to all enemi
es until the start of your next turn.
With an interposing attack, you give your companions the determination and the space to improve the tactical situation.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and each of your allies adjacent to the target can make a saving throw and then shift 1 square as a free action.
Tactical Presence: Each ally gains a power bonus to the saving throw equal to your Charisma modifier, and each can instead shift a number of squares equal to 1 + your Intellig
ence modifier.
Maneuvering to make your enemy open itself up to attack, you deliver a passing blow. Your comrades follow up with strikes of their own.
Daily Martial, Weapon
Immediate Interrupt Melee 1
Trigger: An adjacent enemy hits you with a melee attack
Target: The triggering enemy
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and you can shift 1 square.
Effect: Each ally adjacent to the target can make an opportunity attack against it and has combat advantage for the attack.
Tactical Presence: Each ally gains a bonus to the damage
roll equal to your Intelligence modifier.
You shout words of inspiration to your allies, encouraging them to respond to your enemies’ artillery with shots of their own.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Effect: Until the end of the encounter, whenever a ranged attack hits an ally you can see, that ally can make a ranged
basic attack against the attacker as an immediate reaction.
In a traditional dragonborn maneuver, you storm in, smite an enemy, spin away, and punish yet another foe.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you can shift 2 squares.
Miss: Half damage, and you can shift 1 square.
Effect: After you shift, you can make a basic attack against a different target.
Special: When charging, yo
u can use this power in place of a melee basic attack.
Your foe is a fool for thinking it escaped the brunt of your attack. You are only setting it up for your allies.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier dam
age.
Effect: Each ally can make a melee basic attack against the target as a free action.
Your powerful charge inspires your allies, filling them with vigor and courage.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Each ally within 10 squares of you can spend a healing surge.
Special: When charging, you can u
se this power in place of a melee basic attack.
A shouted command calls your allies to act, helping them to find new reserves or driving them to strike your enemies down.
Daily Healing, Martial
Standard Action Close burst 10
Target: One, two, or three targets that can hear you in the burst
Effect: Each target can choose to spend a healing surge, make a basic attack, or make a charge attack as a free action. Each ally that makes an attack as a result of this effect must choose a differ
ent target and deals 1d10 extra damage on a hit.
As you and your ally work together to defeat a foe, you both develop a bond that provides an advantage throughout combat.
Daily Martial, Weapon
Immediate Reaction Melee or Ranged weapon
Trigger: An enemy is hit by your ally
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of the encounter, whenever you hit an enemy, the ally gains a power bonus to his or her next attack roll against that enemy. The bonus equals your Intelligence modifier or Wisdom modifier and la
sts until the end of your next turn.
You send multiple shots flying at your enemies. Each missile drives a foe back toward your allies, who seize the opportunity to attack.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One, two, or three creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Intelligence modifier or Wisdom modifier. If the target ends the push adjacent to one
of your allies, that ally can make a melee basic attack against the target as an opportunity action.
Your strike leaves your foe hesitant to attack you or anyone near you.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, the target takes a –2 penalty to attack rolls against you or any ally who is adjacent to you when it attacks (the target ta
kes no penalty if it is immune to fear).
Miss: Half damage, and no penalty.
With a remarkable show of skill, you school your foe, revealing the flaws in its fighting style.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier damage, and the target takes a –2 penalty to attack rolls and
grants combat advantage to you and your allies (save ends both).
With each strike you deliver, your allies gain more resolve to grab victory from the jaws of defeat.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Targets: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: As a free action, each ally within 5 squares of you can make a saving throw. Make a secondary attack against the target.
Resourceful Presence: Each ally gains a power bonus to the saving throw equal to your Intelligence modifier.
Secondary Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and you knock the target prone. Each ally within 5 squares of you can spend a healing surge as a free
action.
Resourceful Presence: Each ally adds your Charisma modifier to the hit points regained.
You bleed your foe with a wicked strike, exposing a fatal flaw in its armor.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Effect: Until the end of the
encounter, when you or an ally hits the target, it takes ongoing 5 damage (save ends).
Seeing your enemy quail before your onslaught gives your allies the courage to fight on.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Each ally who can see you regains hit points equal to his or her healing surg
e value + your Charisma modifier.
Miss: Each ally who can see you regains hit points equal to 10 + your Charisma modifier.
You orchestrate a devastating coordinated attack.
Daily Martial
Standard Action Close burst 3
Targets: You and each ally in the burst
Effect: Each target can charge or make a basic attack as a free action, with a power bonus to the attack ro
ll and the damage roll equal to your Charisma modifier.
You provoke your adversary with a bold stroke. Each time it lunges at you, it recklessly sets up your forces for victory.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Effect: Until the end of the encounter, the target gains a +2 bonus to attack rolls and damage rolls against you, and whenever it attacks you, choose an ally within a number of squares of you equal to
your Intelligence modifier. That ally can make a basic attack against the target as an immediate interrupt.
Practice has honed your party’s maneuvering to near perfection.
Encounter Martial
No Action Close burst 5
Trigger: You and your allies make initiative checks at the beginning of an encounter
Targets: You and two allies in the burst or three allies in the burst
Effect: You swap the initiative check results of the targets.
Tactical Presence: Until the end of his or her first turn in the encounter, the target with the l
owest initiative result gains a power bonus to damage rolls equal to your Intelligence modifier.
You whisper a few words of support to a comrade heading back into the fray.
Encounter Martial
Standard Action Melee 1
Target: One ally
Effect: The target gains temporary hit points equal to 10 + your Charisma modifier. Until the end of your next turn, the target also gains a power bonu
s to damage rolls, one defense, or saving throws equal to your Charisma modifier.
You take up a vulnerable position that forces your enemies into disadvantageous positions as well.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, any enemy adjacent to you gains combat advantage against you but grants combat advantage to your allies.
Bravura Presence: Allies gain a bonus to melee damage rolls agains
t enemies adjacent to you equal to your Charisma modifier.
You declare the space in front of you to be forbidden, and any enemy that dares to enter it will suffer the consequences.
Daily Martial
Standard Action Close blast 3
Effect: The blast creates an area of forbidden ground. Until the end of the encounter, whenever an enemy enters the area, you or an all
y can charge that enemy or make a melee basic attack against it as an immediate reaction.
You offer words of encouragement to an ally or shout words of discouragement to an enemy.
Encounter Martial
Immediate Interrupt Close burst 5
Trigger: An enemy within 5 squares of you saves, or an ally within 5 squares of you fails a saving throw
Target: The triggering enemy or ally in the burst
Effect: The target rerolls the saving throw. If the target is an enemy, it takes a penalty to the saving throw equal to your Intelligence modifier or Wisdom modifier. If the targ
et is an ally, he or she gains a bonus to the saving throw equal to your Intelligence modifier or Wisdom modifier.
You fight off an adverse condition or enable an ally to do the same.
Daily Martial
Standard Action Ranged 10
Target: You or one ally
Effect: T
he target can end one effect on it that a save can end.
Inspired by the weaving tactics of chain devils, this stance has you weaving through the enemy forces with diabolical grace.
Daily Martial, Stance
M
inor Action Personal
Effect: Once a turn you can spend a minor action to shift 1 square.
Reading your enemy’s intent, you increase the pressure so it cannot escape your grasp.
Encounter Martial
Immediate Reaction Close burst 5
Trigger: An enemy adjacent to you moves or shifts
Target: You and one ally in the burst adjacent to the triggering enemy
Effect: The target shifts his or her
speed and must end this shift in a square adjacent to the triggering enemy.
One of your allies overcomes a debilitating effect, and you shout to your other comrades to do the same.
Encounter Martial
Free Action Close burst 10
Trigger: An ally within 10 squares of you saves against an effect
Target: You and each ally in the burst
Effect: Until the end of your next turn, each targ
et gains a power bonus to saving throws equal to your Charisma modifier.
You foster the spirit of teamwork among your allies and inspire one of them to take a blow meant for another.
Encounter Martial
Immediate Interrupt Close burst 10
Trigger: An ally within 10 squares of you is hit by an attack
Target: You or one ally in the burst; the target must be adjacent to the
triggering ally
Effect: The target and the triggering ally swap places, and the attack hits the target and misses the triggering ally.
You and an ally form a deadly team, fighting in tandem.
Daily Martial, Stance
Minor Action Melee 1
Target: One ally
Effect: Until the
stance ends, you and the target both gain a +2 power bonus to attack rolls, AC, and Reflex when you’re adjacent to each other.
You rally your comrades before sending them into battle.
Encounter Healing, Martial
Standard Action Close burst 5
Target: Each ally in the bu
rst
Effect: Each target can spend a healing surge. Until the end of your next turn, each target gains a +2 power bonus to attack rolls.
Hearing your call of alarm, your friend leaps for cover.
Daily Martial
Immediate Interrupt Close burst 5
Trigger: An ally within 5 squares of you is hit by a ranged or an area attack
Target: The tr
iggering ally in the burst
Effect: The target can shift a number of squares equal to 1 + your Intelligence modifier.
You forego attacks to focus on redirecting your allies’ positioning.
Daily Martial
Standard Actio
n Close burst 5
Target: Each ally in the burst
Effect: Each target can take a move action as a free action.
You rally your forces with a battle cry and a calculated blow against the enemy.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and each ally within 5 squares of you can make a savin
g throw.
Inspiring Presence: Each ally gains a bonus to the saving throw equal to your Charisma modifier.
Your adversary reels from wounds, and you mean to bring that torment to an end.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One bloodied creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier + Charisma modifier damage.
Resourceful Presence: If the attack’s damage doesn’t reduce the target to 0 hit points, make a melee bas
ic attack against the target, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
Your bold strike inspires your allies to show off their fighting prowess.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and allies within 5 squares
of you deal 1[W] extra damage with their at-will weapon attacks that hit until the start of your next turn.
Your carefully aimed shot leaves a foe unable to concentrate on defending itself.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and each ally adjacent to the target can shift 1 square as a free action. Until the end of your next turn, the target provokes opportunity attacks from your allies whenever it attacks.
Skirmishing Presence: You and your allies gain a power bonus to melee damage rolls against the target equal to your Intelligence modifier o
r Wisdom modifier. The power bonus lasts until the end of your next turn.
Your strike forces your foe to respect you and your ally, making it think twice before confronting the two of you again.
Encounter Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy hits your ally with a melee attack
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target grants combat advantage until the end of its next turn.
Insight
ful Presence: One ally can make a melee basic attack against the target as a free action.
You smite your enemy as you shout encouragement to your allies, imparting the vigor they need to push on.
Encounter Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and each ally within 10 squares of you regains the use of second wind.
Resourceful Presence: Any ally who uses second wind before the end of you
r next turn regains additional hit points equal to your Charisma modifier.
You deliver a well-placed strike against your foe and call your comrades to do the same. They pelt the enemy with attacks.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier dama
ge, and each ally within 5 squares of you can make a basic attack against the target as a free action.
You leap forward boldly, shouting a battle cry that fills your allies with the same courage.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and one ally within 5 squares of you can charge the target as a free action.
Inspiring Presence: The charging ally gains a power bonus to the attac
k roll and the damage roll equal to your Charisma modifier.
Special: When charging, you can use this power in place of a melee basic attack.
Your arrow drives a foe backward onto the blade of your ally
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Intelligence modifier or Wisdom modifier. After the push, one of your allies adjacent to the target can make a melee basic attack against it as a free action. The attack deals extra damag
e equal to the number of squares you pushed the target.
You strike your enemy with a furious blow that creates a momentary lull in the fighting, giving you a chance to direct your allies to victory.
Encounter Martial, 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.
Tactical Presence: Until the end of your next turn, each of your allies gains a
power bonus to attack rolls against the target equal to your Intelligence modifier.
An aggressive attack draws attention away from your allies so they can move into position while remaining unseen.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is marked by you until the end of your next turn.
Effect: Each ally within 5 squares of you that you can see shifts his or her speed as a free action to a square with cover or concealment and makes a Stealth check to become hidden. Before the end of your next turn, each of those allies gains a
+5 power bonus to its next damage roll made against an enemy from which it is hidden.
Like a wild, terrible storm, you hurl yourself at your foe. Your allies are swept along by the force of your wrath.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and each ally who can see you can move up to hi
s or her speed as a free action.
Miss: One ally who can see you can move up to his or her speed as a free action.
Your wild strike distracts your foe, giving an ally the chance to strike the creature.
Encounter Martial
Free Action Close burst 10
Trigger: You miss an enemy with an attack
Target: One ally in the burst
Effect: The target can make a basic attack against the enemy as a free action. The a
ttack deals extra damage equal to 5 + your Intelligence modifier.
Your ally’s strike drives a foe forward, and you snap off a shot. You then study the enemy and watch for it to drop its guard again.
Daily Martial, Weapon
Immediate Reaction Ranged weapon
Trigger: An enemy is hit by your ally
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and whenever the target moves during its turn, one ally you c
an see can make a basic attack against the target as an opportunity action (save ends).
Miss: Half damage.
You and your comrades hurl yourselves at opponents and gain the upper hand through your audacity.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you or an ally charges, you or the ally gains combat advantage against the target of the charge for that attack.
Special: When
charging, you can use this power in place of a melee basic attack.
You deliver a punishing blow to your foe and then watch how it reacts, striking again when it leaves itself open and throwing it off balance.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Effect: Until the end of your next turn, you can use an immediate interrupt to move up to 4 squares and make a melee basic attack against the target if it makes an attack roll. If you deal damage, the target takes a penalty to its attack roll equal to your Intelligence modifier.
Sustain Mi
nor: The effect persists until the end of your next turn.
Your blow shows your allies how best to attack your enemy, and with each subsequent strike, you adapt your strategy to keep your foe off balance.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target grants combat advantage until the end of your next turn.
Miss: Half damage.
Effect: Until the end
of the encounter, whenever you hit the target, it grants combat advantage until the end of your next turn.
Your strike leaves a foe reeling, and as your allies beat on the creature, their vigor and morale improve.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is stunned (save ends). While the target is stunned by this power, whenever an ally hits the target, he or she can spend a healing sur
ge.
Miss: Half damage, and the target is stunned until the end of your next turn.
You shout a warning to a comrade under fire, who avoids the brunt of the attack and responds with a vicious counterattack.
Daily Healing, Martial
Immediate Reaction Close burst 20
Trigger: An ally within 20 squares of you is hit by an enemy
Target: The triggering ally in the burst
Effect: The target regains hit points as if he or she had spent a healing surge and then makes two basic attacks against the attacking enemy as an opportunity action. If either basic attack hits, the enemy is dazed (save ends).
Inspiring Presence: The ally regains additional hit
points equal to your Charisma modifier and gains a bonus to the damage rolls equal to your Charisma modifier.
As manipulative as the mistress of Malbolge, this exploit wreaks havoc among large groups of enemies.
Daily Martial, Weapon
Standard Action Melee weapon
Effect: Shift your speed.
Targets: A number of creatures within your melee reach at any point during your move up to your Intelligence modifier (minimum 1).
Attack: Strength vs. AC, one attack per target
Hi
t: 1[W] + Strength modifier damage, and slide the target 1 square.
Miss: Strength modifier damage and slide the target 1 square.
Giving your companions a quick signal, you charge forward to glory, inspiring them.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Effect: As a free action, each ally within 10 squares of you can shift a number of squares equal to your Charisma modifier and then spend a healing su
rge.
Special: When charging, you can use this power in place of a melee basic attack.
Your shot signals the beginning of a barrage. Your leadership guides your allies’ fire and helps alert them to nearby foes.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Effect: Until the end of the encounter, you and your allies gain a +2 power bonus to ran
ged attack rolls and do not provoke opportunity attacks for making ranged attacks.
Special: You can use this power in place of a ranged basic attack.
For you and your comrades, every miss is just a new opportunity.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Make a melee basic attack against the target.
Effect: Until the end of the encounter, each time you or an adjacent ally miss
es with an encounter or a daily melee attack power, that character can make a melee basic attack against the same target as a free action.
On your command, you and your allies unleash a ranged barrage upon your enemies.
Daily Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a heavy thrown weapon.
Target: One creature
Attack: Strength vs. AC. The attack can score a critical hit on a roll of 18–20.
Hit: 4[W] + Strength modifier damage.
Effect: Each ally within 5 squares of you can make a ranged
basic attack against an enemy as a free action, with a power bonus to the attack roll and the damage roll equal to your Charisma modifier. Until the en
d of your next turn, any ranged attack made by you or your allies can score a critical hit on a natural roll of 18–20.
With a triumphant roar, you urge your allies to seize every opportunity and fight like never before.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the start of your next turn, each ally within 10 squares of you can follow up a standard action with a basic attack made as a free action.
Miss: Until the start of your next turn, one ally within 10 squares of you can follow up a standard action with a basic attack made as a free action.
Sustain Minor: Until the start of
your next turn, one ally within 10 squares of you can follow up a standard action with a basic attack made as a free action.
One attack from you sees each ally moving into planned positions and striking with speed and force.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Each ally that can see and hear you within 5 squares of you can shift his or her speed as a free action. Each of these allies gains 10 temporary hit points the first time he o
r she hits with an attack made before the end of your next turn.
You cleverly maneuver your adversary into a perfect flanking position. As you land the deciding blow, your surrounding allies strike hard from all sides.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and each ally of yours adjacent to the target can make a melee b
asic attack against it as a free action.
Miss: One ally of your choice adjacent to the target can make a melee basic attack against it as a free action.
As you succumb to your injuries, you shout out a call for retribution.
Daily Healing, Martial
Immediate Interrupt Close burst 10
Trigger: You are reduced to 0 hit points or fewer by an enemy
Target: Each ally in the burst
Effect: Each target can spend a healing surge and regain additional hit points equal t
o your Charisma modifier. Until the end of the encounter, the targets gain a +2 power bonus to attack rolls and damage rolls.
You have your foes against the wall, and you focus your attention on finishing the job.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you grant combat advantage to all enemies. In addition, you and each ally within 10 squares of you gain a +2 power bonus to attack rolls against bloodied enemies. Also, each time you or an ally within 10 squares of you spends an action point to take an extra action, that character can make a basic attack as a free action before taking the extra action.
Bravura Presence: You and each ally within 10 squares
of you gain a bonus to damage rolls against bloodied enemies equal to your Charisma modifier.
You have a sixth sense that tells you when your allies are in danger. Recognizing your ally’s peril, you dart over to help.
Daily Healing, Martial
Immediate Interrupt Melee 1
Trigger: An ally drops to 0 hit points or fewer from an enemy’s attack that doesn’t target you
Effect: You move twice your speed. You must end this movement adjacent to the triggering ally.
Target: The trigg
ering ally
Effect: The attack hits you instead of the target, and the target can spend a healing surge.
You identify a section of the battlefield that offers a defensive advantage, and you direct your allies to secure it.
Daily Martial
Standard Action Close blast 3
Target: Each ally in the blast
Effect: Each ally in the blast gains temporary hit points equal to 5 + your Intelligence modifier or Wisdom modifier. The blast creates an area of defensible terrain. Until the end of the encounter, any al
ly within the area that has cover except that provided by intervening allies instead has superior cover.
Foes within your reach dare not ignore you, prompting them to drop their guard and allowing you to aim your strikes.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, enemies within your reach grant combat advantage to your allies. You gain a +1 power b
onus to melee attack rolls per ally adjacent to a target of your melee attacks, to a maximum of +4.
With great words of encouragement about glorious victory, you turn yourself or an ally into a battle-hardened juggernaut.
Daily Martial
Standard Action Ranged 10
Target: You or one ally
Effect: The target gains temporary hit points equal to his or her healing surge value + your Charisma modifier. Until the target loses as many temporary hit points as he or she gained from this power, the target gains a bonus to damage rolls equal to your Charisma modifier and can’t be dazed
, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
The sight of one of your allies being harmed fills you with resolve and compassion, and you turn that dark moment into a heroic surge toward triumph.
Daily Healing, Martial
Immediate Reaction Close burst 5
Trigger: You or an ally within 5 squares of you takes damage.
Target: You
and each ally in the burst
Effect: Each target can spend a healing surge and regain additional hit points equal to your Charisma modifier.
You spot a hole in an enemy’s defenses and tell your ally to seize the opportunity.
Daily Martial
Free Action Close burst 5
Trigger: An ally within 5
squares of you hits with an opportunity attack
Target: The triggering ally in the burst
Effect: The target scores a critical hit with the attack.
Like a puppet master, you position your enemies exactly where you want them.
Daily Martial
Standard Action Close burst 10
Target:
Each enemy you can see in the burst
Effect: You slide the target a number of squares up to your Intelligence modifier, but not into hindering terrain.
Your leadership lets your comrades achieve more than ever seemed possible.
Daily Martial
Minor Action Personal
Effect: Until the end of the en
counter, any ally you can see can spend an action point, even if that ally already spent one or more during this encounter. An ally can spend only one action point per turn.
You aim to win the fight before your foes can respond.
Daily Martial
Free Action Close burst 10
Trigger: You and your allies make initiative checks at the beginning of an encounter
Target: You and each ally in the burst
Effect: Each target gains a power bonus to the initiative check equal to your
Intelligence modifier, and during each target’s first turn, he or she gains a bonus to damage rolls equal to your Intelligence modifier.
You raise your voice above the din, encouraging your allies to make a rapid series of attacks.
Daily Martial
Minor Action Close burst 5
Target: Each ally in the burst
Effect: Until the start of your next turn, each target can make basic attacks as minor actions.
Resourcefu
l Presence: Each target gains a bonus to the basic attack rolls equal to your Intelligence or Charisma modifier.
When your doom casts its shadow upon you, you sound the retreat, compelling your allies to quit the battlefield.
Encounter Martial
Immediate Reaction Close burst
10
Trigger: You are bloodied by an attack
Target: You and each ally in the burst
Effect: The target shifts a number of squares as a free action equal to his or her speed.
As you attack, you cheer your friends on toward victory.
Daily Martial, Stance
Minor Action Personal
Requirement: You must be trained in Diplomacy.
Effect: Until the stance ends, each time you hit an enemy with an attack, allies within 10 squares of you gain temporary hit points equal to 5 + your Charisma modifier. You and your allies gain a bonus to saving throws against fear effects equal to your Charisma modifier.
Inspiring Presence:
Each time you hit an enemy with an attack, one ally within 10 squares of you can make a saving throw.
With a brutal strike and a marshalling cry, you open your enemy’s defenses. Your allies respond with a coordinated assault.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. If the target is bloodied or reduced to 0 hit points by this attack, two allies within 5 squares of you can each make a basic attack as a free action.
Resourceful Presence: If the target is bloodied o
r reduced to 0 hit points by this attack, three allies within 5 squares of you can each make a basic attack as a free action.
When your enemies are victims of friendly fire, they experience a critical failure in their battle plan.
Encounter Martial
Immediate Reaction Close burst 10
Trigger: An enemy misses you or an ally you can see with a melee or ranged attack
Target: The triggering enemy
Effect: The target repeats the attack as a free action against a creature you choose within 2 squares of the
original target of the triggering attack and deals 2d10 extra damage on a hit. The new target must still be legal for the attack.
You fling yourself against your enemy brutally, unleashing a fury that draws the eye of nearby enemies.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 4[W] + Strength modifier damage, and you mark and grant combat advantage to every enemy within 2 squares of you until the end of your next turn. Each of the enemies that attacks you grants combat advantage to your allies
until the end of its next turn.
Bravura Presence: The attack deals extra damage equal to your Charisma modifier, and you can shift 1 square, whether or not you hit.
You run to your ally’s aid and strike out at an advancing enemy.
Encounter Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy within 3 squares of you hits your ally
Effect: Before you attack, you shift 2 squares.
Target: The triggering enemy
At
tack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
You shout a terrifying battle cry as you attack, driving a wedge of doubt into your foe’s mind. Your comrades, sensing the enemy’s will breaking, redouble their efforts.
Encounter Fear, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is weakened until the end of your next turn.
Inspiring Presence: Until the end of the encounter, your allies
gain a power bonus to attack rolls against weakened enemies. The bonus equals your Charisma modifier.
You fire a shot at an enemy that is pressing down on an ally. Your attack debilitates the foe and gives your ally temporary respite.
Encounter Healing, Martial, Weapon
Immediate Reaction Ranged weapon
Trigger: An enemy hits your ally with a melee attack
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the ally regains hit points equal to 5 + your Intelligence modifier
or Wisdom modifier.
Skirmishing Presence: The target is weakened until the end of its next turn.
Realizing your ally’s aim is off, you quickly strike the target of your comrade’s attack and try to distract it to help your ally hit.
Encounter Martial, Weapon
Immediate Interrupt Melee or Ranged weapon
Trigger: An enemy is missed by your ally’s attack
Target: The triggering enemy
Attack:
Strength vs. AC
Hit: 2[W] + Strength modifier damage. The ally can reroll his or her attack roll against the target and use either result.
You strike your foe and send it stumbling into a waiting ally, who drives the foe back toward you.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature flanked by you and an ally
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the ally can make a melee basic attack agains
t the target as a free action. If the ally’s attack hits, you make the secondary attack against the target.
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
True power is the ability to prostrate the unwilling.
Encounter Martial, Weapon
Standard Action Close burst 2
Requirement: You must be
wielding a polearm.
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and knock the target prone.
The punishing blow you land on your enemy causes your allies to take heart and defy ill fortune.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and each ally within 5 squares of you can make a sav
ing throw.
Resourceful Presence: Your allies gain a power bonus to the saving throw equal to your Charisma modifier.
Between swings and parries, you direct beleaguered allies to safety while calling in assistance from across the field.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W]
+ Strength modifier damage. Choose one or two allies within 10 squares of you. Each of those allies can shift up to his or her speed as a free action.
The clang of your steel on your enemy’s armor clears the cobwebs from your allies’ heads.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the marked co
ndition ends on any ally within 10 squares of you. Also, each ally within 10 squares of you automatically saves against a charm or a fear effect that a save can end.
A well-placed attack throws your foe out of prime fighting form for a moment.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 3[W] + Strength modifier damage, and the target cannot recharge any of its powers or use action points until the end of your next turn.
Tactical Presence:
The target also takes a penalty to saving throws equal to your Intelligence modifier until the end of your next turn.
You drive your weapon into your enemy, shocking it. While the enemy is recovering, you give an ally a moment to recuperate.
Encounter Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is stunned until the end of your next turn. On
e ally within 5 squares of you can use his or her second wind as a free action.
Insightful Presence: The ally’s bonus to defenses from second wind equals +4 instead of +2.
Your quick, slashing blow against your enemy spurs an ally into action.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you can take a standard action as a free action.
Tactical Presence: The ally gains a power bonus to attack roll
s against creatures adjacent to you. The bonus equals your Intelligence modifier and applies only to attack rolls made using the standard action granted by this power.
Your vigorous charge inspires your allies to move forward and encircle your foes.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier
damage
Effect: Each ally within 5 squares of you can move his or her speed as a free action.
Special: When charging, you can use this power in place of a melee basic attack.
You open a small wound on your foe as a pinpoint target for your allies.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex.
Hit: 2[W] + Strength modifier damage. Until the start of your next tur
n, your allies gain combat advantage against the target and a power bonus to damage rolls against it equal to your Intelligence modifier.
Your charge inspires your allies. As they follow your lead, you shout encouragement that fills them with vigor.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, any ally who
hits with a charge attack regains 5 hit points.
Special: When charging, you can use this power in place of a melee basic attack.
You attempt to avenge your comrades. Seeing your efforts, your wounded allies feel invigorated and rejoin the fight.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and one ally within 5 squares of you can make a saving throw against each effect on him or her that a save can end.
Effect: Any bloodied ally within 5 squares of you can spend a healing surge as a free action and make a saving th
row against one effect on him or her that a save can end.
Special: When charging, you can use this power in place of a melee basic attack.
Your shots drive your foes into a tight cluster. You then signal for an ally to seize his or her chance to attack.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One, two, or three creatures
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the ta
rget a number of squares equal to your Intelligence modifier.
Effect: One ally adjacent to each target can make a melee basic attack against that target as a free action.
So fearsome is your assault that your foe becomes timid about attacking your allies.
Daily Fear, Martial, Weapon
Standard Action Melee 1
Prerequisite: You must be trained in Intimidate.
Attack: Strength vs. Will
Target: One enemy
Hit: 6[W] + Strength modifier damage, and until the end of the encounter, whenever the target hits or misses one of your allies, that ally gains combat advantage against the target until the start of the target’s next turn.
Miss: Half damage, and until the end of your next turn, whenever the target h
its or misses one of your allies, that ally gains combat advantage against the target until the start of the target’s next turn.
You take on a watchful bearing, lending your allies your battle acumen, allowing their wilder strikes to hit home more often.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, when an
ally within 5 squares of you misses with an attack, you can take an immediate interrupt to allow the ally to reroll the attack roll with a bonus equal to your Intelligence modifier.
You attack like a force of nature, driving your opponents before you.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. Will
Hit: 4[W] + Strength modifier damage.
Effect: Until the end of the encounter, each time yo
u or an ally attacks any target of this power, you can slide the target 1 square after resolving the attack.
You deliver a punishing strike that leaves your foe reeling. Your allies can see its distress and are inspired to greater heights of battle fury.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damag
e.
Effect: Until the end of the encounter, when you or an ally scores a critical hit, you and each ally can make a basic attack as an opportunity action.
Every shot you take strikes a foe where it is vulnerable and signals where allies should target it.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stanc
e ends, any enemy you hit with a ranged attack gains vulnerable 10 to all damage until the end of your next turn.
You land a light blow to make yourself look weak, and when a foe gives in to temptation and attacks you, you explode in a burst of violence.
Daily Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You grant combat advantage to enemies that make melee attacks against you until the start of your next turn. If an enemy hits you with a melee attack while this effect lasts, you can make a secondary attack against the attacker as an immediate interrupt. You can shift 1 square closer to the secondary target before making the secondary attack. If no enemy attacks you in melee before the start of your next turn, you regain the use of this power.
Secondary Target: The attacking creature
Secondary Attack: Strength vs. AC
Hit: 4[W] + Strength modifier da
mage.
Bravura Presence: You gain a bonus to the secondary attack’s attack roll and damage roll equal to your Charisma modifier.
You make a vicious strike against your foe, wounding it badly and making it an easy target for your allies’ ranged attacks.
Daily Martial, Weapon
Standard Action Ranged weapon
Requirement: You must make this attack with a heavy thrown weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage. Until the end of the encounter, each of your allies gains a power bonus to the damage rolls of ranged attacks against the target. The bonus equals your Intelligence mod
ifier.
Miss: One of your allies can make a ranged basic attack against the target as a free action, with a power bonus to the damage roll equal to your Intelligence modifier.
Your decisive strike turns the tide of battle as your allies find renewed ferocity.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be bloodied.
Targ
et: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage, and allies gain a +2 bonus to attack rolls until the end of the encounter.
You lash out at an enemy, repaying it for everything you and your allies have suffered during the battle.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strengt
h modifier damage. The attack deals 1[W] extra damage for each inspiring word you have used during this encounter, up to a maximum of 4[W].
Effect: You regain the use of any expended inspiring word uses.
You hurl the enemies back onto your allies’ waiting weapons.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and you slide the target 5 squares. The target takes 1[W] extra damage for each of yo
ur allies adjacent to it at the end of the slide.
Miss: 3[W] + Strength modifier damage and you slide the target 2 squares.
With deific speed and precision, you call out an opening for an ally’s attack. You also spot an opportunity that you can later exploit.
Daily Martial
Standard Action Close burst 10
Target: One ally in the burst
Effect: As a free action, the target can make an attack using an encounter attack power that he or she has already used during this encounter, and the target
gains a +2 bonus to the attack roll. Also, if you have used all your encounter attack powers, you regain the use of a warlord encounter attack power you have used during this encounter.
You and your comrades hurl your foes backward in a furious simultaneous assault.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 4[W] + Strength modifier damage, and you push the target 2 squares.
Miss: Half damage, and no push.
Effect: Each ally wit
hin 5 squares of you can make a melee basic attack as a free action. On a hit, the ally can push his or her target 1 square.
You release a deluge of brutal attacks upon your foe while calling out to your allies to stand their ground and shake off their weariness.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage, and you and each ally within 10 squares of you can make a saving throw against one effect th
at a save can end.
Miss: Each of your allies within 10 squares of you can make a saving throw against one effect that the target caused and that a save can end.
You read the enemy’s intent and spring your trap. Your allies bring the unsuspecting foe down.
Encounter Martial
Free Action Close burst 10
Trigger: An enemy in the burst starts its turn
Primary Target: One ally adjacent to the triggering enemy
Secondary Target: One ally in the burst
Effect: The primary target makes a melee basic attack as a free action against the triggering enemy; on a hit, the target is
dazed. Then, the secondary target makes a charge attack as a free action against the triggering enemy; on a hit, the target falls prone.
Using feigned weakness or harsh words, you goad your enemies to attack you. Your allies instantly fall upon your foes in turn.
Encounter Martial, Weapon
Standard Action Close burst 2
Target: Each enemy in the burst you can see
Effect: You pull each target 1 square to a space adjacent to you. You can’t pull a target that can’t end adjacent to you. You then attack one of the targets.
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. Each enemy adjacent to you can make a melee basic attack against you as a free action, but each of your allies can make a basic attack against the enemy as an opportunity action triggered
by the enemy’s attack.
Bravura Presence: Each ally gains a power bonus to the attack roll and the damage roll equal to your Charisma modifier.
After a cautious approach, you deliver a wicked smite and your enemy staggers, becoming an obvious target for your friends.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One or two creatures
Effect: Before the attack, you can shift 3 squares.
Attack: Strength vs. AC, one attack per target
Hit: 2[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Tactical Pr
esence: Until the end of the encounter, your allies gain a power bonus to attack rolls against dazed enemies equal to your Intelligence modifier.
With a roaring battle cry, you strike nearby foes and thrust them back, changing the complexion of the battlefield.
Encounter Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength v
s. Reflex
Hit: 3[W] + Strength modifier damage, and you slide the target up to 2 squares.
Tactical Presence: The distance of the slide is up to 1 + your Intelligence modifier.
You fire at an enemy, prompting a pair of nearby allies to charge or shoot the foe.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. One or two allies you can see can choose either to charge the target or to make a ranged basic attack again
st the target as a free action.
Skirmishing Presence: The allies gain a power bonus to the damage rolls equal to your Intelligence modifier or Wisdom modifier.
You rush forward and furiously assault your enemy, encouraging all who see your courage to do the same.
Encounter Martial, Weapon
Standard Action Melee weapon
Effect: You charge and make the following attack in place of a melee basic attack.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. Until the end of your next turn,
if any ally can see you when he or she charges, the ally gains a bonus to the damage roll of the charge attack. The bonus equals your Charisma modifier.
With a gale of fierce swings, you give your enemies cause to consider you dangerous and your allies cause for hope.
Encounter Healing, Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you mark the target until the end of your next turn.
Effect: Until the end of your next turn, any of your allies who hit enemies marked by this power can use a free action either to make a saving throw or to spend a healing surge.
Resourceful Presence: If an ally makes the saving throw, he or she gains a power bonus to the roll equal to your Intelligence modifier. If an all
y spends the healing surge, he or she regains additional hit points equal to your Charisma modifier.
You deliver a great blow to your enemy and usher your allies ever closer toward victory. Your words and deeds raise their spirits and inspire them to new acts of heroism.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Stre
ngth modifier damage, and each ally you can see gains 20 temporary hit points.
Inspiring Presence: Each of the allies gains additional temporary hit points equal to your Charisma modifier.
With a whistle, you signal to your allies to assault an enemy from all sides.
Encounter Martial
Standard Action Close burst 20
Target: You and one, two, or three allies in the burst
Effect: Choose an enemy. Ea
ch target can make a basic attack against the chosen enemy as a free action.
Insightful Presence: The basic attacks deal extra damage equal to your Wisdom modifier or Charisma modifier.
Your attack sets a standard of excellence that the rest of the party strives to match.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier
damage. Each ally you can see gains a power bonus to attack rolls equal to your Intelligence modifier or Wisdom modifier until the end of your next turn.
Time seems to slow as you regard your foe. Then, deciding on the best place to strike, you deliver a potent attack.
Encounter Healing, Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy hits your ally
Target: The triggering ene
my
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is stunned until the end of its next turn.
Effect: The ally who was hit can spend a healing surge.
Your successful strike fills you with renewed hope that you can use to inspire your comrades.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damag
e, and you gain an additional use of inspiring word for this encounter.
Inspiring Presence: Until the start of your next turn, you can use inspiring word as an immediate reaction triggered by an ally taking damage.
You break your adversary’s resolve with a ferocious strike.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Stren
gth modifier damage, and you can choose an effect on the target that a save can end. The target fails its next saving throw against that effect.
An enemy dares to strike you, and you hurl him to the ground in retaliation. Your allies then make him pay for his insolence.
Encounter Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy hits you with a melee attack
Target: The triggering enemy
Attack: Streng
th vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you knock the target prone. Each of your allies can then make a basic attack against the target as an opportunity action.
Sometimes a minor sacrifice by a commander can yield swift and terrible action from the troops..
Daily Martial, Weapon
Standard Action Melee weapon
Special: Before you make the attack, you grant combat advantage to all your enemies until the start of your next turn.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you mark the target and opportunity attacks against the target gain a power bonus to damage rolls equal t
o your Intelligence modifier (save ends).
Effect: Until the end of your next turn, enemies making a melee attack against you provoke opportunity attacks from your allies.
You send distracting shots at your foes, allowing allies to maneuver around the battlefield and launch new attacks.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you hit an enemy with a ranged attack, one ally who is adjacent to that enemy can shift a number of squares eq
ual to your Intelligence or Wisdom modifier and then make a melee basic attack against it as a free action. If no ally is adjacent to the enemy, one ally can make a ranged basic attack against it as a free action.
You leap to your ally’s side, sparing your comrade from the jaws of death.
Daily Healing, Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: A creature attacks your ally
Effect: You move up to twice your speed to a square where you can reach the triggering creature with your melee weapon. Your move doesn’t provoke opportunity attacks. You then make the following attack.
Target: The triggering creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage, and the
target’s attack misses the ally.
Miss: Half damage, and the target’s attack deals only half damage if it hits the ally.
Effect: The ally can spend a healing surge immediately after the target's attack.
You loose a tremendous shout, giving your allies confidence and instant attacks.
Daily Martial, Weapon
Standard Action Close burst 20
Target: Each ally in the burst
Effect: Each target gains 20 temporary hit points and can make a basic attac
k as a free action.
Inspiring Presence: Each target gains additional temporary hit points and a bonus to the basic attack’s damage roll equal to your Charisma modifier.
With a practiced swing, you throw yourself off balance, making yourself into bait and your allies the waiting trap.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage.
Effect: You mark the target and grant combat advantage to it until the end of your next turn. Whenever the target attacks you before the end of your next turn, each ally within 10 squares of you can make a basic attack against it as an opportunity action triggered by its attack.
Bravura Presence: Ea
ch ally gains a bonus to the basic attack’s attack roll and damage roll equal to your Charisma modifier.
Special: When charging, you can use this power in place of a melee basic attack.
You deliver a spectacular attack, filling your allies with lethal resolve against your adversaries.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 6[W] + Strength modifier damage. Until the end of the encounter, your allies gain a bonus to damage rolls against the target equal to your Charisma modifier.
When the target is reduced to 0 hit points, choose another enemy within 5 squares of it,
and your allies gain the bonus to damage rolls against that enemy. Each time the chosen enemy is reduced to 0 hit points, choose a different enemy within 5 squares of it.
You charge forward, heedless of the dangers. Your speed and power inspire your allies to fight with renewed vigor.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage.
Effect: Each ally within 10 squares of you can spend a healing surge as a free action.
Special: When charging, you can use this power in place of a melee basic attack.
You never worry about the strength of your arm. You know that if you falter, your comrades will be there to back you up.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W]
+ Strength modifier damage.
Miss: As a free action, each ally can make a melee basic attack against the target with a bonus to the attack roll equal to your Intelligence or Wisdom modifier.
You and your comrade assault an enemy in concert, forcing the creature to divide its attention.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target is dazed (save ends).
Miss: As a free action, one ally you can see can make a basic attack against the target with a power bonus to the attack roll equal to your In
telligence modifier or Charisma modifier. On a hit, the target is dazed until the end of your next turn, and during your next turn, you can use this power against the target again.
With practiced form, you and your allies create a battle line that allows you to attack with godlike precision.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, as long as you are adjacent to an ally, roll twice each time you make an attack roll and use the higher result. Any ally adjacent to you gains the same be
nefit.
Tactical Presence: You gain the benefit when within 2 squares of an ally, and an ally within 2 squares of you gains the benefit as well.
You throw everything you have at your enemy, delivering a punishing blow to your foe and showing your allies that together you stand invincible.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damag
e.
Effect: Until the end of your next turn, you and each ally within 5 squares of you gain resist 5 to all damage and a +4 power bonus to all defenses.
Sustain Minor: The benefits persist until the end of your next turn.
Leading with an attack announces the start of your cunning stratagem.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Effect: Choose up to four allies within 10 squares of you that can see and hear you. Each ally can either make a cha
rge attack, make a basic attack, or shift up to his or her speed as a free action. The allies that choose to charge or make basic attacks deal 1d10 extra damage on a hit and cannot attack the same target or the target of this attack.
Your furious weapon thrusts leave many trails of blood.
Daily Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Each target takes ongoing 15 damage (save ends). Each target taking ongoing damage grants combat advantage to you and your allies.
Resourceful Presence: You can reduce the damage to 1[W] to add 15 to the ongoing damage, or you can increase the damage to 5[W] by forgoing the ongoing damage.