Heroic Tier
Benefit: Whenever you hit an enemy with a daily attack power, that enemy takes a -2 penalty to saving throws against ongoing damage until the end of the encounter.
Heroic Tier
Benefit: Whenever you hit an enemy with a daily attack power, that enemy takes a -2 penalty to Will until the end of the encounter.
Heroic Tier
Benefit: Whenever you hit an enemy with a daily attack power, that enemy takes a -1 penalty to attack rolls against you until the end of the encounter. This is a fear effect.
Prerequisite: Wis 13
Benefit: You gain training in Religion. Choose a 1st-level invoker at-will attack power. You can use that power once per encounter.
In addition, you can wield invoker implements.
Heroic Tier
Prerequisite: Dex 13
Benefit: You gain training in the Acrobatics or Stealth skill. Once per encounter, you can use the shadow step power. In addition, you can wield ki focuses.
Prerequisite: Any class-specific multiclass feat, 8th level
Benefit: You can swap one utility power you know for one utility power of the same level or lower from the class you multiclassed into.
Prerequisite: Any class-specific multiclass feat, 10th level
Benefit: You can swap one daily attack power you know for one daily attack power of the same level or lower from the class you multiclassed into.
Heroic Tier
Prerequisite: Wis 13
Benefit: If, at the start of your turn, three or more enemies are adjacent to you, you gain a +1 bonus to attack rolls and damage rolls until the end of your turn.
Benefit: You gain combat advantage against all enemies during your first turn in an encounter.
Prerequisite: Arcane Familiar, 16th level or higher utility power
Benefit: The aggressive familiar feat power replaces one of your 16th-level or higher utility powers.
As you use an arcane power, your familiar explodes, damaging creatures you hit.
Daily Arcane
Free Action Personal
Requirement: Your familiar must be in its active state.
Effect: Your familiar is destroyed, and you gain a +5 power bonus to damage rolls against creatures that were adjacent to your familiar until the end of the current turn.
Paragon Tier
Prerequisite: 11th level
Benefit: When you make an Acrobatics check or an Athletics check, roll twice and use the higher result.
Heroic Tier
Prerequisite: Any multiclass fighter feat, paragon multiclassing as a fighter
Benefit: You gain the fighter class feature Combat Agility.
Paragon Tier
Prerequisite: 11th level
Benefit: When you are pulled, pushed, or slid into a square adjacent to an enemy, you can use an immediate reaction to make a melee basic attack against that enemy.
Heroic Tier
Prerequisite: Akanûl regional background
Benefit: You subtract 10 feet from the total distance fallen before determining damage after a fall.
Benefit: You can make alchemical items of your level or lower. You must have the correct formula and training in an appropriate skill.
Special: If you receive the Ritual Caster feat as a class feature, you can take the Alchemist feat instead.
Prerequisite: 11th level, Arcane Familiar
Benefit: While your familiar is in passive mode, enemies don’t gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply.
Benefit: You cannot be surprised.
Also, you gain a +2 feat bonus to Perception checks.
Heroic Tier
Prerequisite: Any martial class
Benefit: The first enemy you damage during the first round of an encounter takes 1d6 extra damage if it has not yet acted.
Heroic Tier
Prerequisite: Channel Divinity class feature
Benefit: You can invoke the power of your deity to use Amoth’s Grace.
Through Amoth’s power, you channel strength to your allies, allowing them to stand fast against evil.
Encounter Divine, Healing
Immediate Reaction Ranged 5
Channel Divinity: You may only use one Channel Divinity power per encounter.
Trigger: You or an ally within range of you are either subject to a critical hit or bloodied by an attack
Effect: The triggering creature can spend a healing surge.
Special: You must take the Amoth’s Grace feat to use this power.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship the Spirits of the Past
Benefit: You gain the Channel Divinity power ancestral guidance.
You call upon the ancestor spirits to guide your path.
Encounter Divine
Free Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You make a skill check and dislike the result
Effect: You gain a power bonus to the triggering roll equal to your Wisdom modifier.
Benefit: You have studied the lore of old deities and the history of the Dawn War. You gain a +2 feat bonus to History and Religion checks, and you gain Supernal as a language.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Angharradh
Benefit: You can invoke the power of your deity to use Angharradh’s favor.
Angharradh blesses those who show resolve and determination in the face of evil.
Encounter Divine
No Action Ranged 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You or an ally within range succeeds on a saving throw
Target: One ally
Effect: The target gains a +4 power bonus to saving throws until the end of his or her next turn.
Heroic Tier
Prerequisite: Trained in Nature
Benefit: You gain a +2 feat bonus to Nature checks. Also, when you would make an Insight check against a natural beast, you can make a Nature check instead.
Prerequisite: Channel Divinity class feature, must worship a deity of the civilization domain
Benefit: You gain the Channel Divinity power anthem of civilization.
You inspire your allies to work in concert to turn the tide of battle.
Encounter Divine
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: Until the end of your next turn, you or an ally of your choice within 3 squares of you gains an additional +2 bonus to attack rolls against any enemy he or she flanks.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Arawai
Benefit: You gain the Channel Divinity power Arawai’s abundance.
Arawai shelters those who receive her blessings.
Encounter Divine, Healing
Minor Action Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Target: One ally in the burst
Effect: The target can spend a healing surge and gains a +2 power bonus to all defenses until the end of your next turn.
Prerequisite: Channel Divinity class feature, must worship a deity of the arcana domain
Benefit: You gain the Channel Divinity power arcana ward.
Your god’s comprehension of arcane mysteries extends to shielding you from elemental forces.
Encounter Divine
Immediate Interrupt Personal
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You are hit by an attack that deals acid, cold, fire, lightning, or thunder damage to you
Effect: Until the end of your next turn, you gain resist 5 to a damage type of your choice: acid, cold, fire, lightning, or thunder.
Level 11: Resist 10.
Level 21: Resist 15.
Paragon Tier
Prerequisite: 11th level, any arcane class
Benefit: Choose one arcane power that you know, and choose acid, cold, fire, lightning, or thunder. The power now deals that damage type in addition to its normal damage type and gains that keyword.
Each time you gain a level, you can choose to reassign either the power to which this feat’s effect applies or the additional damage type applied (or both).
Special: You can take this feat more than once. Each time you select this feat, choose a different power. You can’t apply this feat to the same power more than once.
Heroic Tier
Prerequisite: Int 13, any arcane class
Benefit: When you hit a target with an arcane fire power, that target gains vulnerable 5 cold against the first arcane attack power you use against it before the end of your next turn.
Heroic Tier
Prerequisite: Any arcane class
Benefit: Choose a kind of implement associated with any arcane class. You can now use that kind of implement.
If that implement is also a weapon, you do not add the weapon’s proficiency bonus to attack rolls made while you wield it as an implement.
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will power. You can use that power once per encounter.
In addition, you can use wizard implements.
Epic Tier
Prerequisite: 21st level, arcane defiling power
Benefit: When you use an arcane daily attack power with your arcane defiling, each target you hit with the attack cannot regain hit points until the end of your next turn. If you hit at least one target with the attack, you also regain hit points equal to half your healing surge value.
Heroic Tier
Prerequisite: Any arcane class, you have a spellscar
Benefit: Whenever you make an arcane daily attack, you gain a +2 bonus to damage rolls against one creature you hit with that attack until the end of the encounter. If you have the Student of the Plague feat, you also gain a +1 bonus to attack rolls against that creature until the end of the encounter.
Prerequisite: Arcane Familiar feat
Benefit: Your familiar can pick up and carry an unattended object weighing 5 pounds or less. It can hold only one object at a time.
Prerequisite: Cha 13
Benefit: You gain training in Arcana. Once per encounter as a free action, you can gain a +2 bonus to your next damage roll. The bonus increases to +3 at 11th level and +4 at 21st level.
In addition, you can wield sorcerer implements.
Encounter
Free Action Personal
Effect: You gain a +2 bonus to your next damage roll. The bonus increases to +3 at 11th level and +4 at 21st level.
Paragon Tier
Prerequisite: 11th level, Dex 15
Benefit: When using a close arcane attack power, you can choose a square within 2 squares of yours as the origin square. The power still follows the rules for close attacks.
Paragon Tier
Prerequisite: 11th level, any arcane class
Benefit: Choose a ritual that you know. Change the key skill of that ritual to Arcana and gain a +2 bonus to skill checks made as part of that ritual.
Each time you learn a new ritual, you can change the ritual affected by this feat to the newly learned ritual.
Special: You can select this feat more than once. Each time you select this feat, choose a different ritual.
Prerequisite: Int 13, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Circling Strike: Before and after the attack with this exploit, your beast companion can shift 1 square.
Disheartening Strike: If you hit with this exploit and are trained in Intimidate, one enemy adjacent to your target takes a -2 penalty to attack rolls until the end of your next turn.
Opening Shove: If the ally shifts and ends its movement in a space adjacent to you or your target, that ally gains a +1 power bonus to AC until the end of your next turn.
Reaping Strike: If you miss with this exploit, you can deal damage to the target or one enemy adjacent to the target.
Heroic Tier
Prerequisite: Arcane Familiar feat, must worship Sehanine
Benefit: The argent falcon feat power replaces one of your 6th-level or higher utility powers.
Your familiar transforms into a silver falcon, and shines with pure moonlight.
Encounter Divine
Minor Action Personal
Effect: Your familiar sheds bright light in its square and each square within 3 squares of it until the end of your next turn. Until the end of your next turn, enemies grant combat advantage while within 3 squares of your familiar.
Benefit: You ignore the check penalty for wearing armor.
Prerequisite: Channel Divinity class feature, must worship Bahamut
Benefit: You gain the armor of Bahamut power.
Bahamut protects you or a friend from devastating harm.
Encounter Channel Divinity, Divine
Immediate Interrupt Ranged 5
Trigger: An enemy scores a critical hit against you or an ally within 5 squares of you.
Effect: The critical hit becomes a normal hit.
Special: You can use only one channel divinity power per encounter.
Prerequisite: Proficiency with chainmail
Benefit: You gain proficiency with banded mail.
Prerequisite: Proficiency with heavy shields
Benefit: You gain proficiency with barbed shields.
Prerequisite: Strength 13, Constitution 13, proficiency with leather armor or hide armor
Benefit: You gain proficiency with chainmail.
Prerequisite: Proficiency with plate armor
Benefit: You gain proficiency with full plate.
Prerequisite: Strength 13, Constitution 13, proficiency with leather armor
Benefit: You gain proficiency with hide armor.
Benefit: You gain proficiency with leather armor.
Prerequisite: Strength 15, Constitution 15, proficiency with scale armor
Benefit: You gain proficiency with plate armor.
Prerequisite: Proficiency with hide armor or chainmail
Benefit: You gain proficiency with ring mail.
Prerequisite: Strength 13, Constitution 13, proficiency with chainmail
Benefit: You gain proficiency with scale armor.
Prerequisite: Proficiency with plate armor
Benefit: You gain proficiency with spiked plate.
Prerequisite: Proficiency with scale armor
Benefit: You gain proficiency with splint mail.
Prerequisite: Proficiency with hide armor
Benefit: You gain proficiency with studded leather armor.
Paragon Tier
Prerequisite: 11th level, Dex 15, training with chainmail
Benefit: You gain a +1 feat bonus to AC while wearing chainmail. You reduce the check penalty incurred by chainmail by 1.
Paragon Tier
Prerequisite: 11th level, Con 15, training with hide armor
Benefit: You gain a +1 feat bonus to AC when wearing hide armor. You reduce the check penalty incurred by hide armor by 1.
Paragon Tier
Prerequisite: 11th level, Con 15, training with plate armor
Benefit: You gain a +1 feat bonus to AC when wearing plate armor.
Paragon Tier
Prerequisite: 11th level, Dex 15, training with scale armor
Benefit: You gain a +1 feat bonus to AC when wearing scale armor. You ignore the speed penalty normally incurred by scale armor.
Paragon Tier
Prerequisite: 11th level, any divine class, Channel Divinity class feature
Benefit: When you use a Channel Divinity power, you gain temporary hit points equal to your Wisdom modifier.
Heroic Tier
Prerequisite: Any martial class
Benefit: You don’t take an armor check penalty to your Strength- or Constitution-based skill checks.
Heroic Tier
Prerequisite: Any martial class
Benefit: You don’t take an armor check penalty to your Dexterity-based skill checks.
Prerequisite: Channel Divinity class feature, must worship Asmodeus
Benefit: You gain the power Asmodeus’s fiery command.
Asmodeus rewards those who please him and destroys those who fail.
Encounter Channel Divinity, Divine, Fire
Minor Action Close burst 3
Target: One ally in the burst
Effect: If the target hits an enemy with an attack before the end of the target’s next turn, the target gains 5 temporary hit points. Otherwise, the target and each creature adjacent to him or her take 3 fire damage at the end of his or her next turn.
Level 11: 10 temporary hit points or 5 fire damage.
Level 21: 15 temporary hit points or 10 fire damage.
Special: You can use only one channel divinity power per encounter.
Heroic Tier
Prerequisite: Dex 13, Cha 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the fire or the radiant keyword.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Benefit: You gain a +2 feat bonus to Thievery checks. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of +5.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Aureon
Benefit: You gain the Channel Divinity power Aureon’s instruction.
You tap into Aureon’s vast wisdom to aid in your research and understanding.
Encounter Divine
Free Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: Until the end of your next turn, when you make a knowledge or monster knowledge check you make two rolls and use the higher result.
Heroic Tier
Prerequisite: Any psionic class, trained in Arcana
Benefit: You gain one healing surge.
While you are not bloodied, when you would make an Endurance check, you can make an Arcana check instead.
Heroic Tier
Prerequisite: Any divine class, must worship Avandra
Benefit: Whenever you roll a natural 1 on an attack roll or saving throw, you gain a +2 bonus to your next attack roll or saving throw made before the end of your next turn.
Prerequisite: Channel Divinity class feature, must worship Avandra
Benefit: You gain the Avandra’s rescue power.
Avandra smiles upon you and helps you rescue a friend in need.
Encounter Channel Divinity, Divine
Move Action Melee 1
Target: One ally who is the same size as you
Effect: You and the target each shift 1 square as a free action, swapping positions.
Special: You can use only one channel divinity power per encounter
Prerequisite: Int 15, trained in Arcana
Benefit: You gain the Psionic Augmentation class feature and 1 power point. You can spend this power point to augment powers, feats, or magic items that are augmentable. Once you spend this power point, you do not regain the power point until you take an extended rest. You also qualify for feats that require the Psionic Augmentation class feature. You gain 1 additional power point at 21st level.
Special: Choose ardent, battlemind, or psion when you take this feat. This feat counts as a multiclass feat for that class.
Benefit: You gain a +1 feat bonus to weapon attack rolls you make with an axe. This bonus increases to +2 at 11th level and +3 at 21st level.
Also, when rolling damage for a weapon attack you make with an axe, you can reroll one damage die that results in a 1, but you must use the second result.
Epic Tier
Prerequisite: 21st level, Str 21, Con 17
Benefit: When you make a melee weapon attack with an axe, you can score a critical hit on a natural roll of 19 or 20.
Prerequisite: Power strike power
Benefit: When you miss a target with a weapon attack using an axe, you can expend a use of power strike to deal 5 damage to the target, even if it is a minion. This damage increases to 10 at 11th level and 15 at 21st level.
Paragon Tier
Prerequisite: 11th level
Benefit: Whenever you are adjacent to a wall, you gain a +1 bonus to melee attack rolls, melee damage rolls, and AC.
Prerequisite: Backstab
Benefit: When you use backstab on an attack using a staff, on a hit the target is also dazed until the end of your next turn.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Bane
Benefit: You can invoke the power of your deity to use Bane’s tyrannical transference.
You call on Bane to transfer a hindrance to another—someone better suited to endure its consequences.
Encounter Divine
Immediate Interrupt Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter.
Trigger: You or an ally within range becomes dazed, immobilized, stunned, or slowed
Effect: You transfer that effect to you or to another ally within the burst.
Prerequisite: Channel Divinity class feature, must worship Bane
Benefit: You gain the power Bane’s instructive stratagem.
Bane shows the clear path to victory.
Encounter Channel Divinity, Divine
Minor Action Close burst 3
Target: Each ally in the burst
Effect: The target gains a +1 power bonus to attack rolls until the end of your next turn. If the target’s next attack hits an enemy, that attack deals 3 extra damage to the enemy. If the attack misses, the target grants combat advantage until the end of his or her next turn.
Level 11: 6 extra damage.
Level 21: 9 extra damage.
Special: You can use only one channel divinity power per encounter.
Prerequisite: Cha 13
Benefit: You gain training in one skill from the bard’s class skills list. Once per day, you can use the bard’s majestic word power.
In addition, you can wield bard implements.
Prerequisite: Int 13, Cha 13
Benefit: You gain training in the Arcana skill. You gain the bard’s Bardic Training class feature. In addition, you can wield bard implements.
Heroic Tier
Prerequisite: Any martial class
Benefit: When you charge with a reach weapon, you can end your charge in the nearest square adjacent to the target of the charge.
Heroic Tier
Prerequisite: Proficiency with heavy shields
Benefit: When you are wielding a heavy shield and push or slide a target with a melee attack, you can move that target 1 additional square.
Prerequisite: Any multiclass fighter feat, paragon multiclassing as a fighter
Benefit: You gain the fighter’s Combat Superiority class feature.
Prerequisite: Str 13, Wis 13
Benefit: You gain training in one skill from the fighter’s class skill list.
Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.
Encounter Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy that is adjacent to you shifts or makes an attack that does not include you as a target.
Effect: You make a melee basic attack against the triggering enemy.
Prerequisite: Strength 13
Benefit: You gain training in a skill of your choice from the barbarian’s list of class skills.
You also gain the berserker barbarian’s Berserker Fury feature, but you can use it only once per day.
Heroic Tier
Benefit: You gain a +4 bonus to AC against opportunity attacks that you provoke when using a ranged or an area power.
Heroic Tier
Benefit: You gain a +5 feat bonus to saving throws against fear effects. In addition, you gain a +2 feat bonus to initiative checks.
Prerequisite: Any multiclass warlord feat, paragon multiclassing as a warlord
Benefit: You gain the warlord’s Combat Leader class feature.
Benefit: You gain the battle trample power.
You incite your mount to stamp, rear, and kick unpredictably. Any foe remaining too close to you takes damage and is driven back a step or two.
Encounter
Minor Action Melee 1
Target: Your mount that you are riding and that has a trample power.
Effect: The target gains an aura 1 that lasts until the start of your next turn. When any enemy that is Medium or smaller ends its turn in the aura, that enemy takes 3 damage, and the target can push the enemy 1 square.
Prerequisite: Con 13, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Crushing Surge: If you have no temporary hit points when you use this exploit, you gain a +1 bonus to the attack roll.
Deft Strike: If you take damage from an opportunity attack provoked by the movement this exploit grants, reduce that damage by your Constitution modifier.
Nimble Strike: If you shift before the attack and you hit, you can also shift 1 square after the attack.
Viper’s Strike: If the target provokes an opportunity attack from your ally and that attack hits, it deals extra damage equal to your Constitution modifier.
Benefit: You can substitute your Wisdom modifier for your Dexterity modifier when making initiative checks.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Dol Arrah
Benefit: You gain the Channel Divinity power beacon of Dol Arrah.
You let Dol Arrah’s light shine through.
Encounter Divine
Minor Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target can reroll any damage die roll of 1 or 2 when using a radiant attack power.
In addition, all squares within 5 squares of you are illuminated by bright light until the end of your next turn.
Heroic Tier
Benefit: Whenever you hit an enemy with a charm power, that enemy takes a -2 penalty to attack rolls against you until the end of its next turn.
Benefit: When you and an ally are adjacent to the same enemy of Large or greater size, you gain combat advantage against that enemy.
Paragon Tier
Prerequisite: 11th level, templar theme, templar’s fist power
Benefit: The ally who gains the bonus to attack rolls provided by the effect of your templar’s fist also gains that bonus to damage rolls until the end of his or her next turn.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Berronar
Benefit: You can invoke the power of your deity to use Berronar’s salve.
Berronar’s merciful light shines down on a sorely wounded comrade, giving him or her the strength to continue.
Encounter Divine, Healing
Immediate Reaction Ranged 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: An ally drops to 0 hit points or fewer
Target: The triggering ally
Effect: The target can immediately spend a healing surge.
Prerequisite: Str 13, Con 13
Benefit: You gain training in one skill from the barbarian’s class skills list.
Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Heroic Tier
Benefit: Each time an enemy fails a saving throw against an effect you imposed, you gain 5 temporary hit points.
Benefit: While you are suffering ongoing damage that lacks a type, you can transfer the ongoing damage to one ally adjacent to you as a free action. If you do so, the ongoing damage increases by 5. You can use this benefit only once per round.
Benefit: You gain training in one skill from the binder warlock’s class skills list. You also gain proficiency with rods and wands.
Choose a binder pact boon. You gain the at-will attack power and the utility power it grants at 1st level as encounter powers.Published in Dragon Magazine 402.
Prerequisite: Ritual Caster feat, mastery of Magic Circle and one other binding ritual
Benefit: When interacting with creatures that have an origin other than natural, you can use Arcana or Religion in place of Diplomacy and Intimidate. You also gain a +2 bonus to Arcana checks or Religion checks made for this purpose. Once per day, you can ignore the component cost of a binding ritual of your level or lower that you have mastered.
Heroic Tier
Prerequisite: Dex 13, Two-Weapon Fighting, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Prerequisite: Any martial class, trained in Stealth
Benefit: You gain a benefit with any of the following powers you possess.
Deft Strike (rogue): If you move into an obscured space or gain cover before making a ranged attack with this exploit, you can make a Stealth check against your target’s passive Perception as a free action to gain combat advantage against your target until the start of your next turn.
Twin Strike (ranger): While you are hidden, you can use this exploit to make a ranged attack, and if you miss with the first ranged attack, you can choose to cancel the second attack to remain hidden from your target. You can also remain hidden if you are hidden but miss with both ranged attacks this exploit allows.
Heroic Tier
Prerequisite: Any arcane class, cat familiar, Vistani Heritage
Benefit: Your evil eye of the Vistani can originate from your active cat familiar. Using evil eye of the Vistani in this way does not provoke opportunity attacks.
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill.
Once per day, when you are wielding a blade, you can invoke the Swordmage Warding class feature as a minor action. Until the end of the encounter, you gain a +1 bonus to AC (or a +3 bonus to AC if you have one hand free).
In addition, you can use swordmage implements.
Daily
Minor Action Personal
Effect: While you are wielding a ligt blade or heavy blade you gain a +1 bonus to AC, if one hand is free you gain a +3 bonus to AC. If you go unconscious this feature ends.
Requirement: You must have the Blade Initiate feat to use this feature.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Silvanus
Benefit: You can invoke the power of your deity to use blessing of Silvanus.
The deep vitality of the Oakfather wells up in your ally’s heart. For a short time, his or her wounds close on their own.
Encounter Divine, Healing
Free Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: An ally within 5 squares spends a healing surge
Target: The triggering ally in the burst
Effect: The target heals damage equal to your highest mental ability modifier.
Special: You must take the Blessing of Silvanus feat to use this power.
Epic Tier
Prerequisite: 21st level, Wis 13 or trained in Perception
Benefit: Creatures adjacent to you gain no benefit from concealment or total concealment against you, and invisible creatures adjacent to you are effectively visible to you.
Benefit: Your melee attacks take no penalties due to partial concealment or total concealment.
Paragon Tier
Prerequisite: 11th level
Benefit: You gain a +2 bonus to melee damage rolls against bloodied foes.
Prerequisite: Fervent Talent feat
Benefit: Choose a power granted by an Ardent Mantle class feature. You can use that power once per day.
Prerequisite: Any martial class
Benefit: You gain a benefit with any of the following powers you possess.
Careful Attack (ranger): If you hit with the melee version of this exploit against a creature granting combat advantage to you, the target is also slowed until the end of your next turn.
Disheartening Strike (rogue): If you hit with the melee version of this exploit against a creature granting combat advantage to you, you can also slide the target 1 square.
Predator’s Strike (ranger): If you have combat advantage against your target when you use this exploit, your beast companion can shift 1 square before the attack.
Tide of Iron (fighter): If you hit with this exploit, you can slow the target until the end of your next turn instead of pushing it.
Heroic Tier
Benefit: While bloodied, you gain a +1 bonus to speed.
Epic Tier
Prerequisite: 21st level, Foulborn Heritage
Benefit: While you are bloodied, you gain a +1 bonus to attack rolls when using fear powers. In addition, bloodied enemies that are adjacent to you take a -2 penalty to attack rolls.
Paragon Tier
Prerequisite: 11th level, Vampiric Heritage feat
Benefit: You can swap one 10th-level or higher utility power you know for bloodied regeneration.
Your wounds call to your immortal blood, which surges to repair your body.
Daily Healing
Minor Action Personal
Requirement: You must be bloodied.
Effect: You gain regeneration 5 until the end of the encounter or until you are no longer bloodied, whichever comes first.
Benefit: You gain a +1 feat bonus to attack rolls and damage rolls when making opportunity attacks. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of +5.
Heroic Tier
Prerequisite: Cha 15 or trained in Intimidate
Benefit: Whenever you score a critical hit, you gain a +5 bonus to Intimidate checks until the end of the encounter.
Prerequisite: 8th level, Blowgun Training
Benefit: You can swap one 6th-level or higher utility power you know for the uncanny aim utility power.
You breathe precisely, taking in your target and carefully lining up the needle’s trajectory.
Encounter
Minor Action Personal
Requirement: You must be wielding a blowgun.
Effect: Your next attack made before the end of your next turn gains a +2 bonus to the attack roll and deals +1[W] damage.
Prerequisite: 4th level, Blowgun Training
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the stinging shot attack power.
The needle lodges in a sensitive area, jolting your prey with pain.
Encounter Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a blowgun.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
11th Level: Increase the damage to 3[W].
21st Level: Increase the damage to 4[W].
Special: If you miss with this attack and you are hidden from your target, you remain hidden.
Prerequisite: 10th level, Blowgun Training
Benefit: You can swap one 9th-level or higher daily attack power you know for the crippling needle attack power.
Your needle lodges in a key pressure point, causing your target to stiffen and momentarily fail to act.
Daily Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a blowgun.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is stunned until the end of your next turn. Aftereffect: The target is dazed (save ends).
At 15th level, increase to 3[W] damage.
At 25th level, increase to 5[W] damage.
Miss: Half damage, and the target is dazed (save ends).
Prerequisite: Dex 13
Benefit: You gain proficiency with the blowgun. You can reload a blowgun as a free action, you increase a blowgun’s range to 10/20, and you treat a blowgun as a high critical weapon. If you are a rogue, you can use the blowgun with the Sneak Attack class feature and any rogue ranged attack power that can be used with a crossbow or sling.
Benefit: You gain a +1 feat bonus to weapon attack rolls you make with a hammer or a mace. This bonus increases to +2 at 11th level and +3 at 21st level.
You also gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or a mace.
Epic Tier
Prerequisite: 21st level, Str 19, Con 19
Benefit: When you make a melee weapon attack with a hammer, a mace, or a staff, you can score a critical hit on a natural roll of 19 or 20.
Prerequisite: Bola Training, 8th level
Benefit: You can swap one 6th-level or higher utility power you know for the bola recovery utility power.
With the bola back in hand, you ready it for another precise throw.
Encounter
Minor Action Personal
Effect: Regain the use of the binding bola power.
Prerequisite: Bola Training, 4th level
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the binding bola attack power.
The weights entwine the cords around your target, wrapping it so tightly so that it cannot maintain its momentum.
Encounter Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bola.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn. On a critical hit, the target is also knocked prone.
At 11th level, increase to 3[W] damage.
At 21st level, increase to 4[W] damage.
Prerequisite: Bola Training, 10th level
Benefit: You can swap one 9th-level or higher daily attack power you know for the felling bola attack power.
Such is the force of your throw that you tangle up the enemy and knock it from its feet.
Daily Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bola.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier + Strength modifier damage, and the target is knocked prone and cannot stand (save ends).
At 15th level, increase to 3[W] damage.
At 25th level, increase to 5[W] damage.
Miss: Half damage, and the target is knocked prone and cannot stand until the end of your next turn.
Prerequisite: Dex 13
Benefit: You gain proficiency with the bola. When you make a weapon attack with your bola and hit, you can forgo dealing damage to the target to immobilize it until the end of your next turn. On a critical hit, the target is also knocked prone.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Boldrei
Benefit: You gain the Channel Divinity power Boldrei’s shelter.
Boldrei protects those who advance her cause.
Encounter Divine
Minor Action Close burst 1
Channel Divinity: You can use only one channel divinity power per encounter
Targets: You and each ally in the burst
Effect: Each target gains a +2 power bonus to all defenses until the start of your next turn.
Prerequisite: Any arcane class, Arcane Familiar feat
Benefit: You and your familiar can communicate telepathically out to a range of 10 squares. You must have line of sight and line of effect to your familiar to communicate with it in this manner.
Heroic Tier
Prerequisite: Elan Heritage
Benefit: When you use elan resilience, you gain resistance to all damage equal to your Intelligence modifier until the end of your next turn.
Benefit: Your origin changes to shadow, and you gain a +1 bonus to saving throws while you are in dim light or darkness.
Prerequisite: Elemental origin or training in Arcana
Benefit: You gain a +2 feat bonus to Endurance checks and Intimidate checks.
In addition, you can speak, read, and write Primordial.
Epic Tier
Prerequisite: 21st level
Benefit: The first time you score a critical hit during an encounter, you regain 2 power points.
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Epic Tier
Prerequisite: 21st level
Benefit: When you make a ranged attack with a bow or a crossbow, you can score a critical hit on a roll of 19–20.
Benefit: You gain training in the Intimidate skill.
Once per encounter, as a minor action, you can designate one creature you can see as your prey, gaining +2 to attack rolls and damage rolls against that creature until the end of your next turn. The creature remains your prey until it drops to 0 hit points, until you end the effect as a free action, or until the end of the encounter—whichever comes first.
Prerequisite: 8th level, Bravo
Benefit: You can swap one 6th-level or higher utility power you know for the brutal instinct utility power.
With your defiant snarl, the advantage your foes had gained evaporates, giving you an opening.
Encounter
Free Action Personal
Trigger: You are flanked, or your prey gains combat advantage against you
Effect: You do not grant combat advantage to those who triggered this power until the end of your next turn. If your prey is among those who triggered this power, you gain combat advantage against your prey until the end of your next turn.
Prerequisite: 4th level, Bravo
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the death’s messenger attack power.
You prey has an appointment with death, and your strike lets it know that fact.
Encounter Rattling
Standard Action
Special: In addition to the keyword above, this power is considered to have the same keywords and range as the at-will power you use with it.
Target: One creature that is your prey
Effect: Use a melee or ranged at-will attack power on the target. If you hit, you deal 1[W] extra damage, or +1 die of damage if it is a nonweapon attack.
Level 13 Swap: 2[W] extra damage, or +2 dice of damage.
Level 23 Swap: 2[W] extra damage, or +2 dice of damage, and the target is slowed until the end of your next turn.
Prerequisite: 10th level, Bravo
Benefit: You can swap one 9th-level or higher daily attack power you know for the bravo’s finish power.
If your vicious assault doesn’t bring your prey down, it surely shows your prey what the near future holds.
Daily Reliable
Standard Action
Special: In addition to the keyword above, this power is considered to have the same keywords and range as the at-will power you use with it.
Target: One creature that is your prey
Effect: Use an at-will attack power on the target. If the attack hits, you deal 2[W] extra damage, or +2 dice of damage if it is a nonweapon attack, and the target is dazed (save ends).
Level 19 Swap: 3[W] extra damage, or +3 dice of damage.
Level 29 Swap: 3[W] extra damage, or +3 dice of damage, and the target is stunned until the end of your next turn.
Aftereffect: The target is dazed (save ends).
Heroic Tier
Prerequisite: Str 13 or Cha 13
Benefit: You gain training in one skill from the warlord’s class skills list.
When an ally you can see spends an action point to attack, that ally can choose to gain a +4 bonus to the attack’s damage roll. If the ally chooses to use the bonus, he or she grants combat advantage to the target of the attack until the end of his or her next turn. This bonus increases to +6 at 11th level and +8 at 21st level.Published in Martial Power 2, page(s) 146.
Heroic Tier
Prerequisite: Str 13 or Wis 13
Benefit: You gain training in one skill from the fighter’s class skills list.
Once per encounter while you wield a weapon in one hand and have nothing in your other hand, you can use a free action during your turn to gain a +1 bonus to an attack roll you just made or a +1 bonus to AC until the start of your next turn.
Paragon Tier
Prerequisite: 11th level, Cha 17 or trained in Intimidate
Benefit: Whenever you reduce an enemy to 0 hit points by using an encounter or daily attack power, each adjacent enemy takes a -2 penalty to its Will defense until the end of your next turn.
Heroic Tier
Prerequisite: Con 13, gladiator theme, disrupting advance power
Benefit: When you hit a target with your disrupting advance, you push the target a number of squares equal to 2 + your Constitution modifier, instead of 2 squares.
Heroic Tier
Prerequisite: Trained in Diplomacy
Benefit: When you succeed on a Diplomacy check, you gain a +1 bonus to Diplomacy checks until the end of the encounter. This bonus is cumulative with itself. When you fail a Diplomacy check or a Bluff check, or attempt an Intimidate check or any hostile action, you lose any bonus from this feat and cannot gain the bonus again during this encounter.
Heroic Tier
Prerequisite: Int 13, Wis 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the acid or the cold keyword.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Prerequisite: 11th level
Benefit: You gain a +3 feat bonus to acid damage rolls. This bonus increases to +4 at 21st level.
In addition, whenever you take acid damage from an attack, each enemy adjacent to you takes a -2 penalty to attack rolls until the end of its next turn.
Heroic Tier
Prerequisite: 7th level, proficiency with cahulaks
Benefit: You swap one of your level 6 or higher utility powers for the drag behind power.
Heroic Tier
Prerequisite: 7th level, proficiency with cahulaks
Benefit: You swap one of your level 6 or higher utility powers for the drag behind power.
Using your cahulaks, you entangle your enemy and drag the creature behind you as you move across the battlefield.
Encounter Martial
Move Action Melee 1
Requirement: You must be wielding a cahulaks.
Target: One immobilized or prone creature
Effect: You move your speed, pulling the target with you. You do not provoke an opportunity attack from the target for this movement.
Heroic Tier
Prerequisite: 4th level, proficiency with cahulaks
Benefit: You swap one of your level 3 or higher encounter attack powers for the tripping cahulaks power.
The weighted end of your cahulaks catches your opponent, pulling the enemy closer while you prepare for another attack if it tries to escape.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a cahulaks.
Target: One creature
Primary Attack: Strength vs. AC (main end)
Hit: 1[W] + Strength modifier damage, and you pull the target 1 square. Until the start of your next turn, you can use the Tripping Cahulaks Attack power against the target.
Level 17: 2[W] + Strength modifier damage.
Level 27: 3[W] + Strength modifier damage.
Encounter Martial, Weapon
Opportunity Action Melee 1
Requirement: The power Tripping Cahulaks must be active in order to use this power.
Trigger: The target willingly enters a square that is not adjacent to you while you are wielding a cahulaks.
Secondary Attack: Strength vs. AC (off-hand end)
Hit: 1[W] damage, and you knock the target prone.
Heroic Tier
Prerequisite: 10th level, proficiency with cahulaks
Benefit: You swap one of your level 9 or higher daily attack powers for the binding cahulaks power.
You spin your cahulaks and hurl it at a distant foe. The weighted cords wrap around the enemy and cause it to fall.
Daily Martial, Reliable, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a cahulaks.
Target: One creature
Attack: Strength vs. Reflex (main end)
Hit: 1[W] + 1[W] (off-hand end) + Strength modifier damage, and you knock the target prone. The target is immobilized (save ends).
Level 25: 2[W] + 2[W] (off-hand end) + Strength modifier damage.
Heroic Tier
Benefit: Whenever you push a target with a bull rush, you can also push one enemy adjacent to that target 1 square. The enemy can be adjacent to the target either before or after you resolve the bull rush.
Heroic Tier
Prerequisite: Arcane Familiar feat
Benefit: When you switch your familiar into active mode, you can teleport it up to 5 squares.
Heroic Tier
Prerequisite: Cha 13, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Footwork Lure: If you hit with this exploit, you can forgo shifting and instead slide the target 1 square to any space adjacent to you.
Predator Strike: If your beast companion has combat advantage against the target, and you hit with this exploit, you knock the target prone.
Sly Flourish: If you score a critical hit with this exploit, the next ally that hits the target before the end of your next turn deals extra damage equal to your Charisma modifier.
Wolf Pack Tactics: If you score a critical hit with this exploit, an ally adjacent to you or the target can shift 1 square.
Prerequisite: Any multiclass cleric feat, paragon multiclassing as a cleric
Benefit: You gain the cleric Channel Divinity powers divine fortune and turn undead. If you don’t already have the Channel Divinity class feature, you can use a single Channel Divinity power once per encounter, and you’re considered to have the class feature for the purpose of meeting prerequisites.
Prerequisite: Any multiclass invoker feat, paragon multiclassing as an invoker
Benefit: You gain the invoker Channel Divinity powers armor of wrath and preserver’s rebuke. If you don’t already have the Channel Divinity class feature, you can use a single Channel Divinity power once per encounter, and you’re considered to have the class feature for the purpose of meeting prerequisites.
Prerequisite: Any multiclass paladin feat, paragon multiclassing as a paladin
Benefit: You gain the paladin Channel Divinity powers divine mettle and divine strength. If you don’t already have the Channel Divinity class feature, you can use a single Channel Divinity power once per encounter, and you’re considered to have the class feature for the purpose of meeting prerequisites.
Prerequisite: Any multiclass avenger feat, paragon multiclassing as an avenger
Benefit: You gain the avenger Channel Divinity powers abjure undead and divine guidance. If you don’t already have the Channel Divinity class feature, you can use a single Channel Divinity power once per encounter, and you’re considered to have the class feature for the purpose of meeting prerequisites.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Chauntea
Benefit: You can invoke the power of your deity to use Chauntea’s blessing.
Chauntea shields those who fight in her cause. With a single word of encouragement, your comrade rallies.
Encounter Divine
No Action Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: An ally within 10 squares fails a saving throw
Target: The triggering ally
Effect: The target rerolls the failed saving throw with a +4 power bonus.
Prerequisite: Must worship Chauntea
Benefit: When you use a power that allows an ally to spend a healing surge to regain hit points, you can lose a healing surge on that ally’s behalf, so the ally benefits from the healing but does not spend a healing surge.
Prerequisite: Born of the Elements feat
Benefit: Whenever an attack bloodies you or knocks you unconscious, one enemy of your choice within 2 squares of you takes fire damage equal to your Constitution modifier.
Prerequisite: Born of the Elements feat
Benefit: When you use your second wind while on an earthen or stone surface, you also gain resist 5 to all damage until the end of your next turn. At 21st level, the resistance increases to 10.
Prerequisite: Born of the Elements feat
Benefit: Whenever you take acid, cold, fire, lightning, or thunder damage from an enemy attack, you gain a +2 bonus to your next saving throw during this encounter.
Prerequisite: Born of the Elements feat
Benefit: You have a swim speed equal to your walking speed. In addition, you count as having the aquatic keyword. In aquatic combat, you gain a +2 bonus to attack rolls against nonaquatic creatures.
Prerequisite: Born of the Elements feat
Benefit: Whenever you charge or run and are not wearing heavy armor, you ignore difficult terrain.
Heroic Tier
Prerequisite: Winterkin Heritage
Benefit: When you use winter’s shroud, you can deal 5 cold damage to the triggering enemy instead of teleporting. Increase the damage to 10 at 11th level and 15 at 21st level.
Heroic Tier
Prerequisite: Akanûl regional background
Benefit: You possess Spellplague sense. You know when you’re within 5 squares of something touched by the Spellplague (an area of Spellplague, a plaguechanged creature, or a creature with a spellscar). You can sense the presence of the source, but not the direction or distance.
You also gain a +2 feat bonus on Nature checks.
Epic Tier
Prerequisite: 21st level
Benefit: Once per round when you reduce any enemy to 0 hit points with an axe, you can make a melee basic attack as a free action.
Heroic Tier
Prerequisite: Controller role
Benefit: Whenever you target two or more creatures with a close or area attack power and you hit only one of those creatures, the attack deals 1d6 extra damage. The extra damage increases to 2d6 at 11th level and 3d6 at 21st level.
Paragon Tier
Prerequisite: 11th level, any divine class
Benefit: When you hit a target with a divine attack power that has the radiant keyword, the target loses any concealment or total concealment it has and cannot gain concealment or total concealment until the end of your next turn.
Benefit: You gain resist 5 cold. The resistance increases to 10 at 11th level and 15 at 21st level.
Paragon Tier
Prerequisite: 11th level
Benefit: You gain a +1 feat bonus to all defenses against ranged, area, and close attacks.
Heroic Tier
Benefit: Whenever you miss an enemy with a melee attack, you gain a +2 bonus to opportunity attack rolls against that enemy until the start of your next turn.
Prerequisite: Training in Heal
Benefit: You can administer first aid to stabilize a dying creature as a minor action, instead of a standard action.
Also, you gain a +2 feat bonus to Heal checks.
Heroic Tier
Prerequisite: Dex 13
Benefit: You gain a +1 bonus to opportunity attack rolls.
Prerequisite: A channel divinity power that targets undead from your class, and you must worship Vecna.
Benefit: You gain the command undead power.
You compel an undead creature to become your slave for a time.
Encounter Channel Divinity, Divine, Implement, Shadow
Standard Action Close 5 (10 at 21st level)
Target: One undead creature in the burst
Attack: Wisdom vs. Will
Hit: You slide the target up to a number of squares equal to 3 + your primary ability modifier. The target then becomes immobilized until the end of your next turn. Any creature that ends its turn adjacent to the target takes 5 damage. At the end of the move, the target makes a basic attack as a free action against a creature of your choice.
Miss: The target is dazed until the end of your next turn.
Heroic Tier
Prerequisite: Veiled Alliance theme, excise from sight power
Benefit: When you hit with your excise from sight, you choose one additional character within 10 squares of you. That character also becomes invisible to the target of the power until the end of your next turn.
Heroic Tier
Prerequisite: Trained in Streetwise
Benefit: You can roll any Streetwise check twice, taking the highest result.
Heroic Tier
Benefit: When you use any implement power that creates a burst or a blast, you gain a +1 bonus to attack rolls against the power’s targets if at least one ally is within the burst or the blast.
Prerequisite: Channel Divinity class feature, must worship Corellon
Benefit: You gain the Corellon’s grace power.
Corellon's grace allows you to move when others take action.
Encounter Channel Divinity, Divine
Immediate Interrupt Personal
Trigger: A creature within 10 squares of you spends an action point to take an extra action.
Effect: You take a move action.
Special: You can use only one channel divinity power per encounter.
Prerequisite: Int 13, any martial class
Benefit: You gain a benefit with any of the following powers you possess.
Commander’s Strike (warlord): If the target of this exploit is a demon, drow, orc, or spider, your ally can add half your Intelligence modifier (round up) to the attack roll.
Crushing Surge (fighter): If you hit a demon, drow, orc, or spider with this exploit, you gain a number of extra temporary hit points equal to your Intelligence modifier.
Riposte Strike (rogue): If you hit a demon, drow, orc, or spider with this exploit, you can add your Intelligence modifier to the attack roll and damage roll of your riposte.
Twin Strike (ranger): If you hit a demon, drow, orc, or spider with this exploit, you deal extra damage equal to your Intelligence modifier.
Heroic Tier
Prerequisite: You have a spellscar
Benefit: Whenever you hit a creature with an encounter or daily attack power, that creature takes a -1 penalty to one defense you targeted until the end of your next turn. If you have the Student of the Plague feat, increase the penalty to -2.
Prerequisite: Any divine class, must worship Vecna
Benefit: When you use a divine encounter or daily attack power that has the necrotic keyword, you can create a zone in a close burst 1. The zone lasts until the end of your next turn. Bright light in the zone becomes dim light. Allies in the zone gain a +1 power bonus to attack rolls with necrotic powers.
Heroic Tier
Prerequisite: Cosmic Magic class feature, Sorcerous Blade Channeling feat
Benefit: Once per round, when you hit with an attack made using Sorcerous Blade Channeling, you gain a benefit based on your current phase:
Phase of the Sun: You push the target 1 square.
Phase of the Moon: You slide the target 1 square to a square adjacent to you.
Phase of the Stars: You roll a saving throw.
Heroic Tier
Benefit: Whenever you succeed on a saving throw to end an effect, the next ally to make a saving throw within 5 squares of you before the start of your next turn gains a +4 bonus to that saving throw.
Benefit: You gain a +2 feat bonus to saving throws against charm effects or fear effects. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of +5.
Prerequisite: Any multiclass ranger feat, paragon multiclassing as a ranger
Benefit: You gain the ranger’s Prime Shot class feature.
Heroic Tier
Prerequisite: Channel Divinity class feature, Vistani Heritage
Benefit: As a free action, you can expend your use of your Channel Divinity class feature to regain the use of evil eye of the Vistani.
Prerequisite: Ritual Caster feat, mastery of Enchant Magic Item and one other creation ritual
Benefit: Three times per day, you can perform a ritual in half the normal time if that ritual normally requires 1 minute or more to perform. You can perform the Enchant Magic Item ritual as if your level were two higher. If you have the Alchemist feat, you can make alchemical items as if your level were two higher.
Prerequisite: Channel Divinity class feature, must worship a deity of the creation domain
Benefit: You gain the Channel Divinity power creation secret.
Your prayer has a chance of extending the magic contained within an item.
Encounter Divine
Free Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You use a magic item’s daily power
Effect: Roll a d20. If you roll 10 or higher, the use of the daily power is not expended.
Heroic Tier
Prerequisite: Any martial class
Benefit: You gain a +1 feat bonus to Acrobatics checks and Athletics checks.
When you use a power associated with this feat and hit an enemy with it, you can shift 1 square, or 2 squares if you are an elf. The shift is a free action, and you ignore difficult terrain during it.
Associated Powers: Careful Attack, Cleave, Piercing Strike, Viper’s Strike
Paragon Tier
Prerequisite: 11th level, Psionic Augmentation class feature
Benefit: Once per encounter when you score a critical hit with an at-will psionic power that is unaugmented, you regain 1 power point.
Paragon Tier
Benefit: When you score a critical hit with a melee or ranged attack, the attack deals 2 extra damage and you gain a +2 bonus to damage rolls against the creature you hit until the end of the encounter.
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level.
Also, you ignore partial cover and superior cover with weapon attacks you make with a crossbow.
Prerequisite: Wis 13, any martial class
Benefit: You gain a benefit with any of the following powers you possess.
Cleave (fighter): If no other enemies are adjacent to the target when you hit the target with this exploit, the target takes ongoing damage equal to your Wisdom modifier (save ends).
Furious Smash (warlord): If your ally hits with the attack this exploit provides, the target takes ongoing damage equal to your Wisdom modifier (save ends).
Predator’s Strike (ranger): If your beast companion hits with this exploit against a creature granting combat advantage to it, instead of adding your Wisdom modifier to the damage roll, you can have the target take ongoing damage equal to your Wisdom modifier (save ends).
Riposte Strike (rogue): If you hit with the riposte this exploit grants, the target takes ongoing damage equal to your Wisdom modifier (save ends).
Heroic Tier
Benefit: While adjacent to a bloodied ally, your opportunity attacks deal extra damage equal to your Charisma modifier.
Heroic Tier
Prerequisite: Any martial class
Benefit: You gain a +2 bonus to damage rolls with melee basic attacks that use a mace.
Benefit: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Prerequisite: Trained in Bluff
Benefit: You gain training in the Stealth skill. Whenever you make a Bluff check to create a diversion to hide, you can do so as a minor action.
Prerequisite: 8th level, Cutthroat
Benefit: You can swap one 6th-level or higher utility power you know for the cutthroat’s scrutiny utility power.
Studying your opponent, you search for a weakness you can take advantage of.
Encounter
Minor Action Ranged sight
Target: One creature you can see
Effect: The target grants combat advantage to you until the end of your next turn. During this time, you score a critical hit against the target on a natural roll of 19 or 20.
Prerequisite: 4th level, Cutthroat
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the sudden retaliation attack power.
Faster than the eye can follow, you retaliate against those attacking you or your allies.
Encounter Rattling, Weapon
Immediate Interrupt
Special: In addition to the keywords above, this power is considered to have the same keywords and range as the at-will power you use with it.
Trigger: You or an ally is attacked by a creature
Target: The attacking creature
Effect: Use a melee or ranged at-will attack power on the target.
11th Level: The at-will power you use deals 1 extra die of damage.
Prerequisite: 10th level, Cutthroat
Benefit: You can swap one 9th-level or higher daily attack power you know for the quick kill attack power.
You slip from the shadows unseen, striking before the enemy knows what happened.
Daily Reliable
Standard Action
Special: In addition to the keyword above, this power is considered to have the same keywords and range as the at-will power you use with it.
Target: One creature that cannot sense your current location
Effect: Use a melee or ranged at-will attack power on the target. If you hit, you deal 2 extra dice of damage.
15th Level: The at-will power you use deals 3 extra dice of damage.
25th Level: The at-will power you use deals 5 extra dice of damage.
Prerequisite: Channel Divinity class feature, must worship a deity of the change domain
Benefit: You gain the Channel Divinity power cycle of change.
With your god’s help, you move the burden to where it can be borne with ease.
Encounter Divine
Minor Action Melee 1
Channel Divinity: You can use only one channel divinity power per encounter
Target: One ally
Effect: You transfer an effect that a save can end from the target to yourself or vice versa.
Heroic Tier
Prerequisite: Str 13 or Dex 13
Benefit: You gain training in one skill from the fighter’s class skills list.
Once per encounter as a free action during your turn, while you are wearing light armor or chainmail and wielding a weapon in each hand, you can gain a +1 bonus to damage rolls with melee or close attacks until the end of your turn. This bonus increases to +2 at 11th level and +3 at 21st level.
Paragon Tier
Prerequisite: 11th level
Benefit: When you make an initiative check, roll twice and take the higher of the two rolls.
Heroic Tier
Prerequisite: Cha 13, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Brash Assault: Whenever the enemy’s granted attack is a critical hit, your ally’s successful granted basic attack is also a critical hit.
Deft Strike: You can choose not to move 2 squares before the attack to instead make a Bluff check to gain combat advantage against the target as a free action. You can still use Bluff in this way only once per encounter.
Heroic Tier
Prerequisite: Con 13, Wis 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the necrotic or the psychic keyword.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Paragon Tier
Prerequisite: 11th level, Shadow Initiate feat, paragon multiclassing as assassin.
Benefit: You gain the assassin shade form power.
Paragon Tier
Prerequisite: 11th level, any divine class, Channel Divinity class feature
Benefit: When you use a Channel Divinity power, you and each ally within 10 squares of you gain resistance to necrotic damage equal to 5 + your Wisdom modifier until the start of your next turn.
Prerequisite: Channel Divinity class feature, must worship a deity of the darkness domain
Benefit: You gain the Channel Divinity power darkness consumes.
You cause darkness to swirl around you and your allies for a moment.
Encounter Divine
Minor Action Close burst 1
Channel Divinity: You can use only one channel divinity power per encounter
Target: You and each ally in the burst
Effect: Each target gains concealment until the end of your next turn.
Heroic Tier
Prerequisite: Tarmalune regional background
Benefit: When you reroll an attack roll, skill check, or ability check, you gain a +2 bonus to the roll. If the second result is less than the first, you grant combat advantage to all attackers until the end of your next turn.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Shar
Benefit: You gain the Channel Divinity power dawn the black sun.
Shar's vengeance washes through you, exacting a terrible price from those who defy you.
Encounter Channel Divinity, Divine, Fear, Implement
Immediate Reaction Close burst 2
Trigger: An enemy within 2 squares of you damages you with an attack.
Target: Each creature in the burst
Attack: Your highest ability vs. Will
Hit: The target is blinded until the start of your next turn. If the target takes any damage while blinded by this attack, the blindness ends and you can slide the target up to 3 squares as a free action.
Special: You can use only one channel divinity power per encounter.
Paragon Tier
Prerequisite: 11th level, Str 17, Con 13
Benefit: You treat all axes as high crit weapons.
Heroic Tier
Benefit: Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn.
Prerequisite: Channel Divinity class feature, must worship a deity of the death domain
Benefit: You gain the Channel Divinity power death knell.
Death comes to all, and your god counts on you to hasten the moment.
Encounter Divine
Minor Action Melee touch
Channel Divinity: You can use only one channel divinity power per encounter
Target: One bloodied creature
Effect: If the target’s current hit points equal 5 + one-half your level or fewer, it drops to 0 hit points. Otherwise, you can use one of your other Channel Divinity powers during this encounter.
Prerequisite: Ritual Caster feat, mastery of Change Self and one other deception ritual
Benefit: You gain a +2 feat bonus to Bluff checks. When you would normally make a skill check or use a skill check modifier as part of a deception ritual, you can use Bluff instead of the indicated skill. Once per day, you can ignore the component cost of a deception ritual of your level or lower that you have mastered.
Paragon Tier
Prerequisite: 11th level, any martial class
Benefit: Whenever you miss an enemy with a melee attack using a staff, that enemy grants combat advantage to you until the end of your next turn.
Heroic Tier
Prerequisite: Trained in Dungeoneering
Benefit: You gain a +5 feat bonus to Dungeoneering knowledge checks and to monster knowledge checks to identify aberrant creatures.
In addition, you can now speak, read, and write Deep Speech fluently.
Prerequisite: Str 13
Benefit: You gain training in one skill from the warden’s class skills list.
Once per encounter as a free action, you can mark each enemy adjacent to you until the end of your next turn.
Heroic Tier
Prerequisite: Elemental priest theme, spirit of Athas power
Benefit: When you dismiss the spirit conjured by your spirit of Athas, until the end of your next turn each enemy within 2 squares of the dismissed spirit is marked by one ally you can see and who is within 5 squares of the spirit.
Paragon Tier
Prerequisite: 11th level, Dex 17
Benefit: When you have combat advantage against an enemy, you gain a +2 bonus to AC against that enemy’s attacks.
Benefit: You gain a +2 bonus to AC against opportunity attacks.
Paragon Tier
Prerequisite: 11th level
Benefit: Whenever you take damage from an ally’s arcane defiling, you gain temporary hit points equal to half that damage. You gain these hit points after you take the damage from arcane defiling.
Heroic Tier
Prerequisite: Arcane defiling power
Benefit: When you spend an action point to use an at-will or an encounter arcane attack power, you can use your arcane defiling with that power.
Paragon Tier
Prerequisite: 11th level, arcane defiling power
Benefit: When you use an arcane daily attack power with arcane defiling, that attack can score a critical hit on a roll of 19–20. The critical range increases to 18–20 at 21st level.
Epic Tier
Prerequisite: 21st level
Benefit: Whenever you use a bow or a crossbow to make a ranged basic attack against AC, you can make the attack against Reflex instead.
Paragon Tier
Prerequisite: 11th level, any martial class
Benefit: When you make a basic attack using a light blade, you can target AC or Reflex.
Heroic Tier
Prerequisite: Dex 13, any martial class
Benefit: Whenever an opponent provokes an opportunity attack from you, you can shift 1 square as an opportunity action instead of making a melee basic attack.
Heroic Tier
Prerequisite: Dex 13 or halfling race, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Cleave: You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon against one creature other than the target of your cleave. This ranged basic attack does not provoke opportunity attacks.
Sly Flourish: If you are a halfling and use second chance to change an attack from a hit to a miss, you can use this exploit to make a ranged attack as a free action.
Twin Strike: If you are wielding two light thrown weapons and both attacks miss, you can shift 1 square after the attack.
Heroic Tier
Prerequisite: Aglarond regional benefit
Benefit: You gain Primordial as a bonus language. You also gain a +2 bonus to Acrobatics and Athletics checks made while aboard a ship. With a successful Athletics check, you can climb at your normal speed (rather than half speed) while aboard a ship.
Paragon Tier
Prerequisite: 11th level, primal guardian theme
Benefit: Whenever an enemy marked by you makes an attack that doesn’t include you as a target, you can pull that enemy 3 squares as an immediate reaction.
Heroic Tier
Prerequisite: Con 13
Benefit: You gain training in one skill from the battlemind’s class skills list.
Once per encounter, you can use the battlemind’s demand power, but the mark lasts until the end of your next turn.
Heroic Tier
Prerequisite: Any divine class
Benefit: When you use a divine power that normally targets undead, you can also target creatures of the elemental origin.
Paragon Tier
Prerequisite: 11th level, Veiled Alliance theme, excise from sight power
Benefit: When you miss a target with your excise from sight, you become invisible to that target until the end of your next turn.
Heroic Tier
Prerequisite: 8th level, controller role
Benefit: You can exchange any 6th-level or higher utility power you know for destructive power.
By funneling greater power into your attack, you ensure its effect is not wasted.
Daily
Free Action Personal
Trigger: You roll a 1 on any damage die when you hit with an area or close attack power
Effect: You reroll any result of 1 or 2 on a damage die until the die roll is something other than 1 or 2.
Heroic Tier
Prerequisite: Living humanoid race
Benefit: You gain astral splendor as a utility power. Also, you gain a +2 bonus to Perception and Insight checks against angels, devas, devils, and rakshasas.
You take on an imperious aspect, and silvery light—that of your astral soul—shines from your eyes, mouth, and heart
Daily Stance
Minor Action Personal
Requirement: You must be not bloodied
Effect: Until the stance ends, enemies take a -2 penalty to attack rolls made against you. You also shed bright light within 6 squares.
Special: This stance ends when you become bloodied.
Heroic Tier
Prerequisite: Any divine class
Benefit: When you use a divine power that normally targets undead, you can also target creatures of the immortal origin.
Paragon Tier
Prerequisite: 11th level, dune trader theme, quick formation power
Benefit: When you hit a target granting combat advantage to you with your quick formation, the attack deals 1[W] extra damage.
Paragon Tier
Prerequisite: 15th level, Vampiric Heritage feat
Benefit: You can swap one 15th-level or higher daily attack power you know for dominating gaze.
The authority in your piercing gaze demands utter submission.
Daily Charm
Minor Action Ranged 5
Target: One creature
Attack: Intelligence +4 vs. Will, Wisdom +4 vs. Will, or Charisma +4 vs. Will
Level 21: +6 bonus.
Hit: The target is dominated (save ends). Aftereffect: The target is dazed (save ends).
Miss: The target is dazed (save ends).
Special: When you select the Dominating Gaze feat, you determine whether you use Intelligence, Wisdom, or Charisma to attack with this power.
Heroic Tier
Prerequisite: Wasteland nomad theme, wasteland fury power
Benefit: When you hit with your wasteland fury, after the attack you can slide the target 2 squares to a square that is not adjacent to one of your allies. You can then shift 3 squares to a square adjacent to the target.
Heroic Tier
Prerequisite: 7th level, proficiency with dragon paw
Benefit: You swap one of your level 6 or higher utility powers for the warding talon power.
Enemies trying to find an opening in your defenses face a swift slash from your dragon paw.
Daily Martial, Stance
Minor Action Personal
Effect: You assume the warding talon stance. Until the stance ends, while you are wielding a dragon paw, any enemy that hits you with an opportunity attack takes 1[W] damage (off-hand end).
Level 21: 2[W] damage (off-hand end).
Heroic Tier
Prerequisite: 4th level, proficiency with dragon paw
Benefit: You swap one of your level 3 or higher encounter attack powers for the dragon rampage power.
The enemy might have you surrounded, but a few quick strikes from your dragon paw deter foes from remaining close.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a dragon paw.
Primary Target: One creature
Primary Attack: Strength vs. AC (main end)
Hit: 1[W] + Strength modifier damage.
Level 17: 2[W] + Strength modifier damage.
Level 27: 3[W] + Strength modifier damage.
Effect: Make a secondary attack.
Secondary Target: One or two creatures other than the primary target
Secondary Attack: Strength vs. AC (off-hand end)
Hit: 1[W] + Strength modifier damage, or 2[W] + Strength modifier if you target only one creature with the secondary attack.
Heroic Tier
Prerequisite: 10th level, proficiency with dragon paw
Benefit: You swap one of your level 9 or higher daily attack powers for the furious dragon assault power.
You lash out your dragon paw and deliver a swift, punishing strike against a single enemy before turning to other foes.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a dragon paw.
Primary Target: One creature
Primary Attack: Strength vs. AC (main end)
Hit: 3[W] + Strength modifier damage, and you slide the target 1 square.
Level 25: 4[W] + Strength modifier damage.
Effect: Make a secondary attack that is a close burst 1.
Secondary Target: Each enemy you can see in the burst other than the primary target
Secondary Attack: Strength vs. AC (off-hand end)
Hit: 1[W] + Strength modifier damage, and you push the secondary target 1 square and knock it prone.
Level 25: 2[W] + Strength modifier damage.
Miss: Half damage.
Prerequisite: 4th level, Platinum Revelation
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the dragon’s rebuke attack power.
Your strike awakens the dragon within you, giving you the drive to punish you foe should it fail to give your god his proper due.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Your highest ability vs. AC
Hit: 2[W] + your highest ability modifier damage. If the target makes an attack that does not include you as a target before the start of your next turn, you can push the target 2 squares as an immediate reaction.
Level 13 Swap: Hit: 3[W] + your highest ability modifier damage.
Level 23 Swap: Hit: 4[W] + your highest ability modifier damage.
Paragon Tier
Prerequisite: 11th level, any divine class
Benefit: When you use a divine power that normally targets undead, you can also target dragons.
Heroic Tier
Prerequisite: Any martial class, trained in Intimidate
Benefit: You gain a +2 feat bonus to Intimidate checks.
When you use a power associated with this feat, the target takes a -2 penalty to attack rolls until the end of your next turn.
Associated Powers: Circling Strike, Deft Strike, Furious Smash, Sure Strike
Heroic Tier
Prerequisite: Any martial class
Benefit: Your basic attacks against undamaged enemies deal extra damage equal to your Wisdom modifier.
Heroic Tier
Prerequisite: Dex 13, any arcane class
Benefit: When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement’s enhancement bonus to damage rolls.
Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit.
Heroic Tier
Prerequisite: Wasteland nomad theme, wasteland fury power
Benefit: When you hit a target granting combat advantage to you with your wasteland fury, the target is dazed until the end of your next turn.
Heroic Tier
Prerequisite: Trained in Dungeoneering
Benefit: You can use Dungeoneering in place of Thievery to disable traps and open locks.
Benefit: Your number of healing surges increases by two.
Benefit: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Benefit: You gain a +4 feat bonus to speed on your first turn during an encounter.
Prerequisite: Channel Divinity class feature, must worship a deity of the earth domain
Benefit: You gain the Channel Divinity power earth hold.
For a few moments, you give yourself up to your god’s hold. Those around you sense the divine presence as fearsome gravity.
Encounter Divine
Minor Action Close burst 2
Channel Divinity: You can use only one channel divinity power per encounter
Target: You and each enemy in the burst
Effect: Until the end of your next turn, you are immobilized, and the other targets are slowed.
Heroic Tier
Prerequisite: Impiltur regional benefit
Benefit: You gain Deep Speech as a bonus language and resist 2 necrotic.
At 11th level, your resistance increases to resist 3 necrotic, and at 21st level your resistance increases to resist 5 necrotic.
Prerequisite: 21st level, Born of the Elements feat
Benefit: You gain earth walk, meaning that you ignore difficult terrain caused by rubble, uneven stone, or earthen construction.
In addition, whenever you use your second wind, you have phasing until the end of your next turn. Using this feat, you can phase only through earth and rock.
Epic Tier
Prerequisite: 21st level, any divine class, must worship the Raven Queen
Benefit: Your divine attack powers that deal radiant damage instead deal necrotic and radiant damage. These prayers gain the necrotic keyword.
Heroic Tier
Benefit: When you hit with any thunder attack power, you gain a +1 bonus to damage rolls until the end of your next turn. The bonus increases to +2 at 11th level and +3 at 21st level.
Prerequisite: Humanoid
Benefit: You are an elan. Your origin changes to immortal, and you are considered an immortal creature for the purpose of effects that relate to creature origin. You gain telepathy 5.
You have the elan resilience power.
Psionic energy flares around you, limiting the effect of an attack.
Encounter Psionic
Immediate Interrupt Personal
Trigger: You take damage from an attack
Effect: Reduce the triggering attack’s damage by your Intelligence modifier.
Level 11: 3 + Intelligence modifier.
Level 21: 6 + Intelligence modifier.
Paragon Tier
Prerequisite: 11th level, Elan Heritage, Flurry of Blows class feature
Benefit: When you damage an enemy using your Flurry of Blows power, your next attack against that enemy made before the end of your next turn can target Will instead of the defense normally targeted.
Heroic Tier
Prerequisite: Any martial class
Benefit: You gain a +2 feat bonus to Insight checks.
When you use a power associated with this feat and hit an enemy with it, you do not grant combat advantage for being flanked until the start of your next turn.
Prerequisite: Born of the Elements feat, must not have the Arcane Familiar feat
Benefit: You gain an elemental companion.
For each elemental companion feat you have beyond this one, your elemental companion gains a +1 bonus to all defenses.
Prerequisite: 2nd level, Elemental Companion feat
Benefit: You swap a utility power that is at least 2nd level for the elemental conduit power.
In addition, while your elemental companion is in passive mode, you gain a +2 power bonus to Insight checks and Perception checks.
Chaos from your elemental companion twists space so that the two of you can swap positions.
Daily Elemental, Teleportation
Move Action Close burst 10
Target: Your active elemental companion in the burst
Effect: You teleport yourself and the target, swapping positions.
Prerequisite: Elemental Companion feat
Benefit: When you spend a healing surge to regain hit points while your elemental companion is in active mode, you and each ally adjacent to the companion gain a +2 bonus to damage rolls until the start of your next turn.
Heroic Tier
Prerequisite: Elemental priest theme, spirit of Athas power
Benefit: When you dismiss the spirit conjured by your spirit of Athas, each ally within 2 squares of the spirit gains a +2 bonus to all defenses until the end of your next turn.
Prerequisite: 6th level, Elemental Companion feat
Benefit: You swap a utility power that is at least 6th level for the elemental vengeance power.
In addition, while your elemental companion is in active mode, you gain a +1 bonus to attack rolls against bloodied creatures that are adjacent to the companion.
A burst of scintillating colors erupts from your destroyed companion, distracting your enemies and calling the companion back to you.
Daily Elemental
Immediate Reaction Close burst 1 centered on the space your companion last occupied
Trigger: Your active elemental companion is destroyed.
Target: Each enemy in the burst
Effect: Each target grants combat advantage until the end of your next turn. In addition, your elemental companion returns to you in passive mode.
Paragon Tier
Prerequisite: 11th level
Benefit: The first time you drop to 0 power points during an encounter, you gain a +2 bonus to attack rolls and a +2 bonus to all defenses until the end of your next turn.
Paragon Tier
Prerequisite: 11th level, wasteland nomad theme
Benefit: When you use your second wind while no allies are adjacent to you, you regain additional hit points equal to 5 + your primary ability modifier
Benefit: Whenever you spend a healing surge, you regain 2 additional hit points. You regain 1 more additional hit point for each ally within 10 squares of you who has this feat, to a maximum of 5 additional hit points.
Paragon Tier
Prerequisite: 11th level, wilder theme, psychic surge power
Benefit: When you hit with your psychic surge, your attacks against the target before the end of your next turn can score a critical hit on a roll of 16–20.
Epic Tier
Prerequisite: 21st level
Benefit: You gain a +4 bonus to Fortitude.
Epic Tier
Prerequisite: 21st level, Con 19, any martial class
Benefit: You can use your second wind twice per encounter.
Epic Tier
Prerequisite: 21st level
Benefit: You gain a +4 bonus to Reflex.
Epic Tier
Prerequisite: 21st level
Benefit: The first time you score a critical hit during an encounter, you regain the use of one encounter attack power of your choice. If you use an attack that targets multiple foes, you gain this feat’s benefit only on the first attack roll you make.
Epic Tier
Prerequisite: 21st level
Benefit: You gain a +4 bonus to Will.
Heroic Tier
Prerequisite: Trained in Acrobatics
Benefit: You can attempt to escape a grab as a minor action, instead of as a move action.
You also gain a +2 feat bonus to Acrobatics checks.
Paragon Tier
Prerequisite: 11th level, Dex 15
Benefit: When an area or close attack targeting your AC or Reflex defense misses you but deals damage on a miss, you take no damage from the attack.
Benefit: Whenever you make a weapon attack using an axe or a heavy blade against an undead creature, you can reroll any damage die but must use the second result.
Prerequisite: Con 13, any martial class
Benefit: You gain a benefit with any of the following powers you possess.
Careful Attack (ranger): If your target is immobilized, restrained, stunned, or unconscious when you hit with this exploit, you deal extra damage equal to your Constitution modifier.
Commander’s Strike (warlord): If your target is immobilized, restrained, stunned, or unconscious, your ally can add your Constitution modifier to the attack roll.
Piercing Strike (rogue): If your target is immobilized, restrained, stunned, or unconscious when you hit with this exploit, you deal extra damage equal to your Constitution modifier.
Reaping Strike (fighter): If your target is immobilized, restrained, stunned, or unconscious, and you miss, you deal extra damage equal to your Constitution modifier.
Heroic Tier
Prerequisite: Any martial class, proficiency with a superior weapon
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Brash Assault: If you are wielding a superior weapon and you hit with this exploit, the target does not have combat advantage against you if it makes the granted basic attack.
Disheartening Strike: If you are wielding a superior weapon and hit with this exploit, you can push the target 1 square.
Sure Strike: If you are wielding a superior weapon and hit with this exploit, you can add the weapon’s proficiency bonus to the damage roll.
Twin Strike: If you are wielding a double weapon, you can shift 1 square after the first attack.
Heroic Tier
Prerequisite: Veiled Alliance theme, excise from sight power
Benefit: When you hit with your excise from sight, any character who becomes invisible as a result of the power’s effect is also invisible to each enemy adjacent to the target. This invisibility lasts until the end of your next turn.
Paragon Tier
Prerequisite: 11th level
Benefit: Your close burst and area burst attacks ignore cover, but not superior cover.
Heroic Tier
Prerequisite: Dex 13, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Careful Attack: If you are in a moving vehicle and you hit with this exploit, you gain cover against the next attack that targets you until the end of your next turn.
Commander’s Strike: If you are in a moving vehicle, the ally can shift 1 square after the granted attack as a free action.
Reaping Strike: If you are in a moving vehicle and you hit with this exploit, you gain a bonus to the damage roll equal to your Dexterity modifier.
Heroic Tier
Prerequisite: Ritual Caster feat
Benefit: You gain a +2 bonus to skill checks that you make while performing a ritual.
Benefit: Your mount gains a +4 bonus to AC against opportunity attacks it provokes when using a trample power or ability.
Prerequisite: Ritual Caster feat, mastery of Endure Elements and one other exploration ritual
Benefit: When you have to make an Endurance check, you can substitute an Arcana check, Nature check, or Religion check. Once per day, you can ignore the component cost of an exploration ritual of your level or lower that you have mastered.
Heroic Tier
Prerequisite: 8th level, controller role
Benefit: You can exchange any 6th-level or higher utility power you know for explosive power.
Your attack explodes outward in a silent wave of energy, pushing creatures away from your attack’s point of origin.
Daily
Free Action Personal
Trigger: You hit at least one creature with an area or close attack power
Effect: You push each creature in the burst or blast of the triggering attack power 5 squares away from the attack’s origin square. This forced move ends when a creature is no longer within the triggering attack’s blast or burst.
Epic Tier
Prerequisite: 21st level, any arcane class
Benefit: When you score a critical hit with an arcane area or close attack power and you are wielding an implement that deals extra damage on a critical hit, you can choose to deal that extra damage against any single target that you hit with the attack
Paragon Tier
Prerequisite: 11th level, any divine class
Benefit: Whenever you make an Insight check, roll twice and use either result.
Heroic Tier
Prerequisite: Vistani Heritage
Benefit: When you hit a target with your evil eye of the Vistani, the target cannot make opportunity attacks or immediate action attacks for the duration of the power.
Paragon Tier
Prerequisite: 11th level
Benefit: Being flanked doesn’t cause you to grant combat advantage.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Selûne
Benefit: You can invoke the power of your deity to use eyes of Selûne.
Selûne watches over you. When your foes overwhelm you, she
grants a silver flicker of hope.
Encounter Divine
No Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You fail a saving throw
Hit: You can immediately reroll the saving throw you just failed.
Prerequisite: Arcane Familiar feat
Benefit: When you use your second wind and your familiar is within 10 squares of you, you regain 3 additional hit points. The additional hit points increase to 6 at 11th level and 9 at 21st level.
Heroic Tier
Prerequisite: Dex 13
Benefit: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Benefit: Once per day, you can use telepathy for 5 minutes. You can communicate with any creature within 5 squares of you that has a language and that you can see. This telepathy allows for two-way communication.
Heroic Tier
Prerequisite: Str 13
Benefit: When you use a thrown weapon such as a dagger or a javelin, increase both the normal range and the long range by 2 squares.
Heroic Tier
Prerequisite: Con 13
Benefit: You gain a +2 bonus to speed when you charge or run.
Prerequisite: Channel Divinity class feature, must worship a deity of the fate domain
Benefit: You gain the Channel Divinity power fate rolls on.
In your god’s presence, what was mere luck becomes destiny.
Encounter Divine
Immediate Reaction Ranged 5
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: A creature within 5 squares of you makes a saving throw
Target: The triggering creature
Effect: If the target failed the saving throw, it takes a -2 penalty to its next saving throw before the end of the encounter. If the target saved, it gains a +2 bonus to its next saving throw before the end of the encounter.
Paragon Tier
Prerequisite: 11th level, Cha 13
Benefit: When you fail a saving throw, you gain a +2 feat bonus to the next saving throw you make against the same effect.
Heroic Tier
Prerequisite: Channel Divinity class feature; must worship Tymora
Benefit: You can invoke the power of your deity to use favor of Tymora.
Tyche’s Fair-Haired Daughter protects those who take the greatest risks.
Encounter Divine
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Target: You
Trigger: When you become bloodied
Effect: You gain a +1 bonus to all attack rolls and saving throws you make until the end of your next turn.
Heroic Tier
Prerequisite: Wis 15, any martial class
Benefit: You gain a +2 feat bonus to saving throws against charm and fear effects, and a +1 feat bonus to Will against charm and fear effects.
Benefit: You gain a +2 feat bonus to Intimidate checks. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of +5.
Heroic Tier
Prerequisite: Trained in Bluff
Benefit: Whenever you make a successful Bluff check in combat to gain combat advantage while you are bloodied, you can also slide the target 1 square.
Heroic Tier
Prerequisite: Cha 13
Benefit: You gain training in one skill from the ardent’s class skills list.
Once per day, you can use the ardent’s ardent surge power.
Prerequisite: Training in Arcana
Benefit: You gain a +2 feat bonus to Bluff checks and Diplomacy checks.
In addition, you can speak, read, and write Elven.
Prerequisite: Fey origin or Fey Bond feat
Benefit: Choose one wizard cantrip, such as mage hand or prestidigitation. You gain that power.
Prerequisite: Any primal class
Benefit: You gain a +1 feat bonus to Nature, Perception, and Streetwise.
In addition, you gain a +2 feat bonus to saving throws against charm effects.
Heroic Tier
Prerequisite: Trained in Nature
Benefit: Due to your exposure (or your ancestor’s exposure) to the magic of the Feywild, you gain a +2 feat bonus to Perception and a +2 racial bonus to saving throws against charm effects.
Prerequisite: 21st level, fey origin or Fey Bond feat
Benefit: You can teleport up to 2 squares as a move action.
Heroic Tier
Prerequisite: Trained in Nature
Benefit: You can use Nature in place of Arcana for fey-related monster knowledge checks. In addition, you can now speak and write Elven. (If you already know Elven, you can choose Giant or Goblin instead.)
Prerequisite: 11th level
Benefit: You gain a +3 feat bonus to fire damage rolls. This bonus increases to +4 at 21st level.
In addition, whenever you take fire damage from an attack, each enemy adjacent to you takes 5 fire damage. This damage increases to 10 at 21st level.
Prerequisite: Born of the Elements feat
Benefit: You gain resist 5 fire. This resistance increases to 10 at 11th level and 15 at 21st level. If you already have fire resistance, it instead increases by 5.
In addition, when you use your second wind, your melee and ranged attacks deal 1d6 extra fire damage until the end of your next turn.
Prerequisite: Must worship Silvanus
Benefit: You gain resist 5 fire. This resistance increases to 10 at 11th level and 15 at 21st level. If you already have fire resistance, it instead increases by 5.
In addition, against fire creatures, your divine attack powers and primal attack powers deal extra damage equal to your Wisdom modifier.
Heroic Tier
Prerequisite: Tarmalune regional background
Benefit: You gain resist fire 2. At 11th level, this resistance improves to 5. At 21st level, this resistance improves to 8.
In addition, you master the ritual Arcane Mark (see the Forgotten Realms Player’s Guide) and can perform it without a ritual book.
Epic Tier
Prerequisite: 21st level, any divine class
Benefit: Whenever one of your divine attacks deals ongoing radiant damage, the target also takes ongoing fire damage equal to half the ongoing radiant damage, and for the same duration.
Prerequisite: Any multiclass rogue feat, paragon multiclassing as a rogue
Benefit: You gain the rogue’s First Strike class feature.
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.
Epic Tier
Prerequisite: 21st level, Str 19, Dex 19
Benefit: When you make a melee weapon attack with a flail, you can score a critical hit on a natural roll of 19 or 20.
Prerequisite: Power strike power
Benefit: When you use power strike with a flail, you can knock the target prone, but the extra damage is reduced by 1[W]. If you do so, the target provokes an opportunity attack from you if it stands up adjacent to you during its next turn.
Epic Tier
Prerequisite: 21st level, Dex 17, trained in Acrobatics
Benefit: You can move diagonally even if a wall corner normally blocks such movement.
You can move through enemies’ spaces. You provoke opportunity attacks for this movement as normal. You can’t end your move in an enemy’s space.
Paragon Tier
Prerequisite: 11th level
Benefit: You gain a +1 feat bonus to your speed.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Mielikki
Benefit: You can invoke the power of your deity to use fleetness of Mielikki.
Mielikki blesses you with the quickness of the sacred white hart of the High Forest.
Encounter Divine
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: You gain a +2 power bonus to speed and ignore difficult terrain until the end of your next turn.
Heroic Tier
Prerequisite: Noble adept theme, adept’s insight power
Benefit: When you modify an ally’s triggering attack roll, saving throw, or skill check with your adept’s insight, that ally can shift 2 squares as a free action after that attack roll, saving throw, or skill check is resolved.
Heroic Tier
Prerequisite: Wis 13 or elf race, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Deft Strike: You can move 3 squares before the attack instead of 2.
Footwork Lure: You can shift 2 squares instead of 1, but you must end the shift adjacent to the target.
Hit and Run: If you move after the attack, you can move up to your speed + 2.
Nimble Strike: If you are an elf and you miss with this attack, and you use your elven accuracy racial power to reroll, you can add a +2 bonus to the reroll.
Viper’s Strike: If the target shifts before the end of your next turn, you can also shift 1 square to a space adjacent to the target.
Heroic Tier
Benefit: You gain a +4 feat bonus to saving throws against dazing effects and stunning effects.
Epic Tier
Prerequisite: 21st level
Benefit: When you score a critical hit with a power that has the radiant keyword, the target begins to glow brightly (save ends).
The target’s space and all squares adjacent to it are illuminated by bright light. Invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment. Any foe that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
Heroic Tier
Prerequisite: 8th level, controller role
Benefit: You can exchange any 6th-level or higher utility power you know for forceful power.
You knock those struck by your attack from their feet.
Daily
Free Action Personal
Trigger: You hit at least one creature with an area attack power
Effect: You knock prone each creature you hit with the triggering power.
Benefit: You gain a +5 feat bonus to Arcana, Insight, History, and Dungeoneering checks as they relate to aberrant creatures or their works.
Prerequisite: Must worship Silvanus
Benefit: You gain a +2 feat bonus to damage rolls with beast attack powers and beast form attack powers. This bonus increases to +3 at 11th level and +4 at 21st level.
Prerequisite: Channel Divinity class feature, must worship Silvanus
Benefit: You gain the Forest Father’s grasp power.
Spectral vines envelop your target in a spiritual echo of primeval forests.
Encounter Channel Divinity, Divine
Free Action Special
Trigger: You hit a creature with a divine attack power or a primal attack power.
Effect: The creature you hit falls prone, and it is slowed (save ends).
Special: You can use only one channel divinity power per encounter.
Paragon Tier
Prerequisite: 11th level, trained in Nature
Benefit: You ignore difficult terrain in encounter areas where the difficult terrain is the result of trees, underbrush, plants, or natural growth. This feat does not allow you to ignore challenging or hindering terrain.
Heroic Tier
Prerequisite: Any martial class
Benefit: Whenever you make an opportunity attack against an enemy, you gain a bonus to the attack roll and the damage roll equal to the number of your allies adjacent to that enemy
Prerequisite: Natural humanoid
Benefit: You are a foulborn. Your origin changes to aberrant, and you are considered an aberrant creature for the purpose of effects that relate to creature origin.
You have the unbalanced mind power.
Your connection to the Far Realm unleashes psychic pain in response to attack.
Encounter Psionic, Psychic
Immediate Reaction Personal
Trigger: You take damage from an attack
Effect: Until the end of your next turn, any creature that enters a square adjacent to you or ends its turn there takes 5 psychic damage. A creature can take this damage only once per turn.
Benefit: You gain a +2 feat bonus to Athletics checks. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of +5.
Prerequisite: Constitution 13 or Wisdom 13
Benefit: You gain resist 5 cold and a +1 feat bonus to Will. The cold resistance increases to 10 at 11th level and 15 at 21st level. The bonus to Will increases to +2 at 11th level and +3 at 21st level.
Benefit: You gain a +2 feat bonus to Bluff checks. You can communicate simple information silently with any ally who has this feat and has line of sight to your position. You can use Bluff to gain combat advantage or create a diversion to hide for one ally who has this feat and is within 5 squares of you, instead of for yourself. Your allies who have this feat can do the same for you.
Prerequisite: 8th level, Garrote Training
Benefit: You can swap one 6th-level or higher utility power you know for the body shield (garrote expert) utility power.
Your choking hold with the garrote allows you to manipulate your adversary into harm’s way.
Encounter Weapon
Immediate Interrupt Personal
Requirement: You must be wielding a garrote.
Target: You are grabbing a creature, and you are the target of a melee or ranged attack made by an enemy other than the creature you are grabbing.
Effect: The creature you are grabbing becomes the attack’s target.
Prerequisite: 4th level, Garrote Training
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the choking grab attack power.
You slip your garrote over your enemy’s neck, and draw the cord tight.
Encounter Weapon
Standard Action Melee weapon
Requirement: You must be wielding a garrote.
Target: One creature you have combat advantage against
Attack: Strength vs. Reflex or Dexterity vs. Reflex
Hit: 2[W] + Strength modifier damage, and the target is dazed until the end of your next turn and grabbed.
11th Level: Increase the damage to 3[W].
21st Level: Increase the damage to 4[W].
Special: When you choose this power, choose whether you use Strength or Dexterity to make the attack.
Prerequisite: 10th level, Garrote Training
Benefit: You can swap one 9th-level or higher daily attack power you know for the strangler’s hold attack power.
Prerequisite: Str 13, Dex 13
Benefit: You gain proficiency with the garrote. When you use a garrote to successfully grab a target, the target takes a -2 penalty to escape the grab. Each turn you successfully maintain a grab with a garrote used with two hands, you have combat advantage against the target you’re grabbing for the purpose of attacking again with the garrote.
If you are a rogue, you can use the garrote with the Sneak Attack class feature and any rogue melee attack power that can be used with a light blade.
With expert skill, you loop the garrote around your victim and draw tight, closing off air and sending your enemy into unconsciousness.
Daily Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a garrote.
Target: One creature you have combat advantage against
Attack: Strength vs. Reflex or Dexterity vs. Reflex
Hit: 2[W] + Strength modifier damage, and the target is dazed (save ends) and grabbed. Each turn you successfully maintain the grab with two hands, you deal the target damage equal to your Strength modifier.
15th Level: Increase the damage to 3[W].
25th Level: Increase the damage to 4[W].
First Failed Saving Throw: The target is stunned instead of dazed (save ends).
Second Failed Saving Throw: The target is unconscious instead of stunned (save ends).
Special: When you choose this power, choose whether you use Strength or Dexterity to make the attack.
Prerequisite: Wisdom 13
Benefit: You gain a +2 bonus to attack rolls against invisible creatures. In addition, you gain a +5 feat bonus to Perception checks actively made to find creatures that are hidden from you.
Benefit: Your necrotic attack powers and poison attack powers ignore the insubstantial quality.
Heroic Tier
Prerequisite: Con 13, Int 13
Benefit: You gain a +2 bonus to Religion checks. In addition, you gain a benefit with any of the following powers you possess.
Holy Strike: If your target is undead, one ally adjacent to you gains a bonus to its next damage roll against the target equal to your Wisdom modifier.
Magic Missile: When using this spell against an undead enemy that is insubstantial, your attack ignores the insubstantial trait, dealing full damage instead of half damage.
Sacred Flame: Whenever you use this prayer against an undead creature, you can choose to grant one ally resist necrotic equal to your Charisma modifier instead of granting temporary hit points or the ability to make a saving throw.
Prerequisite: Any martial class, trained in Stealth
Benefit: You gain a benefit with any of the following powers you possess.
Deft Strike (rogue): If you didn’t move before the attack, you can shift 1 square as a free action after the attack.
Nimble Strike (ranger): While using this exploit, you can move 2 squares before or after the attack, instead of shifting 1 square.
Benefit: When you score a critical hit against a creature of Large or greater size, you deal an extra 1d6 damage.
Epic Tier
Prerequisite: 21st level, Elan Heritage, Psionic Augmentation class feature
Benefit: At the end of your first turn in each encounter, you regain 1 power point.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Garl Glittergold
Benefit: You can invoke the power of your deity to use Glittergold’s gambit.
Time and again, Garl Glittergold turned misfortune into unexpected success. He helps one of your allies to do the same.
Encounter Divine
Immediate Interrupt Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: An ally in the burst makes an attack roll or skill check
Target: One ally in the burst
Effect: The target immediately rerolls the attack roll or skill check he or she just made, but must keep the second result, even if it is worse.
Epic Tier
Prerequisite: 21st level, any divine class, Channel Divinity class feature
Benefit: Twice per encounter, you can use a Channel Divinity power, but not the same power twice.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Gond
Benefit: You can invoke the power of your deity to use Gond’s craft.
Gond inspires you with an uncanny understanding of the device or weapon in your hand.
Encounter Divine
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: You gain a +2 power bonus to any one attack roll made with a magic item power until the end of your next turn.
Heroic Tier
Prerequisite: 7th level, proficiency with gouge
Benefit: You swap one of your level 6 or higher utility powers for the gouge press power.
When an enemy staggers under your gouge assault, you adroitly follow.
Encounter Martial
Free Action Personal
Trigger: You hit an enemy with a gouge.
Effect: You shift 3 squares to a square adjacent to the enemy.
Heroic Tier
Prerequisite: 4th level, proficiency with gouge
Benefit: You swap one of your level 3 or higher encounter attack powers for the gouge sweep power.
You swing your gouge in an arc, thrusting it at a couple foes to knock them aside.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a gouge.
Target: One or two creatures
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square and knock it prone.
Level 17: 2[W] + Strength modifier damage, and you slide the target 2 squares and knock it prone.
Level 27: 3[W] + Strength modifier damage, and you slide the target 3 squares and knock it prone.
Heroic Tier
Prerequisite: 10th level, proficiency with gouge
Benefit: You swap one of your level 9 or higher daily attack powers for the gouge pin power.
With driving force, you push your enemy down and pin it to the ground with your gouge.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a gouge.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Level 25: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You knock the target prone and grab it. Until the grab ends, the target cannot stand up. When you attack any creature other than the target, the grab ends. When you push, pull, or slide the target while it is grabbed by you, the grab does not end as a result of the forced movement, and you can shift your speed to a square adjacent to the target.
Prerequisite: Channel Divinity class feature, must worship a deity of the wilderness domain
Benefit: You gain the Channel Divinity power grasp of the wild.
You cause the environment to clutch at creatures in an area. Vines wrap around them, the earth softens under them, water churns about them—whatever is natural for the environs.
Encounter Divine
Minor Action Area burst 1 within 10 squares
Channel Divinity: You can use only one channel divinity power per encounter
Effect: The area of the burst is difficult terrain until the end of your next turn.
Benefit: You gain a +2 feat bonus to Thievery checks. Whenever an ally with this feat successfully aids you on your Thievery check, you gain a +4 bonus instead of the normal +2 bonus.
Paragon Tier
Prerequisite: 11th level
Benefit: If you miss with a ranged basic attack that doesn’t deal damage on a miss, the target takes damage equal to your Dexterity modifier.
Benefit: You gain a +2 feat bonus to Fortitude. This bonus increases to +3 at 11th level and +4 at 21st level.
Prerequisite: Channel Divinity class feature, must worship Chauntea
Benefit: You gain the Great Mother’s step power.
Chauntea’s lessons of unity guide your allies along their way.
Encounter Channel Divinity, Divine, Teleportation
Move Action Close burst 1
Target: You and one ally in burst
Effect: Each target can shift up to 5 squares. If this movement can start and end adjacent to a plant that is Large or larger, the target can teleport instead of shifting.
Special: You can use only one channel divinity power per encounter.
Heroic Tier
Prerequisite: Trained in Intimidate
Benefit: Whenever you score a critical hit against an enemy, that enemy takes a -2 penalty to attack rolls until the end of your next turn.
Paragon Tier
Prerequisite: 11th level
Benefit: Whenever you use a daily attack power, you gain temporary hit points equal to one-half your level + your Constitution modifier.
Heroic Tier
Benefit: Your ranged attacks ignore the penalty for attacking prone targets and deal 2 extra damage against them.
Prerequisite: Channel Divinity class feature, must worship Gruumsh
Benefit: You gain the power Gruumsh’s battle fury.
An ally’s violent success earns Gruumsh’s reward. You channel divine power to inspire an ally to greater acts of violence.
Encounter Channel Divinity, Divine
Free Action Close burst 3
Trigger: An ally within 3 squares of you drops a creature below 1 hit point.
Target: The triggering ally in the burst
Effect: The target can charge or make a basic attack as a free action. In addition, the target grants combat advantage until the end of his or her next turn.
Special: You can use only one channel divinity power per encounter.
Heroic Tier
Prerequisite: Primal guardian theme
Benefit: When you hit an enemy with one of your primal guardian attacks, you can mark that enemy until the end of your next turn.
Heroic Tier
Prerequisite: Any martial class
Benefit: You gain a +3 feat bonus to Athletics checks.
When you use a power associated with this feat and hit an enemy with it while you have concealment, one ally you can see can shift 1 square as an opportunity action.
Associated Powers: Footwork Lure, Gloaming Cut, Intuitive Strike, Nimble Strike
Heroic Tier
Prerequisite: 7th level, proficiency with gythka
Benefit: You swap one of your level 6 or higher utility powers for the gythka parry power.
After delivering a solid blow, you move to a defensive position and adjust your grip to place your gythka between yourself and your enemy.
Encounter Martial
Free Action Personal
Trigger: You hit an enemy with a gythka.
Effect: You shift half your speed and gain a +2 power bonus to AC and Reflex against the triggering enemy until the end of your next turn.
Heroic Tier
Prerequisite: 4th level, proficiency with gythka
Benefit: You swap one of your level 3 or higher encounter attack powers for the gythka claw swoop power.
Using the off-hand end of your gythka as a distraction, you swipe at your enemy and then dart around to deliver a more decisive blow with the main end.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a gythka.
Target: One creature
Primary Attack: Strength vs. AC (off-hand end)
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you until the end of your turn.
Effect: Make a secondary attack against the target.
Secondary Attack: Strength vs. AC (main end)
Hit: 1[W] + Strength modifier damage.
Level 17: 2[W] + Strength modifier damage (main end).
Level 27: 3[W] + Strength modifier damage (main end).
Effect: Before or after the secondary attack, you shift half your speed.
Heroic Tier
Prerequisite: 10th level, proficiency with gythka
Benefit: You swap one of your level 9 or higher daily attack powers for the gythka arc slam power.
You punch your gythka into your enemy, causing it to double over in pain. You then heft the weapon up, ready to bring it crashing down if your foe tries to stand.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a gythka.
Target: One creature
Primary Attack: Strength vs. AC (main end)
Hit: 2[W] + Strength modifier damage. You slide the target 3 squares to a square adjacent to you and knock it prone. Until the end of your next turn, you can use the Gythka Arc Attack power.
Level 25: 3[W] + Strength modifier damage.
Daily Martial, Reliable, Weapon
Immediate Interrupt Melee weapon
Trigger: The target stands up while you are wielding a gythka.
Secondary Attack: Strength vs. AC (off-hand end)
Hit: 1[W] damage, and the target cannot stand up (save ends).
Level 25: 2[W] damage.
Heroic Tier
Benefit: While wielding a polearm or a staff in two hands, you gain a +1 shield bonus to AC and Reflex.
Paragon Tier
Prerequisite: 11th level, Str 15, Con 17
Benefit: If you miss with a melee attack with a hammer or a mace and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Constitution modifier. This damage receives no modifiers or other benefits you normally gain to weapon damage.
Paragon Tier
Prerequisite: 11th level, any martial class, trained in Intimidate
Benefit: Whenever you use a hammer to make a melee basic attack, the attack gains the rattling keyword.
Prerequisite: Power strike power
Benefit: When you use power strike with a hammer, you can daze the target until the end of your next turn, but the extra damage is reduced by 1[W].
Heroic Tier
Prerequisite: East Rift regional background
Benefit: When you succeed on a Bluff check, gain a +3 bonus to your next Diplomacy or Intimidate check in the encounter.
Heroic Tier
Benefit: Whenever you hit a target with an opportunity attack using a hammer, you can also push that target 1 square.
Prerequisite: 4th level, Noble Indoctrination
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the hand of justice attack power.
A radiant draconic claw appears and punishes your enemy for attacking a friend.
Encounter Divine, Implement
Immediate Reaction Ranged 10
Trigger: An enemy within range that you can see hits an ally with an attack
Target: The triggering enemy
Attack: Your highest ability vs. Fortitude
Hit: 1d12 + your highest ability modifier damage, and the ally the triggering attack hit can spend a healing surge.
Level 13 Swap: 2d12 + your highest ability modifier damage.
Level 23 Swap: 3d12 + your highest ability modifier damage.
Prerequisite: Wisdom 13
Benefit: You gain training in the Nature skill. You also gain the protector druid’s nature’s growth power, but you can use it only once per day.
In addition, you gain proficiency with the staff and totem implements.
Heroic Tier
Prerequisite: Windrise Ports regional background
Benefit: When you take the squeeze action, you can move at full speed (instead of half speed) and have a -2 penalty to attack rolls (instead of -5). In addition, you gain a +2 feat bonus to Dungeoneering skill checks.
Prerequisite: Cha 13, any martial class
Benefit: You gain a benefit with any of the following powers you possess.
Brash Assault (warlord): Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier until the start of your next turn.
Brash Strike (fighter): Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier until the start of your next turn.
Deft Strike (rogue): You can move 3 squares before this attack, instead of 2. Add your Charisma modifier to your defenses against opportunity attacks provoked by this movement.
Hit and Run (ranger): If you move after the using this exploit, add your Charisma modifier to your defenses against opportunity attacks made against you during that movement.
Prerequisite: Channel Divinity class feature, must worship Erathis
Benefit: You gain the harmony of Erathis power.
Erathis brings harmony of purpose to like-minded allies.
Encounter Channel Divinity, Divine
Minor Action Ranged 10
Target: One ally
Effect: The target gains a +2 power bonus to the first attack roll he or she makes before the start of your next turn.
Special: You can use only one channel divinity power per encounter.
Prerequisite: Any divine class, must worship Vecna
Benefit: Undead enemies hit by your divine encounter attack powers and daily attack powers that have the necrotic keyword also become slowed until the end of your next turn.
Prerequisite: 21st level
Benefit: When you make a Perception check or an Insight check, you can roll twice and use either result.
Heroic Tier
Prerequisite: Trained in Stealth
Benefit: Your origin changes to shadow if it isn’t already, so you are considered a shadow creature for all effects related to creature origin.
You gain a +2 feat bonus to Stealth checks and darkvision out to 5 squares.
Heroic Tier
Prerequisite: 8th level, Haunting Shade feat
Benefit: You can swap one 6th-level or higher utility power you know for the shade stride power.
You melt into the gloom and reappear some distance away from where you were.
Encounter Shadow, Teleportation
Minor Action Personal
Effect: You teleport 10 squares to any square containing dim light or darkness.
Heroic Tier
Prerequisite: 4th level, Haunting Shade feat
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the black blade of despair power.
Your weapon blurs, becoming a thing of smoke and darkness. Where it falls, death surely follows.
Encounter Cold, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a heavy blade or light blade.
Target: One creature
Attack: Dexterity or Charisma vs. Reflex
Hit: 1[W] + Dexterity modifier or Charisma modifier damage plus 1d6 cold and necrotic damage, and you become insubstantial until the end of your next turn.
Level 13 Swap: 3d6 cold and necrotic damage.
Level 23 Swap: 5d6 cold and necrotic damage.
Heroic Tier
Prerequisite: 10th level, Haunting Shade feat
Benefit: You can swap one 9th-level or higher daily attack power you know for the gathering of shadows power.
Darkness crawls across the ground, piercing your foes with shadow duplicates of your weapon and leaving them reeling in pain before the darkness wraps around you.
Daily Cold, Necrotic, Shadow, Weapon
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Dexterity or Charisma vs. Fortitude
Hit: 1[W] + Dexterity modifier or Charisma modifier cold and necrotic damage, and the target is dazed (save ends).
Effect: You become invisible until the end of your next turn and can shift 1 square. Until the end of the encounter, dim light grants you total concealment instead of normal concealment.
Level 19 Swap: 2[W] + Dexterity or Charisma modifier cold and necrotic damage.
Level 29 Swap: 3[W] + Dexterity or Charisma modifier cold and necrotic damage.
Heroic Tier
Benefit: Whenever you hit a prone target with an axe or a heavy blade, the target takes 5 extra damage.
Prerequisite: Any multiclass bard feat, paragon multiclassing as a bard
Benefit: You gain the bard’s Song of Rest and Skill Versatility class features.
Prerequisite: Con 13, Int 13
Benefit: You gain training in the Athletics skill or the Endurance skill. You gain the swordmage’s Swordbond class feature. In addition, you can wield swordmage implements.
Benefit: You gain resist 5 fire. This resistance increases to 10 at 11th level and 15 at 21st level.
Heroic Tier
Prerequisite: Wis 13, deva or Deva Heritage
Benefit: When you take cold damage or fire damage, you gain a number of temporary hit points equal to your Wisdom modifier.
Prerequisite: Strength 15 or Constitution 15
Benefit: You ignore the speed penalty for wearing heavy armor.
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
Epic Tier
Prerequisite: 21st level, Str 21, Dex 17
Benefit: When you make a melee weapon attack with a heavy blade, you can score a critical hit on a natural roll of 19 or 20.
Paragon Tier
Prerequisite: 11th level, Str 15, Dex 15
Benefit: When you make an opportunity attack with a heavy blade, you can use an at-will attack that has the weapon keyword instead of a basic attack.
Prerequisite: Power strike power
Benefit: When you reduce an enemy to 0 hit points with a weapon attack using a heavy blade, you can use power strike. Instead of gaining the power’s normal benefit, you make a melee basic attack against a different creature as a free action.
Heroic Tier
Prerequisite: Trained in Dungeoneering or Nature, trained in Heal
Benefit: You gain a +5 bonus to Heal checks to treat disease.
In addition, when you reach 5th level, you master the ritual Brew Potion and can perform it without a ritual book.
Prerequisite: Wis 15
Benefit: You gain training in one skill from the avenger’s class skills list.
Once per encounter, you can use the oath of enmity power. The effect lasts until you hit the target or until the target drops to 0 hit points. You cannot switch the target or extend the duration of the power in any way.
In addition, you can wield avenger implements.
Heroic Tier
Benefit: When you spend an action point to take an extra action, you gain a +1 bonus to all defenses until the start of your next turn.
Benefit: If you have partial concealment against a target, you gain combat advantage against it with your ranged attacks.
Heroic Tier
Prerequisite: Con 15, any primal class, proficiency with hide armor
Benefit: While wearing hide armor, you can gain a +2 bonus to AC instead of using your Dexterity or Intelligence modifier to determine your AC.
Heroic Tier
Prerequisite: Any divine class, fluent in Supernal
Benefit: When you use Bluff, Diplomacy, or Intimidate in a skill challenge, you gain an extra success toward completing the skill challenge the first time you succeed on a skill check involving any one of those skills.
Benefit: You gain a +1 feat bonus to implement attack rolls that you make with a holy symbol. This bonus increases to +2 at 11th level and +3 at 21st level.
When you attack an enemy with an implement attack using a holy symbol, your enemies cannot gain combat advantage against you until the start of your next turn, unless you use a power or another ability that states that you grant combat advantage.
Prerequisite: Channel Divinity class feature, must worship a deity of the hope domain
Benefit: You gain the Channel Divinity power hope remains.
Those who rise again fight with renewed vigor.
Encounter Divine
Free Action Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You or an ally within 10 squares of you regains consciousness after being reduced to 0 hit points or fewer
Target: The triggering character in the burst
Effect: The target gains a +2 power bonus to attack rolls, saving throws, and all defenses until the end of its next turn.
Epic Tier
Prerequisite: 21st level
Benefit: When an enemy attack hits your Will, the enemy grants combat advantage to you for the first attack you make against it before the end of your next turn.
Prerequisite: Initiate of the Old Faith feat
Benefit: While you are in beast form, you gain a +1 bonus to speed.
Heroic Tier
Prerequisite: Fighter, ranger, or warlord; proficiency with any spear
Benefit: You gain a +2 feat bonus to Athletics checks.
When you are attacking with a spear and you have proficiency with that weapon, you also gain the following benefit.
When you hit an enemy with a power associated with this feat, that enemy is slowed until the end of your next turn.
Associated Powers: Fading Strike, Opening Shove, Sure Strike
Heroic Tier
Prerequisite: Dex 13 or drow race, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Dual Strike: Against a target that cannot see you, you can reroll one attack roll for this exploit, but you must use the second result.
Predator Strike: If you and your beast companion are flanking the target, you can shift 1 square after the attack.
Viper’s Strike: If the target shifts before the end of your next turn and your ally hits, the target also grants combat advantage until the end of your next turn.
Prerequisite: Any martial class
Benefit: You gain a benefit with any of the following powers you possess.
Crushing Surge (fighter): While charging, you can use this exploit in place of a melee basic attack.
Deft Strike (rogue): If you chose not to move before the attack while using this exploit, you can move after the attack.
Hit and Run (ranger): If you move on the same turn after using this exploit, you do not provoke opportunity attacks from any enemy when you leave the first square adjacent to the target.
Wolf Pack Tactics (warlord): The ally you allow to shift can be within 2 squares of you, instead of adjacent to you or the target.
Heroic Tier
Prerequisite: Hybrid character
Benefit: You gain a hybrid talent option for one of your hybrid class entries.
Special: You gain this feat at 11th level if you don’t take a paragon path. If you gain this feat twice, you can’t use it to choose an option that you already have.
Heroic Tier
Prerequisite: Winterkin Heritage
Benefit: You ignore difficult terrain that is ice or snow.
Epic Tier
Prerequisite: 21st level, any divine class
Benefit: Bloodied allies within 10 squares of you gain a +1 bonus to saving throws.
Epic Tier
Prerequisite: 21st level, any divine class
Benefit: You gain resistance to necrotic damage equal to one-half your level + your Wisdom modifier.
Prerequisite: 11th level
Benefit: You gain a +3 feat bonus to cold damage rolls. This bonus increases to +4 at 21st level.
In addition, whenever you take cold damage from an attack, each enemy within 2 squares of you becomes slowed until the end of your next turn.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Ilmater
Benefit: You can invoke the power of your deity to use Ilmater’s martyrdom.
You give of your own strength so that a wounded ally might endure.
Encounter Divine, Healing
Immediate Reaction Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: An ally in the burst is damaged by a critical hit
Target: The ally in the burst damaged by a critical hit
Effect: The target can immediately gain one healing surge and immediately spend it. You lose one healing surge.
Heroic Tier
Prerequisite: Windrise Ports regional background
Benefit: You gain a +2 bonus to Acrobatics checks made to balance and Athletics checks made to climb. In addition, you master the ritual Make Whole and can perform it without a ritual book.
Prerequisite: Channel Divinity class feature, must worship a deity of the justice domain
Benefit: You gain the Channel Divinity power immediate justice.
You enforce balance with a flare of divine energy that lances your enemy.
Encounter Divine, Radiant
Immediate Reaction Ranged 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: An enemy reduces your ally to 0 hit points or fewer or damages your unconscious ally
Target: The triggering enemy
Effect: The target takes radiant damage equal to 5 + one-half your level.
Prerequisite: Channel Divinity class feature, must worship a deity of the luck domain
Benefit: You gain the Channel Divinity power imminent luck.
Your god gives you another chance at good fortune.
Encounter Divine
Free Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You use a power that gives you a reroll, and the reroll is lower than the original roll
Effect: You don’t expend the use of the power that gave you the reroll.
Paragon Tier
Prerequisite: 11th level, any martial class
Benefit: Whenever you use a spear to make a melee basic attack, you can target AC or Reflex.
Prerequisite: Any martial class, trained in Intimidate
Benefit: You gain a benefit with any of the following powers you possess.
Brash Assault (warlord): If your ally gains a basic attack due to this exploit and hits the target, the target takes a -2 penalty to attack rolls until the end of your next turn.
Cleave (fighter): You mark any target you damage with this exploit.
Riposte Strike (rogue): If you hit with the riposte this exploit grants, the target takes a -2 penalty to attack rolls until the end of your next turn.
Twin Strike (ranger): If you hit with both attacks this exploit grants, one target takes a -2 penalty to attack rolls until the end of your next turn.
Heroic Tier
Benefit: You gain a +1 bonus to attack rolls with at-will powers against bloodied creatures.
Heroic Tier
Benefit: Choose a type of implement. You gain a +1 feat bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 11th level and +3 at 21st level.
Special: You can take this feat more than once. Each time you take this feat, choose a different type of implement.
Benefit: Choose an implement with which you have proficiency. You gain a +1 feat bonus to the damage rolls of implement attacks that you make with the chosen implement. This bonus increases to +2 at 11th level and +3 at 21st level.
Special: You can choose this feat more than once. Each time you select this feat, choose another implement with which you have proficiency.
Prerequisite: Any multiclass wizard feat, paragon multiclassing as a wizard
Benefit: You gain the wizard’s Arcane Implement Mastery class feature.
Heroic Tier
Prerequisite: Str 13, Con 13
Benefit: When you use the bull rush action, you gain a +4 feat bonus to the attack roll. The bonus increases to +6 at 11th level and +8 at 21st level.
Benefit: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Heroic Tier
Prerequisite: Str 13
Benefit: When you use the grab action, you gain a +4 feat bonus to the attack roll. The bonus increases to +6 at 11th level and +8 at 21st level.
Benefit: You gain a +4 feat bonus to initiative.
Paragon Tier
Prerequisite: 11th level, Forgeborn Heritage
Benefit: Increase the extra damage you deal with elemental legacy by 4. At 21st level, it instead increases by 6.
Paragon Tier
Prerequisite: 11th level
Benefit: When you use your second wind, you regain an additional 5 hit points.
Prerequisite: Call celestial steed power
Benefit: When you use your call celestial steed power, you can choose to summon a celestial battle tiger instead of a celestial warhorse.
Prerequisite: 11th level, call celestial steed power
Benefit: When you use your call celestial steed power, you can choose to summon a celestial behemoth instead of a celestial warhorse.
Prerequisite: 11th level, call celestial steed power
Benefit: When you use your call celestial steed power, you can choose to summon a celestial pegasus instead of a celestial warhorse.
Prerequisite: 21st level, call celestial steed power
Benefit: When you use your call celestial steed power, you can choose to summon a celestial dragon mount instead of a celestial warhorse.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship the Raven Queen
Benefit: You can use the in death, life power.
Your powers of death revitalize your body.
Encounter Divine, Healing
Free Action Close burst 3
Trigger: You bloody an enemy or reduce an enemy to 0 hit points
Target: You or one ally in the burst
Effect: You spend a healing surge and the target gains hit points as if it spent the healing surge.
Epic Tier
Prerequisite: 21st level
Benefit: You gain a +2 feat bonus to Will and saving throws against effects that make you dazed, dominated, or stunned.
Paragon Tier
Prerequisite: 11th level
Benefit: When you use a power that has the force keyword, you deal full damage (instead of half damage) against insubstantial creatures, and that power deals an extra 1d10 damage to such creatures.
Heroic Tier
Prerequisite: Athasian minstrel theme, poisoned strike power
Benefit: Your poisoned strike deals 2 extra poison damage. In addition, when you miss a target with your poisoned strike, that target takes 7 poison damage.
Prerequisite: Wis 13
Benefit: You gain training in the Religion skill.
Once per day, you can use the cleric’s healing word power.
In addition, you can use a holy symbol as an implement.
Prerequisite: Wis 13
Benefit: You gain training in Nature. You gain the druid’s wild shape power. Choose a 1st-level druid at-will attack power that has the beast form keyword. You can use that power once per encounter.
In addition, you can wield druid implements.
Heroic Tier
Prerequisite: Trained in Dungeoneering or Nature
Benefit: You always know which way is north. When making a Dungeoneering check or a Nature check to find your way in a natural environment, you can roll twice and use either result.
Heroic Tier
Prerequisite: Str 13 or Wis 13
Benefit: You gain training in one skill from the warlord’s class skills list.
When an ally you can see spends an action point to take an extra action, that ally gains a +1 bonus to all defenses until the end of his or her next turn.
Prerequisite: Str 13, Cha 13
Benefit: You gain training in one skill from the warlord’s class skill list.
Once per encounter, when an ally who can see you spends an action point to take an extra action, that ally also gains temporary hit points equal to 1 + onehalf your level.
Paragon Tier
Prerequisite: 11th level, any divine class
Benefit: The first time you score a critical hit with a divine attack power during an encounter, an ally adjacent to you or adjacent to the target regains hit points equal to 10 + your Wisdom modifier.
Epic Tier
Prerequisite: 21st level, any martial class
Benefit: Choose a martial encounter attack power that you know. That power gains the invigorating keyword.
Special: Each time you gain a level, you can choose to assign this feat’s benefit to a different power and remove it from the power to which it currently applies.
Prerequisite: Channel Divinity class feature, must worship Ioun
Benefit: You gain the Ioun’s poise power.
Ioun grants strength of will to those she favors.
Encounter Channel Divinity, Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target gains a +5 power bonus to Will until the start of your next turn.
Special: You can use only one channel divinity power per encounter.
Heroic Tier
Prerequisite: Forgeborn Heritage
Benefit: Increase the resistance you gain from Forgeborn Heritage to 5. This resistance increases to 10 at 11th level and to 15 at 21st level.
Benefit: You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level.
Epic Tier
Prerequisite: 21st level
Benefit: Treat your target’s resist fire as 20 fewer than normal when determining damage for your attacks.
Prerequisite: Intelligence 13
Benefit: You gain a +2 feat bonus to untrained skill checks.
Paragon Tier
Prerequisite: 11th level, any divine class
Benefit: If you roll a critical hit with an at-will divine attack power, the target is dazed until the end of its next turn.
Heroic Tier
Prerequisite: Any martial class
Benefit: You gain a +1 feat bonus to Perception checks.
When you use a power associated with this feat and hit an enemy with it, one of your allies adjacent to that enemy gains a +1 bonus to AC until the start of your next turn.
Associated Powers: Brash Strike, Fading Strike, Furious Smash, Preparatory Shot
Heroic Tier
Prerequisite: Forgeborn Heritage
Benefit: When you use elemental legacy, you also gain a +2 bonus to your next attack roll before the end of your next turn.
Epic Tier
Prerequisite: 21st level, gladiator theme
Benefit: Any enemy marked by you is also slowed until the mark ends.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Kelemvor
Benefit: You can invoke the power of your deity to use Kelemvor’s judgment.
The undead exist in defiance of Kelemvor’s will. You create a blast of brilliant light to burn these abominations into clean death.
Encounter Divine, Implement, Radiant
Standard Action Close blast 5 (8 at 11th level, 10 at 21st level)
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each undead creature in the blast
Attack: Highest mental ability vs. Will
Hit: 1d12 + Wisdom modifier radiant damage.
Increase damage to 2d12 + Wisdom modifier at 5th level, 3d12 + Wisdom modifier at 11th, 4d12 + Wisdom modifier at 15th, 5d12 + Wisdom modifier at 21st, and 6d12 + Wisdom modifier at 25th.
Miss: Half damage.
Benefit: You gain a +1 feat bonus to implement attack rolls and weapon attack rolls that you make with your ki focus.
In addition, you gain a +1 bonus to the damage rolls of attacks that you make with your ki focus against a bloodied enemy. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Prerequisite: Training in Nature
Benefit: You gain a wilderness knack. If you already have one or more wilderness knacks, you gain this knack in addition to those you already have.
Heroic Tier
Prerequisite: Scion of Onat feat
Benefit: Whenever you are adjacent to your beast companion and make an Insight check, you can roll twice and keep the better result.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Kol Korran
Benefit: You gain the Channel Divinity power Kol Korran’s boon.
No healing is wasted.
Encounter Divine
Free Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: A healing power restores an ally within 5 squares of you to his or her maximum hit points
Target: The ally targeted by the triggering power
Effect: The target gains temporary hit points equal to any hit points the triggering power restored in excess of the target’s maximum number of hit points.
Prerequisite: Channel Divinity class feature, must worship Kord
Benefit: You gain the Kord’s favor power.
Kord favors a strong hit in combat with healing.
Encounter Channel Divinity, Divine, Healing
Free Action Ranged 5
Trigger: You or an ally within 5 squares of you scores a critical hit with a melee attack.
Target: The triggering character
Effect: The target can spend a healing surge.
Special: You can use only one channel divinity power per encounter.
Paragon Tier
Prerequisite: 11th level, any martial class
Benefit: Whenever you use a flail to hit an enemy with a melee basic attack, you can slide that enemy 1 square.
Benefit: When you miss an enemy that grants combat advantage to you with an encounter attack power, the next ally to hit the target of your missed attack before the start of your next turn deals 2 extra damage. The extra damage increases to 4 at 11th level and 6 at 21st level.
Benefit: When you hit with an opportunity attack while you’re using a shield, you and one ally adjacent to you gain a +2 bonus to AC until the start of your next turn.
Benefit: When you use a power that would enable an ally to spend a healing surge, that ally can also choose to shift 1 square as a free action or gain a +2 bonus to AC and Reflex until the start of his or her next turn.
Paragon Tier
Prerequisite: 11th level
Benefit: Once per turn, the first target you hit with a power that has the cold keyword gains vulnerable 5 cold after the attack. The vulnerability lasts until the end of your next turn.
Prerequisite: Int 13, Wis 13
Benefit: You gain training in the Arcana skill, the Nature skill, or the Religion skill. You gain the wizard’s Ritual Casting class feature. In addition, you can wield wizard implements.
Benefit: Any creature that you summon with a shadow summoning power gains a +1 feat bonus to attack rolls and a +1 feat bonus to all defenses.
Paragon Tier
Prerequisite: 11th level
Benefit: If you teleport on your turn, you gain a +2 feat bonus to saving throws at the end of that turn.
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a light blade against a creature granting combat advantage to you. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Epic Tier
Prerequisite: 21st level, Str 17, Dex 21
Benefit: When you make a melee weapon attack with a light blade, you can score a critical hit on a natural roll of 19 or 20.
Paragon Tier
Prerequisite: 11th level, Dex 13, Small or Medium size
Benefit: You gain a +2 bonus to damage rolls with light blades against Large or larger targets.
Prerequisite: Power strike power
Benefit: When you make a melee basic attack with a light blade against a target’s AC, you can use power strike before making the attack roll. Instead of gaining the power’s normal benefit, you make the attack against the target’s Reflex, rather than AC. In addition, if the attack hits, you gain a +2 bonus to the damage roll against the target. This bonus increases to +4 at 11th level and +6 at 21st level.
Heroic Tier
Prerequisite: Any divine class
Benefit: As a minor action, you can shed bright light out to 4 squares until you end the light as a free action.
In addition, you can swap one 2nd-level or higher utility power for the punitive radiance power.
The punishment you levy on the unrighteous is visible from miles away.
Encounter Divine, Radiant
Free Action
Requirement: You must have the feat Light of Order in order to use this power.
Trigger: You hit an enemy with an attack
Target: The triggering enemy
Effect: The target takes 1d6 extra radiant damage. Additionally, the target grants combat advantage and cannot benefit from invisibility until the end of your next turn.
Level 11: 2d6 radiant damage.
Level 21: 3d6 radiant damage.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship il-Yannah
Benefit: You gain the Channel Divinity power light within.
An arc of light shoots from your chest and brightens the ground.
Encounter Divine, Healing, Implement, Zone
Minor Action Ranged 5
Channel Divinity: You can use only one channel divinity power per encounter
Effect: You spend a healing surge, and a zone of healing light appears in an unoccupied square within range. Until the end of your next turn, each ally that ends its turn within the zone regains hit points equal to your healing surge value.
In addition, all squares within 10 squares of the zone are illuminated by bright light until the end of your next turn.
Paragon Tier
Prerequisite: 11th level
Benefit: When you score a critical hit with a power that has the lightning keyword, you can choose to treat the attack as a normal hit instead of a critical hit. If you do, choose another target within 10 squares of the original target that was not already targeted or affected by the power. That target takes damage equal to the damage dealt to the original target.
Benefit: You gain a +2 feat bonus to Reflex. This bonus increases to +3 at 11th level and +4 at 21st level.
Prerequisite: 11th level
Benefit: You gain a +3 feat bonus to lightning damage rolls. This bonus increases to +4 at 21st level.
In addition, whenever you take lightning damage from an attack, one enemy within 5 squares of you takes 10 lightning damage. This damage increases to 15 at 21st level.
Prerequisite: Intelligence 13
Benefit: Choose three languages. You can now speak, read, and write those languages fluently.
Special: You can take this feat more than once. Each time you select this feat, choose three new languages.
Prerequisite: Channel Divinity class feature, must worship Lolth
Benefit: You gain the power Lolth’s cruel sacrifice.
You channel the goddess’s blessing to save you from danger at an ally’s expense.
Encounter Channel Divinity, Divine, Healing, Teleportation
Immediate Interrupt Close burst 3
Trigger: An enemy hits you with an attack.
Target: One ally in the burst
Effect: You and the target teleport, swapping positions, and the target is hit by the attack, instead of you. You or one ally (other than the target) adjacent to you can then spend a healing surge.
Special: You can use only one channel divinity power per encounter.
Heroic Tier
Prerequisite: Trained in Athletics
Benefit: You can make all long jumps as if you had a running start.
You also gain a +1 feat bonus to Athletics checks.
Epic Tier
Prerequisite: 21st level
Benefit: Whenever you shift, you can shift 1 additional square.
Heroic Tier
Prerequisite: 7th level, proficiency with lotulis
Benefit: You swap one of your level 6 or higher utility powers for the lotulis parry power.
Spinning your lotulis, you ward off an incoming attack.
Encounter Martial
Immediate Interrupt Personal
Trigger: You are hit by a melee or a ranged attack while wielding a lotulis.
Effect: You gain a bonus to AC and Reflex against the triggering attack equal to your Wisdom modifier.
Heroic Tier
Prerequisite: 4th level, proficiency with lotulis
Benefit: You swap one of your level 3 or higher encounter attack powers for the lotulis flurry power.
You strike an enemy with your lotulis, bashing the foe aside or else using the distraction to move into position to attack another foe.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a lotulis.
Primary Target: One creature
Primary Attack: Strength or Dexterity vs. AC (main end)
Hit: 2[W] + Strength or Dexterity modifier damage, and you slide the primary target 1 square. You can forgo the secondary attack to instead slide the primary target 5 squares.
Level 17: 3[W] + Strength or Dexterity modifier damage.
Level 27: 4[W] + Strength or Dexterity modifier damage.
Effect: After the primary attack, you shift 1 square and make a secondary attack (if desired).
Secondary Target: One creature other than the primary target
Secondary Attack: Strength or Dexterity vs. AC (off-hand)
Hit: 2[W] + Strength or Dexterity modifier damage, and you slide the secondary target 1 square.
Heroic Tier
Prerequisite: 10th level, proficiency with lotulis
Benefit: You swap one of your level 9 or higher daily attack powers for the whirling lotulis power.
You attack with your lotulis, giving you room to dash between your opponents.
Daily Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a lotulis.
Target: Each enemy you can see in the burst
Attack: Strength or Dexterity vs. AC
Hit: 2[W] + Strength or Dexterity modifier damage.
Level 25: 3[W] + Strength or Dexterity modifier damage.
Miss: Half damage.
Effect: After the attack, you shift half your speed. During this movement, you can move through enemies’ spaces.
Prerequisite: Channel Divinity class feature, must worship a deity of the love domain
Benefit: You gain the Channel Divinity power loving sacrifice.
The loving tie between you and your friend allows you to take some of the pain he or she would have suffered alone.
Encounter Divine
Immediate Interrupt Ranged 5
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: An ally within 5 squares of you takes damage
Target: The triggering ally
Effect: The damage against the target is reduced by 5, and you take 5 damage, which can’t be reduced in any way.
Level 11: The damage is reduced by 10, and you take 10.
Level 21: The damage is reduced by 15, and you take 15.
Heroic Tier
Benefit: You can shift while prone.
Benefit: You gain low-light vision.
Heroic Tier
Benefit: The first time you make a successful saving throw in an encounter, you gain a +2 bonus to all attack rolls, skill checks, and saving throws you make before the end of your next turn.
Paragon Tier
Prerequisite: 11th level
Benefit: When you roll a natural 20 on an attack roll, skill check, or saving throw, remove all effects on you that a save can end.
Heroic Tier
Benefit: If your initiative is the highest of any combatant’s at the start of an encounter, when you make your first attack roll of the encounter you can roll twice and use either result.
Prerequisite: Power strike power
Benefit: When you make a melee basic attack with a mace against a target’s AC, you can use power strike before making the attack roll. Instead of gaining the power’s normal benefit, you make the attack against the target’s Fortitude, rather than AC. In addition, if the attack hits, you gain a +2 bonus to the damage roll against the target. This bonus increases to +4 at 11th level and +6 at 21st level.
Heroic Tier
Prerequisite: Tiefling
Benefit: You gain mantle of misfortune as an encounter power. In addition, you gain a +2 bonus to Insight and Perception checks made against other tieflings.
While the enemy remains near you, its feet slip, it drops things, and nothing goes right.
Encounter
Minor Action Personal
Effect: Until the end of your next turn, enemies take a -2 penalty to attack rolls while within 5 squares of you and each time an enemy within 5 squares of you misses with an attack you can slide the target 1 square as a free action.
Heroic Tier
Benefit: When you make a Perception check, you make two rolls and use the higher result. You can also sense the presence of magic as if you were trained in Arcana. You can use Perception instead of Arcana for the check. You can master and perform rituals in the divination category as if you had the Ritual Caster feat. In addition, you can master and perform the Banish Illusions, Eavesdropper’s Foil, and Scry Trap rituals as if you had the Ritual Caster feat.
Heroic Tier
Benefit: When an enemy granting combat advantage to you is adjacent to you and shifts, you can shift 1 square into a square it vacates as a free action.
You can master and perform the Detect Object, Detect Secret Doors, Find the Path, and Inquisitive’s Eyes rituals as if you had the Ritual Caster feat.
Heroic Tier
Benefit: You can use a creature’s mount powers as if you had the Mounted Combat feat.
While you are mounted on a natural beast, the mount gains a +2 feat bonus to speed and a +1 feat bonus to AC.
If you have a beast companion, your beast companion gains a +2 feat bonus to speed and a +1 feat bonus to AC.
You can master and perform the Animal Messenger and Steed Summons rituals as if you had the Ritual Caster feat.
Heroic Tier
Benefit: Whenever you use a healing power on an ally or use Heal to allow an ally to spend his or her second wind, that ally can also make a saving throw.
You can master and perform rituals in the restoration category and the Remove Affliction ritual as if you had the Ritual Caster feat.
Heroic Tier
Benefit: Whenever you or an ally within 10 squares of you uses a healing power during a short rest, that power restores the maximum number of hit points possible.
You can master and perform the Eye of Alarm, Fantastic Recuperation, Secure Shelter, and Travelers’ Feast rituals as if you had the Ritual Caster feat.
Benefit: You have mastered the Enchant Magic Item ritual and can perform it as if you were two levels higher.
You can make alchemical items as though you had the Alchemist feat and were two levels higher.
You can master and perform rituals in the creation category and the Make Whole ritual as if you had the Ritual Caster feat.
Heroic Tier
Benefit: Whenever one of your powers lets you shift, you can shift 1 extra square.
Whenever one of your powers lets you teleport, you can teleport 1 extra square.
You can master and perform rituals in the travel category and the Enhance Vessel, Find the Path, Passwall, Phantom Steed, Steed Summons, and Water Walk rituals as if you had the Ritual Caster feat.
Heroic Tier
Benefit: Choose four languages. You can speak, read, and write those languages fluently. When you gain a level, you can retrain one of these languages instead of a feat, a power, or a skill.
You gain a +2 bonus to Diplomacy checks.
You can master and perform rituals as if you had the Ritual Caster feat. Furthermore, you can create scrolls in half the normal time (that is, the same amount of time it takes create a ritual book).
Heroic Tier
Benefit: Whenever an enemy provokes an opportunity attack from you, you can shift 1 square as a free action before or after you make the opportunity attack.
You can master and perform the Eye of Alarm, Eye of Warning, and Magic Circle rituals as if you had the Ritual Caster feat.
Heroic Tier
Benefit: Whenever you make an attack and miss every target while hidden, you remain hidden.
Whenever you make an attack and miss every target while invisible, you remain invisible.
You can master and perform rituals in the deception and scrying categories and the Knock, Masking Shroud, Secret Page, and Shadow Walk rituals as if you had the Ritual Caster feat.
Heroic Tier
Benefit: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.
You gain a +1 bonus to speed when flying.
You can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and Water Walk rituals as if you had the Ritual Caster feat.
Heroic Tier
Benefit: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1.
Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don’t target you instead of the normal -2 penalty.
You can master and perform rituals in the warding category and the Fluid Funds, Knock, and Leomund’s Secret Chest rituals as if you had the Ritual Caster feat.
Heroic Tier
Prerequisite: Any martial class
Benefit: When you take this feat, choose one martial daily attack power of your level or lower from your class. After an extended rest, you can swap the chosen power for a martial daily attack power you know of the same level. You can substitute the original power back in after another extended rest.
Heroic Tier
Prerequisite: Dex 15, any martial class
Benefit: You gain a +2 feat bonus to initiative checks. Also, during your first turn in an encounter, you can shift as a minor action.
Prerequisite: Improved Power Strike feature
Benefit: You lose one use of your power strike power. In exchange, you gain an encounter attack power of your choice. The power must be from your class and be of your level or lower.
Heroic Tier
Prerequisite: Any martial class
Benefit: When you take this feat, choose one martial utility power of your level or lower from your class. After an extended rest, you can swap the chosen power for a martial utility power you know of the same level. You can substitute the original power back in after another extended rest.
Heroic Tier
Prerequisite: Wis 13, any martial class, trained in Endurance
Benefit: You gain a +5 bonus to saving throws against the slowed and immobilized conditions.
Epic Tier
Prerequisite: 21st level, any martial class
Benefit: When you spend an action point to take an extra action, you also regain the use of a martial encounter power you have used during this encounter.
Heroic Tier
Prerequisite: Any martial class
Benefit: When you use the aid attack action, the target ally can roll twice and use either result on his or her next weapon attack. This effect replaces the normal +2 bonus to the attack roll. An ally can benefit from this feat only once per attack.
Heroic Tier
Prerequisite: Any martial class
Benefit: When you take this feat, choose one martial at-will attack power of your level or lower from your class. After an extended rest, you can swap the chosen power for a martial at-will attack power you know of the same level. You can substitute the original power back in after another extended rest.
Epic Tier
Prerequisite: 21st level, Wis 15, any martial class, trained in Endurance
Benefit: You can make saving throws against the dazed, slowed, stunned, weakened, and immobilized conditions at both the start and the end of your turn.
Heroic Tier
Prerequisite: Any martial class
Benefit: When you take this feat, choose one martial encounter attack power of your level or lower from your class. After an extended rest, you can swap the chosen power for a martial encounter attack power you know of the same level. You can substitute the original power back in after another extended rest.
Benefit: You gain a +1 feat bonus to the attack rolls of weapon attacks. The bonus increases to +2 at 11th level and +3 at 21st level.
Also, you can use a minor action to sheathe a weapon and then draw a weapon.
Prerequisite: Escaped slave
Benefit: You gain a +4 feat bonus to Thievery checks to open locks and use sleight of hand, and you also gain a +4 feat bonus to Acrobatics and Athletics checks to escape from a grab or from restraints.
Prerequisite: Any divine class, must worship Vecna
Benefit: You can choose skill powers associated with Arcana, Dungeoneering, History, Nature, and Religion as if you were trained in those skills.
Prerequisite: Charisma 13
Benefit: You gain training in a skill of your choice from the bard’s list of class skills.
You also gain the skald bard’s skald’s aura power. The aura’s healing benefit can be used only once per day.
In addition, you gain proficiency with the wand implement.
You chant, sing, or otherwise inspire your allies with your words, allowing them to draw the strength to battle on from your encouragement.
Encounter Aura, Healing, Martial
Minor Action Personal
Effect: You activate an aura 5 that lasts until the end of the encounter. If the aura ends prematurely for any reason, you can reactivate it during the encounter as a minor action.
Twice per encounter but only once per turn, you or any ally in the aura can use a minor action to spend a healing surge and regain 1d6 additional hit points. Alternatively, you or any ally can use a minor action to allow an adjacent ally to spend a healing surge and regain the additional hit
points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points, and the healing can be used three times per encounter.
Level 21: 5d6 additional hit points, and the healing can be used three times per encounter.
Level 26: 6d6 additional hit points, and the healing can be used three times per encounter.
Prerequisite: Strength 13 or Dexterity 13
Benefit: You gain training in Athletics or Acrobatics. You also gain the monk’s Unarmed Combatant feature and gain proficiency with ki focuses.
Prerequisite: Channel Divinity class feature, must worship a deity of the tyranny domain
Benefit: You gain the Channel Divinity power master of tyranny.
Your enemies’ weakness gives you strength.
Encounter Divine
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: You gain a +2 bonus to attack rolls against bloodied creatures until the end of your next turn.
Benefit: Choose an ability other than Strength. When you make a melee basic attack using a weapon with which you have proficiency, you can use the chosen ability instead of Strength for the attack roll. In addition, you can use half of that ability’s modifier, instead of your Strength modifier, for the damage roll.
Prerequisite: Channel Divinity class feature, must worship Melora
Benefit: You gain the Melora’s tide power.
Melora sends a tide of healing energy to aid you or a bloodied friend.
Encounter Channel Divinity, Divine, Healing
Minor Action Ranged 5
Target: You or one ally (the target must be bloodied)
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied.
Level 11: Regeneration 4.
Level 21: Regeneration 6.
Special: You can use only one channel divinity power per encounter
Heroic Tier
Prerequisite: 6th level or higher utility power
Benefit: The memory is a weapon feat power replaces one of your 6th-level or higher utility powers.
When you miss an enemy with an attack, you remember your error and call upon this memory to strike true.
Encounter
Free Action Personal
Trigger: You miss with a melee or ranged attack roll.
Effect: You gain a +3 power bonus to attack rolls against the triggering attack roll’s target until the end of your next turn.
Heroic Tier
Prerequisite: Con 13 or Cha 13, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Prerequisite: Spirit Talker feat
Benefit: You gain the shaman power healing spirit, but you can use it only once per encounter.
Paragon Tier
Prerequisite: 11th level
Benefit: When an area or close attack targeting your Fortitude or Will defense misses you and still deals damage on a miss, you take no damage from the attack.
Benefit: You gain a +2 feat bonus to Stealth checks. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of +5.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Dol Dorn
Benefit: You gain the Channel Divinity power might of Dol Dorn.
Draw from Dol Dorn’s strength, and you shall know victory.
Encounter Divine
Free Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You hit an enemy with a melee attack
Effect: You gain 5 temporary hit points and a +5 power bonus to Athletics checks until the end of your next turn.
Level 11: 10 temporary hit points.
Level 21: 15 temporary hit points.
Prerequisite: Proficiency with holy symbols
Benefit: You gain a +1 feat bonus to weapon attack rolls you make with any two-handed melee weapon and a +1 feat bonus to implement attack rolls you make with holy symbols. These bonuses increase to +2 at 11th level and +3 at 21st level.
In addition, while you wield a two-handed melee weapon, ranged and area attacks you make with a holy symbol do not provoke opportunity attacks.
Heroic Tier
Prerequisite: Noble adept theme, adept’s insight power
Benefit: When you modify an ally’s triggering attack roll, saving throw, or skill check with your adept’s insight, that ally gains a +2 bonus to AC and Will until the end of his or her next turn.
Heroic Tier
Prerequisite: 10th level, Vampiric Heritage feat
Benefit: You can swap one 10th-level or higher utility power you know for mist form.
Your form dissolves into an eerie, billowing mist.
Daily Polymorph
Standard Action Personal
Effect: You become insubstantial and gain a fly speed of 8 (hover), but you cannot make any attacks. This lasts until the end of your next turn.
Sustain Minor: Your mist form persists.
Heroic Tier
Prerequisite: Cha 13, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Opening Shove: If your ally scores a critical hit against the target with the granted melee basic attack, that ally can also push the target 1 square.
Sly Flourish: If you score a critical hit with this exploit, the target also takes penalty to attack rolls equal to one-half your Charisma modifier (minimum 1) until the end of your next turn.
Tide of Iron: If you hit with this exploit, you can forgo pushing the target to instead pull one ally you can see 1 square and shift 1 square.
Prerequisite: Any multiclass monk feat
Benefit: You gain training in one skill from the monk’s class list.
Choose a 1st-level monk at-will attack power. You can use that power once per encounter.
Heroic Tier
Prerequisite: Dex 13
Benefit: You gain training in one skill from the monk’s class skills list.
Choose one of the monk’s Flurry of Blows powers. You can use that power once per encounter.
In addition, you can wield ki focuses.
Heroic Tier
Prerequisite: Must worship Sehanine
Benefit: While an enemy grants combat advantage to you, your attacks against that enemy count as silvered.
Prerequisite: Channel Divinity class feature, must worship a deity of the moon domain
Benefit: You gain the Channel Divinity power moon touched.
You glow with the healing light of the moon. The light waxes and wanes for a time.
Encounter Divine, Healing
Minor Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: You or one ally in the burst; target must be bloodied
Effect: The target regains hit points equal to your Wisdom or Charisma modifier. At the start of each of your turns, roll a d8. If the roll is odd, the target gains temporary hit points equal to the roll, and if the target already has temporary hit points, the effect ends. If the roll is even, the target regains hit points equal to the roll, and the effect ends.
Level 11: Roll a d10 instead of a d8.
Level 21: Roll a d12 instead of a d8.
Heroic Tier
Prerequisite: Must worship Sehanine
Benefit: You gain proficiency with the shortbow, plus you can use a shortbow as an implement for divine and arcane powers. In addition, you gain a +1 feat bonus to weapon and implement damage rolls with the shortbow. Increase this bonus to +2 at 11th level and +3 at 21st level.
Paragon Tier
Prerequisite: 11th level, must worship Sehanine
Benefit: When you use a shortbow as an implement for a ranged or area divine attack power or ranged or area arcane attack power, you can extend the power’s range by 5 squares.
Paragon Tier
Prerequisite: 11th level
Benefit: You gain a +1 bonus to attack rolls and damage rolls against creatures that have the shadow origin.
When you deal damage to a shade with an attack, its regeneration is negated as if you had dealt radiant damage to it.
Prerequisite: Channel Divinity class feature, must worship Moradin
Benefit: You gain the Moradin’s resolve power.
Moradin’s blessing puts the small on more equal footing with the large.
Encounter Channel Divinity, Divine
Minor Action Personal
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large or larger creatures.
Special: You can use only one channel divinity power per encounter.
Heroic Tier
Prerequisite: Moonshae Isles regional benefit
Benefit: When you roll an Endurance check to check disease progression, roll twice and use the higher result.
You treat any weapon you wield as though it were a silvered weapon.
Prerequisite: 2nd level, must worship Chauntea
Benefit: You master the Bloom ritual. You can perform the Bloom ritual in 5 minutes, including during a short rest, and you need no ritual book to do so. Performing the ritual during a short rest does not prevent you from resting. If a creature in the ritual’s affected area spends healing surges at the end of the rest, that creature regains additional hit points equal to your Wisdom modifier with each healing surge.
In addition, you can perform the Bloom ritual once per day without expending ritual components.
Heroic Tier
Benefit: While you are riding a creature, it does not take the normal -2 penalty to attack rolls that is imposed on mounts. In addition, the creature can make any Athletics, Acrobatics, Endurance, or Stealth checks using your skill check modifier (not including any temporary bonuses or penalties) in place of its own.
Heroic Tier
Prerequisite: Con 13 or human race, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Commander’s Strike: If you are wielding a shield when you use this exploit, one ally adjacent to you gains a +1 shield bonus to AC until the end of your next turn.
Riposte Strike: If the enemy attacks you before the start of your next turn, you can gain a +3 bonus to AC against that attack instead of taking the immediate interrupt attack this exploit grants.
Sure Strike: If you are wielding a shield and you hit with this exploit, you gain a +1 feat bonus to AC until the end of your next turn.
Twin Strike: If you’re wielding two melee weapons and both attacks miss, you gain a +2 shield bonus to AC against the target or targets of your attacks until the end of your next turn.
Prerequisite: Channel Divinity class feature, must worship Nerull
Benefit: You gain the power Nerull’s binding.
The shade of a dead enemy provides you with a dark veil of temporary protection.
Encounter Aura, Channel Divinity, Divine, Necrotic
Immediate Reaction Personal
Trigger: You drop an enemy below 1 hit point, or an enemy adjacent to you drops below 1 hit point.
Effect: You activate an aura 1 that lasts until the end of your next turn. You have partial concealment against enemies in the aura. Any creature that makes a melee attack against you or ends its turn in the aura takes necrotic damage equal to your Wisdom modifier. A creature can take this damage only once per turn.
Special: You can use only one channel divinity power per encounter.
Prerequisite: Net Training, 8th level
Benefit: You can swap one 6th-level or higher utility power you know for the net shield utility power.
You spin the net in front of you to foil your enemies’ attacks.
Encounter Weapon
Minor Action Personal
Requirement: You must be wielding a net.
Effect: Until the start of your next turn, you gain a +2 power bonus to AC and Reflex defense.
Prerequisite: Net Training, 4th level
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the net sweep attack power.
You sweep your net around, smashing your foes and battering down their weapons.
Encounter Weapon
Standard Action Close burst 1
Requirement: You must be wielding a net.
Target: Each creature in the burst
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.
At 11th level, increase to 2[W] damage.
At 21st level, increase to 3[W] damage.
Prerequisite: Net Training, 10th level
Benefit: You can swap one 9th-level or higher daily attack power you know for the net trap attack power.
You fling the net so that it falls over your enemy. The more the foe struggles, the tighter the net’s grasp becomes.
Daily Weapon
Standard Action Melee 5
Requirement: You must be wielding a net.
Special: This attack has a reach of 5 regardless of the weapon’s actual reach.
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and the target is grabbed (until escape). While the target is grabbed, it takes a –5 penalty to attack rolls and rolls made to escape the grab. While grabbing the target, you cannot make attacks with your net. You can sustain the grab as long as the target is within 5 squares of you.
At 15th level, increase to 2[W] damage.
At 25th level, increase to 3[W] damage.
Aftereffect: The target is slowed until the end of your next turn.
Miss: Half damage, and the target is immobilized until the end of your next turn, but it is not grabbed.
Prerequisite: Str 13
Benefit: You gain proficiency with the net. When you make a weapon attack with your net and hit, the target is also slowed until the end of your next turn.
Heroic Tier
Prerequisite: Impiltur regional benefit
Benefit: When you roll an Intimidate check, roll twice and use either result.
You also gain a +2 feat bonus to initiative checks.
Heroic Tier
Prerequisite: Any martial class
Benefit: You gain a +2 feat bonus to Endurance checks.
Once per encounter, when you use a power associated with this feat and hit an enemy with it, your next attack against that enemy before the end of your next turn gains combat advantage.
Associated Powers: Brash Assault, Deft Strike, Marauder's Rush, Reaping Strike
Heroic Tier
Prerequisite: Vampiric Heritage feat
Benefit: You gain low-light vision.
Heroic Tier
Prerequisite: Dex 15
Benefit: When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls.
Heroic Tier
Benefit: When you run, you gain a +2 bonus to Reflex until the start of your next turn, and running doesn’t cause you to grant combat advantage.
Heroic Tier
Prerequisite: Any divine class
Benefit: When you use a divine encounter or daily power that has the radiant keyword, you can create a zone of bright light in a close burst 1. The zone lasts until the end of your next turn. Allies within the zone gain a +1 power bonus to attack rolls with radiant powers.
Prerequisite: Wis 13, you must worship Bahamut
Benefit: You gain training in Religion. You gain the righteous judgment power. You can use any implement you can normally use as an implement for the powers from this multiclass feat and those that list it as a prerequisite. You can also use any weapon you are proficient with as an implement for these powers, but the weapon’s proficiency bonus doesn’t apply.
You whisper a bitter prayer, condemning your enemy to Bahamut’s judgment.
Encounter Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Your highest ability vs. Will
Hit: If the target moves before the end of your next turn, one ally within 5 squares of you may shift as an immediate reaction. If the target makes an attack before the end of your next turn, one ally within 5 squares of you gains a +2 power bonus to attack rolls and damage rolls against the target until the end of your next turn.
Prerequisite: Any class-specific multiclass feat, 4th level
Benefit: You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.
Note: If you have no encounter attack powers, this feat grants no benefit to you.
Prerequisite: Channel Divinity class feature, must worship Melora
Benefit: You gain the nowhere to hide power.
As the sound of your prayer spreads around you, your foes are revealed.
Encounter Channel Divinity, Divine
Minor Action Close burst 5
Target: Each hidden or invisible enemy in the burst whose Will is equal to or lower than 12 + your level
Effect: Each target becomes visible to you, and grants combat advantage to you until the end of your next turn.
Special: You can use only one channel divinity power per encounter.
Benefit: You gain a +2 feat bonus to saving throws against charm effects.
Whenever an attack you make would damage an ally, you can choose to take the damage instead. You have resist 5 against damage taken this way. You can choose to take the damage even when you are dominated. This resistance increases to 10 at 11th level and 15 at 21st level.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Oghma
Benefit: You can invoke the power of your deity to use Oghma’s recall.
You call upon Oghma for a flash of divine inspiration. Nothing can remain hidden from you for long.
Encounter Divine
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: Until the end of your next turn, you gain a +10 power bonus to all knowledge checks (made with the knowledge skills: Arcana, Dungeoneering, History, Nature, or Religion).
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Onatar
Benefit: You gain the Channel Divinity power Onatar’s gift.
Onatar’s wisdom burns like a raging fire within you.
Encounter Divine, Fire
Free Action Close burst 2
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You miss an enemy with a melee or ranged attack
Target: You or one ally in the burst
Effect: Until the end of your next turn, the target gains a +2 bonus to Will and the target’s attacks deal 2 extra fire damage.
Level 11: 5 extra fire damage.
Level 21: 10 extra fire damage.
Heroic Tier
Benefit: When you hit with any lightning attack power, you gain a +1 bonus to attack rolls with thunder powers until the end of your next turn.
Epic Tier
Prerequisite: 21st level
Benefit: You gain a +2 feat bonus to Reflex and saving throws against ongoing damage.
Heroic Tier
Benefit: When making an opportunity attack, you can bull rush in place of a melee basic attack. On a hit, the target also grants combat advantage until the start of your next turn.
Paragon Tier
Prerequisite: 11th level
Benefit: While you are adjacent to an enemy granting combat advantage to you, your movement doesn’t provoke opportunity attacks from that enemy.
Paragon Tier
Prerequisite: 11th level
Benefit: When you hit with an opportunity attack, you can shift 1 square as a free action.
Benefit: You gain a +1 feat bonus to implement attack rolls that you make with an orb. This bonus increases to +2 at 11th level and +3 at 21st level.
You also gain a +1 feat bonus to the number of squares you pull, push, or slide targets of attacks that you make with an orb.
Prerequisite: Channel Divinity class feature, must worship a deity of the poison domain
Benefit: You gain the Channel Divinity power original poison.
Your prayer empowers your venomous attacks.
Encounter Divine
Minor Action Ranged 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: One creature
Effect: Until the end of your next turn, you gain a +2 power bonus to attack rolls against the target with poison powers.
Heroic Tier
Prerequisite: Any martial class
Benefit: Whenever you score a critical hit against an enemy with a charge attack, you can push that enemy 1 square and knock it prone.
Paragon Tier
Prerequisite: 11th level
Benefit: Whenever you score a critical hit, you also knock the target prone.
Prerequisite: Cha 13
Benefit: You gain training in one skill from the warlock’s class skill list.
Choose a warlock pact. You gain the pact’s at-will power as an encounter power, and you can pursue the warlock paragon path based on that pact.
In addition, you can use a rod, a wand, or a pact blade as an implement.
Paragon Tier
Prerequisite: 11th level
Benefit: You gain a +1 feat bonus to Fortitude, Reflex, and Will.
Benefit: When you are blinded or in darkness, creatures within 2 squares of you have concealment rather than total concealment, provided you have line of effect to the creature’s space and it is not invisible for a reason other than darkness or blindness.
Prerequisite: Channel Divinity class feature, must worship a deity of the destruction domain
Benefit: You gain the Channel Divinity power path of destruction.
A snarled prayer is enough to invoke the power of the Breaker, the Mangler, the Destroyer—your god.
Encounter Divine
Free Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You roll damage for a melee attack
Effect: You reroll the damage and use either result.
Prerequisite: Channel Divinity class feature, must worship a deity of the freedom domain
Benefit: You gain the Channel Divinity power path of freedom.
Through your prayer, you remind your friends that they are always truly free.
Encounter Divine
Minor Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each ally in the burst
Effect: Each target can choose to make an escape attempt against a grab as a free action or to make a saving throw against an immobilizing, restraining, or slowing effect that a save can end.
Prerequisite: Channel Divinity class feature, must worship a deity of the war domain
Benefit: You gain the Channel Divinity power path of war.
You encourage your friends to throw themselves into glorious battle.
Encounter Divine
Minor Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each ally in the burst
Effect: Each target gains a +2 bonus to attack rolls and a -2 penalty to all defenses until the end of your next turn.
Prerequisite: Channel Divinity class feature, must worship a deity of the winter domain
Benefit: You gain the Channel Divinity power path of winter.
At your prayer, you and your allies endure winter’s chill.
Encounter Divine
Minor Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: You and each ally in the burst
Effect: Each target gains resist 5 cold until the end of your next turn.
Level 11: Resist 10 cold.
Level 21: Resist 15 cold.
Prerequisite: Channel Divinity class feature, must worship Pelor
Benefit: You gain the Pelor’s radiance power.
When undead creatures abound, Pelor’s radiance shines to aid the faithful.
Encounter Channel Divinity, Divine, Implement, Radiant
Standard Action Close burst 1 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in the burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and the target is dazed until the end of your next turn.
Level 11: 2d10 + Wisdom modifier radiant damage.
Level 21: 3d10 + Wisdom modifier radiant damage.
Special: You can use only one channel divinity power per encounter.
Heroic Tier
Prerequisite: 10th level, controller role
Benefit: You can exchange any 9th-level or higher utility power you know for penetrating power.
You contain the attack’s energy in a magical shell so that you can punch through your enemy’s resistances.
Encounter
Minor Action Personal
Effect: The next ranged, area, or close attack you use before the end of your next turn ignores all resistances, including insubstantial.
Prerequisite: Channel Divinity class feature, must worship a deity of the torment domain
Benefit: You gain the Channel Divinity power perfect torment.
Your prayer prolongs your enemies’ suffering.
Encounter Divine
Minor Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each enemy in the burst
Effect: Each target takes a -2 penalty to saving throws until the end of your next turn
Heroic Tier
Prerequisite: You have a spellscar
Benefit: When a creature fails a saving throw against ongoing damage from one of your attacks, one creature adjacent to it takes fire and necrotic damage equal to the ongoing damage. If you have the Student of the Plague feat, the damage is equal to the ongoing damage plus 5.
Epic Tier
Prerequisite: 21st level, Vistani Heritage
Benefit: Instead of lasting until the end of your next turn, the target of your evil eye of the Vistani grants you combat advantage and cannot willingly move closer to you (save ends).
Paragon Tier
Prerequisite: 11th level
Benefit: Your targets take a -2 penalty to saving throws made to end your poison effects.
Heroic Tier
Prerequisite: Arcane Familiar feat
Benefit: When your familiar is destroyed, an echo of its spirit remains. Treat your familiar as in its active state until the end of your next turn, at which time the spirit fades away.
Heroic Tier
Prerequisite: Primal guardian theme, mark of thunder power
Benefit: Replace the effect of your mark of thunder with the following effect: You mark the target (save ends). Until the mark ends, if the target makes an attack that does not include you, it takes 5 thunder damage.
Paragon Tier
Prerequisite: 11th level, any divine class
Benefit: When you hit a target that has vulnerability to radiant damage with an attack that does not deal radiant damage, you deal extra damage equal to that vulnerability.
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a pick. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, you gain a +1 bonus to pick damage rolls against any enemy that has a size category larger than yours. This bonus increases to +2 at 11th level and +3 at 21st level.
Epic Tier
Prerequisite: 21st level, Str 21, Con 17
Benefit: When you make a melee weapon attack with a pick, you can score a critical hit on a natural roll of 19 or 20.
Prerequisite: Power strike power
Benefit: When you use power strike with a pick, you deal the maximum damage you could roll for power strike if your attack roll against the target was 18-20.
Paragon Tier
Prerequisite: 11th level, any martial class
Benefit: Whenever you use a pick to make a melee basic attack, you can target AC or Fortitude.
Prerequisite: Str 13, you must worship Bahamut
Benefit: You gain training in Insight. You gain the Bahamut’s shield power.
You invoke the Platinum Dragon to shield yourself and others from harm.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Your highest ability vs. AC
Hit: 1[W] + your highest ability modifier damage, and the target takes a –2 penalty to its next attack roll before the end of your next turn.
Paragon Tier
Prerequisite: 11th level
Benefit: If you make a ranged attack against a foe within 5 squares of you, your attack ignores cover and concealment, including superior cover, but not total concealment.
Benefit: You gain resist 5 poison. The resistance increases to 10 at 11th level and 15 at 21st level.
Heroic Tier
Prerequisite: Con 13
Benefit: You gain a feat bonus equal to your Constitution modifier to saving throws against poison effects
Epic Tier
Prerequisite: 21st level
Benefit: An enemy suffering from a poison effect grants combat advantage to you.
Prerequisite: Training in Dungeoneering or Nature
Benefit: You gain training in the Thievery skill. Your attacks that have a poison effect ignore the first 5 points of poison resistance. This increases to 10 points at 11th level, and again to 15 points at 21st level. You treat a creature that is immune to poison as if it had resist poison 20.
Prerequisite: 8th level, Poisoner
Benefit: You can swap one 6th-level or higher utility power you know for the potent poison utility power.
Your poisons have an insidious effectiveness.
Encounter
Free Action Personal
Trigger: You miss with an attack that has the poison keyword or a poison effect.
Effect: Reroll the attack roll.
Prerequisite: 4th level, Poisoner
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the improvised poison attack power.
In your experience with toxins, you always have a little something on hand to make your attack venomous.
Encounter Poison
Standard Action
Special: In addition to the keyword above, this power is considered to have the same keywords and range as the at-will power you use with it.
Target: One creature
Effect: Use a melee or ranged at-will attack power. If you deal typed damage, you can change that damage type to poison. If you hit, you also deal ongoing 5 poison damage (save ends).
11th Level: If you hit, you also deal ongoing 10 poison damage (save ends).
Prerequisite: 10th level, Poisoner
Benefit: You can swap one 9th-level or higher daily attack power you know for the progressive toxin attack power.
You imbue your attack with a withering poison that diminishes your foe more the longer the poison acts.
Daily Poison
Standard Action
Special: In addition to the keyword above, this power is considered to have the same keywords and range as the at-will power you use with it.
Target: One creature
Effect: Use a melee or ranged at-will attack power on the target. If you deal typed damage, you can change that damage type to poison. If you hit, the target takes a -2 penalty to attack rolls and ongoing 10 poison damage (save ends both).
First Failed Saving Throw: The target is blinded instead of taking the -2 penalty (save ends).
Second Failed Saving Throw: The target is blinded and weakened instead of taking the –2 penalty (save ends both).
15th Level: Ongoing 15 poison damage (save ends).
25th Level: The at-will power you use deals 1 extra die of damage and ongoing 15 poison damage (save ends).
Miss: Half damage, and the target takes a -2 penalty to attack rolls and ongoing 5 poison damage (save ends both).
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a polearm. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, while you hold a two-handed polearm in both hands, you gain a +2 bonus to all defenses against charge attacks.
Heroic Tier
Benefit: When you make a melee attack with a polearm against a target that is not adjacent to you, choose an unoccupied square that is adjacent to both you and the target. You are considered to occupy that square for the purpose of determining if you flank the target for the attack.
Paragon Tier
Prerequisite: 11th level, Str 15, Wis 15
Benefit: When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the enemy’s turn.
Special: Weapon feat
Heroic Tier
Prerequisite: Str 15
Benefit: When making a melee attack, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).
This extra damage increases by level, as shown on the table below, but the attack penalty remains the same.
Level
Extra Damage (Two-Handed Weapon)
1st–10th
+2 (+3)
11th–20th
+4 (+6)
21th–30th
+6 (+9)
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Amaunator
Benefit: You can invoke the power of your deity to use power of Amaunator.
Your radiant powers burn with the fury of the noontime sun.
Encounter Divine, Radiant
Free Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You hit an enemy with a power with the radiant keyword
Effect: Your power deals an extra 1d10 radiant damage to all targets hit by the power used.
Prerequisite: Any divine class, must worship a deity of the arcana domain
Benefit: You gain a +2 feat bonus to Arcana checks.
When you use a power associated with this feat, that power is arcane as well as divine. After using the power, you gain a +1 bonus to attack rolls with arcane powers until the end of your next turn.
Associated Powers: Divine Bolts, Lance of Faith, Radiant Vengeance, Virtuous Strike
Prerequisite: Any divine class, must worship a deity of the change domain
Benefit: You gain a +2 feat bonus to Thievery checks.
When you use a power associated with this feat, you gain a +1 bonus to attack rolls with the next encounter or daily attack power you use before the end of your next turn.
Associated Powers: Bolstering Strike, Divine Bolts, Overwhelming Strike, Recovery Strike
Prerequisite: Any divine class, must worship a deity of the civilization domain
Benefit: You gain a +2 feat bonus to Diplomacy checks.
When you use a power associated with this feat, you gain a +1 bonus to the damage roll for each enemy adjacent to you.
Associated Powers: Leading Strike, Mantle of the Infidel, Priest's Shield, Valiant Strike
Prerequisite: Any divine class, must worship a deity of the creation domain
Benefit: You gain a +2 feat bonus to Religion checks.
When you use a power associated with this feat and hit one or more enemies with it, you or an ally of your choice within 5 squares of you gains a +1 power bonus to AC until the end of your next turn.
Associated Powers: Bolstering Strike, Grasping Shards, Radiant Vengeance, Righteous Brand
Prerequisite: Any divine class, must worship a deity of the darkness domain
Benefit: You gain a +2 feat bonus to Stealth checks.
When you use a power associated with this feat and hit an enemy with it, you gain concealment against the next attack made against you before the end of your next turn.
Associated Powers: Ardent Strike, Overwhelming Strike, Priest's Shield, Visions of Blood
Prerequisite: Any divine class, must worship a deity of the death domain
Benefit: You gain a +2 feat bonus to Religion checks.
When you use a power associated with this feat and hit a bloodied enemy with it, you gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level.
Associated Powers: Enfeebling Strike, Radiant Vengeance, Righteous Brand, Visions of Blood
Prerequisite: Any divine class, must worship a deity of the destruction domain
Benefit: You gain a +2 feat bonus to Intimidate checks.
When you use a power associated with this feat and hit an unbloodied enemy with it, you deal 2 extra damage.. The extra damage increases to 3 at 11th level and 4 at 21st level.
Associated Powers: Ardent Strike, Bond of Censure, Grasping Shards, Righteous Brand
Prerequisite: Any divine class, must worship a deity of the earth domain
Benefit: You gain a +2 feat bonus to Athletics checks.
When you use a power associated with this feat and hit an enemy with it, that enemy is slowed until the start of your next turn.
Prerequisite: Any divine class, must worship a deity of the fate domain
Benefit: You gain a +2 feat bonus to Insight checks.
When you use a power associated with this feat against a bloodied enemy, you gain a +1 bonus to the attack roll.
Associated Powers: Astral Seal, Avenging Light, Bond of Retribution, Holy StrikeAssociated Powers: Bolstering Strike, Overwhelming Strike, Recovery Strike, Visions of Blood
Prerequisite: Any divine class, must worship a deity of the freedom domain
Benefit: You gain a +2 feat bonus to Acrobatics checks.
When you use a power associated with this feat and hit one or more enemies with it, you or an ally within 5 squares of you gains a +2 bonus to his or her next saving throw before the start of your next turn.
Associated Powers: Holy Strike, Leading Strike, Righteous Brand, Vanguard's Lightning
Prerequisite: Any divine class, must worship a deity of the hope domain
Benefit: You gain a +2 feat bonus to Diplomacy checks.
When you use a power associated with this feat and hit one or more enemies with it, one ally within 5 squares of you gains a +1 power bonus to the next attack roll he or she makes before the start of your next turn.
Associated Powers: Avenging Light, Leading Strike, Righteous Brand, Valiant Strike
Prerequisite: Any divine class, must worship a deity of the justice domain
Benefit: You gain a +2 feat bonus to Insight checks.
When you use a power associated with this feat and hit an enemy with it, each bloodied ally within 10 squares of you gains a +1 power bonus to attack rolls until the start of your next turn.
Associated Powers: Bond of Censure, Mantle of the Infidel, Righteous Brand, Virtuous Strike
Prerequisite: Any divine class, must worship a deity of the knowledge domain
Benefit: You gain a +2 feat bonus to History checks.
When you use a power associated with this feat and hit an enemy with it, you gain a +1 power bonus to all defenses until the start of your next turn.
Associated Powers: Astral Seal, Grasping Shards, Leading Strike, Virtuous Strike
Prerequisite: Any divine class, must worship a deity of the life domain
Benefit: You gain a +2 feat bonus to Heal checks.
When you use a power associated with this feat and hit one or more enemies with it, one ally within 10 squares of you gains 3 temporary hit points. The temporary hit points increase to 5 at 11th level and 8 at 21st level.
Associated Powers: Astral Seal, Avenging Light, Bolstering Strike, Radiant Vengeance
Prerequisite: Any divine class, must worship a deity of the love domain
Benefit: You gain a +2 feat bonus to Diplomacy checks.
When you use a power associated with this feat and hit one or more enemies with it, you can choose to deal no damage and instead grant 5 temporary hit points to one or two allies within 5 squares of you. The temporary hit points increase to 10 at 11th level and 15 at 21st level.
Associated Powers: Radiant Vengeance, Recovery Strike, Sun Strike, Virtuous Strike
Prerequisite: Any divine class, must worship a deity of the luck domain
Benefit: You gain a +2 feat bonus to Acrobatics checks.
When you use a power associated with this feat, you can score a critical hit on a roll of 19–20.
Associated Powers: Bond of Censure, Holy Strike, Lance of Faith, Vanguard's Lightning
Prerequisite: Any divine class, must worship a deity of the madness domain
Benefit: You gain a +2 feat bonus to Bluff checks.
When you use a power associated with this feat and hit an enemy with it, that enemy takes a -1 penalty to attack rolls until the end of your next turn.
Associated Powers: Enfeebling Strike, Overwhelming Strike, Righteous Brand, Visions of Blood
Prerequisite: Any divine class, must worship a deity of the poison domain
Benefit: You gain a +2 feat bonus to Bluff checks.
When you use a power associated with this feat, you can choose to change its damage type to poison (the power gains the poison keyword and loses the keywords of its former damage types). If you do so, you deal 2 extra damage. The extra damage increases to 3 at 11th level and 4 at 21st level.
Associated Powers: Enfeebling Strike, Grasping Shards, Overwhelming Strike, Righteous Brand
Prerequisite: Any divine class, must worship a deity of the protection domain
Benefit: You gain a +2 feat bonus to Heal checks.
When you use a power associated with this feat and hit one or more enemies with it, one ally within 5 squares of you gains a +1 power bonus to all defenses until the start of your next turn.
Associated Powers: Leading Strike, Priest's Shield, Valiant Strike, Vanguard's Lightning
Prerequisite: Any divine class, must worship a deity of the skill domain
Benefit: You gain a +1 feat bonus to trained skill checks.
You can use any power you have that is associated with this feat as a basic attack.
Associated Powers: Divine Bolts, Overwhelming Strike, Righteous Brand, Valiant Strike
Prerequisite: Any divine class, must worship a deity of the strength domain
Benefit: You gain a +2 feat bonus to Athletics checks.
When you use a power associated with this feat, you gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level.
Associated Powers: Avenging Light, Holy Strike, Overwhelming Strike, Priest's Shield
Prerequisite: Any divine class, must worship a deity of the strife domain
Benefit: You gain a +2 feat bonus to Bluff checks.
When you use a power associated with this feat, you gain a +1 bonus to the damage roll for each enemy within 3 squares of the target. The bonus increases to +2 at 11th level and +3 at 21st level.
Associated Powers: Ardent Strike, Bond of Retribution, Lance of Faith, Sun Strike
Prerequisite: Any divine class, must worship a deity of the moon domain
Benefit: You gain a +1 feat bonus to Perception checks.
When you use a power associated with this feat and hit an enemy with it, that enemy takes a -2 penalty to the defense targeted by the power. The penalty lasts until the end of your next turn.
Associated Powers: Bond of Censure, Enfeebling Strike, Hand of Radiance, Righteous Brand
Prerequisite: Any divine class, must worship a deity of the sea domain
Benefit: You gain a +2 feat bonus to Athletics checks.
When you use a power associated with this feat and hit one or more enemies with it, you can choose an effect: You make a saving throw against an effect that a save can end, or one enemy hit by the power takes a -2 penalty to the next saving throw it makes before the start of your next turn.
Associated Powers: Bond of Censure, Divine Bolts, Recovery Strike, Virtuous Strike
Prerequisite: Any divine class, must worship a deity of the storm domain
Benefit: You gain a +2 feat bonus to Intimidate checks.
When you use a power associated with this feat, you can choose to change its damage type to thunder (the power gains the thunder keyword and loses the keywords of its former damage types). If you do so, you gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level.
Associated Powers: Overwhelming Strike, Righteous Brand, Valiant Strike, Vanguard's Lightning
Prerequisite: Any divine class, must worship a deity of the sun domain
Benefit: You gain a +2 feat bonus to Insight checks.
When you use a power associated with this feat and hit an enemy with it, that enemy gains vulnerable 3 radiant until the end of your next turn, after the power’s effects are resolved. The vulnerability increases to 5 at 11th level and 8 at 21st level.
Associated Powers: Lance of Faith, Radiant Vengeance, Sun Strike, Virtuous Strike
Prerequisite: Any divine class, must worship a deity of the wilderness domain
Benefit: You gain a +2 feat bonus to Nature checks.
When you use a power associated with this feat and hit an enemy with it, you and each ally adjacent to you ignore difficult terrain until the end of your next turn.
Associated Powers: Overwhelming Strike, Recovery Strike, Sun Strike, Valiant Strike
Prerequisite: Any divine class, must worship a deity of the torment domain
Benefit: You gain a +2 feat bonus to Intimidate checks.
When you use a power associated with this feat and hit an enemy with it, that enemy grants combat advantage to your next ally who attacks it before the start of your next turn.
Associated Powers: Ardent Strike, Astral Seal, Mantle of the Infidel, Overwhelming Strike
Prerequisite: Any divine class, must worship a deity of the trickery domain
Benefit: You gain a +2 feat bonus to Thievery checks.
When you use a power associated with this feat and hit one or more enemies with it, you or an ally adjacent to that enemy can shift 1 square as a free action.
Prerequisite: Any divine class, must worship a deity of the tyranny domain
Benefit: You gain a +2 feat bonus to Intimidate checks.
When you use a power associated with this feat, the power’s targets each take a -2 penalty to saving throws until the start of your next turn, whether or not you hit.
Associated Powers: Astral Seal, Bond of Censure, Divine Bolts, Enfeebling StrikeAssociated Powers: Avenging Light, Enfeebling Strike, Overwhelming Strike, Recovery Strike
Prerequisite: Any divine class, must worship a deity of the undeath domain
Benefit: You gain a +2 feat bonus to Religion checks.
When you use a power associated with this feat, the power’s damage changes to necrotic (the power gains the necrotic keyword and loses the keywords of its former damage types). You deal 2 extra damage. The extra damage increases to 3 at 11th level and 4 at 21st level.
Associated Powers: Bond of Censure, Enfeebling Strike, Grasping Shards, Lance of Faith
Prerequisite: Any divine class, must worship a deity of the vengeance domain
Benefit: You gain a +2 feat bonus to Intimidate checks.
When you use a power associated with this feat and hit an enemy with it, that enemy takes 2 damage the first time it attacks you or an ally of yours before the start of your next turn. The damage increases to 3 at 11th level and 4 at 21st level.
Associated Powers: Astral Seal, Avenging Light, Holy Strike, Radiant Vengeance
Prerequisite: Any divine class, must worship a deity of the war domain
Benefit: You gain a +2 feat bonus to History checks.
When you use a power associated with this feat against an unbloodied target, you gain a +1 bonus to the attack roll.
Associated Powers: Bolstering Strike, Bond of Retribution, Priest's Shield, Visions of Blood
Prerequisite: Any divine class, must worship a deity of the winter domain
Benefit: You gain a +2 feat bonus to Endurance checks.
When you use a power associated with this feat, the power’s damage changes to cold (the power gains the cold keyword and loses the keywords of its former damage types). You also gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level.
Associated Powers: Bond of Censure, Enfeebling Strike, Hand of Radiance, Lance of Faith
Heroic Tier
Prerequisite: Str 15
Benefit: When you make a ranged attack with a heavy thrown weapon, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll. The bonus increases to +4 at 11th level and +6 at 21st level.
Heroic Tier
Prerequisite: Str 13
Benefit: When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.
Benefit: You gain training in one skill from the executioner assassin’s class skills list. You also gain proficiency with ki focuses.
Once per encounter, you can deal 1d8 extra damage with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a shortbow. The extra damage increases to 2d8 at 11th level and 3d8 at 21st level
Heroic Tier
Prerequisite: Practiced Study feat
Benefit: You acquire two martial practices of your level or lower. Increase the number of practices acquired to three at 5th level, four at 11th level, five at 15th level, six at 21st level, and seven at 25th level.
Heroic Tier
Prerequisite: Any martial class
Benefit: You can master and perform martial practices. You learn one martial practice of your level or lower.
Prerequisite: Any martial class
Benefit: You gain a benefit with any of the following powers you possess.
Disheartening Strike (rogue): If you hit with this exploit during a surprise round, the target grants combat advantage to you until the end of your next turn.
Footwork Lure (fighter): While you charge during the surprise round, you can use this exploit in place of a melee basic attack.
Opening Shove (warlord): While you charge during a surprise round, you can use this exploit in place of a melee basic attack.
Twin Strike (ranger): If you hit with this exploit during a surprise round, you deal extra damage equal to your Strength modifier if you are making melee attacks, or your Dexterity modifier if you are making ranged attacks.
Heroic Tier
Prerequisite: Any martial class
Benefit: Whenever you make a ranged basic attack using a thrown weapon with which you have proficiency, you can use Dexterity instead of Strength for the attack roll and the damage roll.
Paragon Tier
Prerequisite: 11th level, preserver’s rebuke power
Benefit: When you use preserver’s rebuke and your next attack roll against the triggering enemy hits, that enemy gains vulnerability to all damage equal to your Intelligence modifier until the end of your next turn.
Epic Tier
Prerequisite: 21st level, any primal class
Benefit: Once per day, when you become bloodied, as a free action you can regain the use of a primal daily power you have already used today.
Heroic Tier
Prerequisite: Wis 13
Benefit: You gain training in Nature.
Once per day, you can use the seeker’s inevitable shot power. You don’t regain the use of that power when you spend an action point.
Choose one 1st-level seeker at-will attack power. You can use that power once per encounter.
Heroic Tier
Prerequisite: Prime Shot class feature
Benefit: The benefit of your Prime Shot also applies to your area burst attacks.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Erathis
Benefit: You can invoke the power of your deity to use progress of Erathis.
With this quick prayer to Erathis, you call your allies to move forward though the wilderness.
Encounter Divine
Minor Action Close burst 5
Channel Divinity: You can use only one Channel Divinity power per encounter.
Target: You and each ally in the burst
Effect: The target ignores difficult terrain until the end of your next turn.
Heroic Tier
Prerequisite: 4th level, any class-specific multiclass feat for a class that has the Psionic Augmentation class feature, Psionic Augmentation class feature
Benefit: You can swap one of your augmentable at-will attack powers for an augmentable at-will attack power of the same level or lower from the class you multiclassed into. You can use that power once per encounter.
Heroic Tier
Prerequisite: 4th level, any class-specific multiclass feat for a class that doesn’t have the Psionic Augmentation class feature, Psionic Augmentation class feature
Benefit: You can swap one of your augmentable at-will attack powers for an encounter attack power of the same level or lower from the class you multiclassed into. You lose a number of power points based on the level of the at-will attack power: level 1–10, 2 power points; level 11–20, 4 power points; and level 21–30, 6 power points.
Heroic Tier
Prerequisite: 4th level, any class that doesn’t have the Psionic Augmentation class feature, any class specific multiclass feat for a class that has the Psionic Augmentation class feature
Benefit: You can swap one of your encounter attack powers for an augmentable at-will attack power of the same level or lower from the class you multiclassed into. You can use that power once per encounter. You gain a number of power points based on the level of the at-will attack power: level 1-10, 2 power points; level 11-20, 4 power points; and level 21-30, 6 power points.
Paragon Tier
Prerequisite: 11th level, at least one psionic daily attack power
Benefit: You gain the arcane defiling power and can use it with psionic daily attack powers.
Epic Tier
Prerequisite: 21st level, Elan Heritage
Benefit: While you are at 0 hit points or fewer, you are insubstantial. When you regain hit points so that you are no longer dying, you gain a +2 bonus to attack rolls for psionic powers until the end of your next turn.
Heroic Tier
Prerequisite: Psionic Augmentation class feature
Benefit: While you have at least 1 power point, you gain a +1 feat bonus to saving throws.
When you make a saving throw, you can spend 1 power point to increase the feat bonus to +3 until the end of your turn.
Heroic Tier
Prerequisite: Psionic Augmentation class feature
Benefit: You gain a +3 feat bonus to initiative checks.
When you roll initiative, you can spend 1 power point to increase the bonus to +6.
Heroic Tier
Prerequisite: Psionic Augmentation class feature
Benefit: You gain a +1 bonus to opportunity attack rolls.
When you make an opportunity attack, you can spend 1 power point to gain a +2 power bonus to the attack roll.
Paragon Tier
Prerequisite: 11th level, Psionic Augmentation class feature
Benefit: When you spend an action point to take an extra action, you can reduce the cost to augment any augmentable power you use during that action by 1 power point.
Heroic Tier
Prerequisite: Psionic Augmentation class feature
Benefit: Choose any skill. You gain a +2 feat bonus to checks with that skill.
When you make a check with that skill, you can spend 1 power point to gain a +3 power bonus to the skill check.
Special: You can take this feat more than once. Each time you take this feat, choose a different skill.
Heroic Tier
Prerequisite: Psionic Augmentation class feature
Benefit: When you take this feat, you gain additional hit points. You gain 3 additional hit points at each tier of play (at 1st, 11th, and 21st level).
In addition, when you use your second wind, you can spend 1 power point to regain 5 additional hit points. The additional hit points regained increase to 10 at 11th level and 15 at 21st level.
Paragon Tier
Prerequisite: 11th level
Benefit: Any target you hit with a power that has the psychic keyword takes a –2 penalty to its next attack roll.
Paragon Tier
Prerequisite: 11th level, any psionic class
Benefit: When you reduce an enemy to 0 hit points with a psychic attack, one enemy you can see within 5 squares of the first enemy grants combat advantage to you until the end of your next turn.
Prerequisite: Channel Divinity class feature, must worship a deity of the life domain
Benefit: You gain the Channel Divinity power pulse of life.
In the mortal world, death cannot be entirely denied. But it can be postponed.
Encounter Divine
Immediate Interrupt Ranged 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: A creature within 10 squares of you makes a death saving throw
Target: The triggering creature
Effect: The target gains a +10 power bonus to the death saving throw.
Paragon Tier
Prerequisite: 11th level, any martial class
Benefit: Whenever you score a critical hit using an axe, you treat rolls of 1 or 2 on the critical hit damage dice and the extra dice provided by the high crit property as rolls of 3.
Epic Tier
Prerequisite: 21st level, any divine class
Benefit: Whenever you score a critical hit with a divine attack power that has the radiant keyword, the target and each enemy within 5 squares of it gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn.
Heroic Tier
Prerequisite: Any divine class, must worship Moradin
Benefit: You have mastered the Enchant Magic Item and Make Whole rituals, and can perform them without a ritual book.
When using Enchant Magic Item to enchant weapons or armor, you perform the ritual as if you were four levels higher.
Once per day, you can perform the Make Whole ritual without expending components, as long as the component cost would have been 100 gp or fewer.
Epic Tier
Prerequisite: 21st level
Benefit: You gain resist 10 psychic and a +2 feat bonus to Will.
Heroic Tier
Prerequisite: Cha 15, any divine class
Benefit: Your radiant prayers gain a +1 bonus to attack rolls when used against undead targets. At 11th level, this bonus increases to +2. At 21st level, this bonus increases to +3.
Heroic Tier
Prerequisite: Dune trader theme, quick formation power
Benefit: When you use your quick formation, any character who shifts as a result of the power gains a +2 bonus to all defenses until the end of your next turn.
Heroic Tier
Prerequisite: Dex 13
Benefit: You can draw a weapon (or an object, such as a potion, stored in a belt pouch, a bandolier, or a similar container) as part of the same action used to attack with the weapon or use the object.
You also gain a +2 feat bonus to initiative checks.
Prerequisite: Arcane Familiar
Benefit: Once per turn, you can move your familiar with a minor action instead of a move action.
Paragon Tier
Prerequisite: 11th level
Benefit: Whenever you spend a healing surge at the end of a short rest or an extended rest, you regain 5 additional hit points.
Epic Tier
Prerequisite: 21st level, any arcane class
Benefit: Choose an arcane at-will attack power that you know that is used as a standard action. Once per encounter, you can use that power as a minor action.
Heroic Tier
Prerequisite: Any martial class
Benefit: You gain a +2 feat bonus to Athletics checks.
When you use a power associated with this feat and hit an enemy with it, you can push that enemy 1 square.
Heroic Tier
Prerequisite: Con 13, deva or Deva Heritage
Benefit: When you hit with or are damaged by an attack that has the radiant keyword, you gain a number of temporary hit points equal to your Constitution modifier.
Heroic Tier
Prerequisite: Cha 13
Benefit: You gain a +2 bonus to Diplomacy checks.
In addition, you gain a benefit with any of the following powers you possess.
Bolstering Strike: When you hit an undead creature using this prayer, you can also make a saving throw against any necrotic ongoing effects or conditions affecting you in lieu of gaining temporary hit points.
Hellish Rebuke: When used against undead targets, hellish rebuke deals radiant damage instead of fire damage.
Righteous Brand: If the target of your attack is undead, when you grant the ally the bonus to melee attack rolls against the target, that ally’s next attack against the target deals extra radiant damage equal to your Charisma modifier.
Heroic Tier
Prerequisite: Con 13, Dex 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the lightning or the thunder keyword.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Heroic Tier
Prerequisite: Windrise Ports regional background
Benefit: When you successfully use the aid another action to aid a skill check or ability check made by an adjacent ally, you give a +3 bonus to your ally’s next check (instead of +2). In addition, choose one language. You can speak, read, and write that language fluently.
Heroic Tier
Benefit: On your first turn during an encounter, you gain a +2 bonus to damage rolls with melee attacks. The bonus increases to +4 at 11th level and +6 at 21st level.
Paragon Tier
Prerequisite: 11th level, any martial class, Practiced Study feat
Benefit: You can perform martial practices in half the time it normally takes.
Epic Tier
Prerequisite: 21st level
Benefit: While you have regeneration, the value of the regeneration increases by an amount equal to your Constitution modifier.
Epic Tier
Prerequisite: 21st level, any martial class
Benefit: Choose a martial encounter attack power that you know. That power gains the rattling keyword.
Special: Whenever you gain a level, you can choose to assign this feat’s benefit to a different power and remove it from the power to which it currently applies.
Heroic Tier
Prerequisite: Wis 13, Cha 13, you must worship the Raven Queen.
Benefit: You gain a +2 bonus to Intimidate checks.
In addition, you gain a benefit with any of the following powers you possess.
Enfeebling Strike: If the target is undead, you can forgo bestowing the penalty to the target’s attack rolls to have the target grant combat advantage until the start of your next turn instead.
Priest’s Shield: Whenever you would grant an ally a +1 power bonus to AC, you can forgo this bonus to instead grant the ally resist necrotic equal to your Charisma modifier until the end of your next tur
Prerequisite: Channel Divinity class feature, must worship the Raven Queen
Benefit: You gain the Raven Queen’s blessing power.
The Raven Queen grants a boon to those who send the dead on their way.
Encounter Channel Divinity, Divine, Healing
Free Action Ranged 10
Trigger: Your attack reduces an enemy within 10 squares of you to 0 hit points.
Target: You or an ally within 5 squares of the enemy
Effect: The target can spend a healing surge.
Special: You can use only one channel divinity power per encounter.
Heroic Tier
Prerequisite: You have a spellscar
Benefit: Whenever you target an ally with a healing power, you can choose to take necrotic damage equal to 3 + one-half your level. This damage cannot be decreased in any way. If you choose to take necrotic damage, one ally affected by the power regains hit points equal to your level. If you have the Student of the Plague feat, an ally who regains hit points from this feat also gains a +2 power bonus to saving throws until the end of your next turn.
Prerequisite: Must worship Nerull
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with the sickle and the scythe. This bonus increases to +3 at 11th level and +4 at 21st level. In addition, you treat the scythe as having the high crit property.
Heroic Tier
Prerequisite: Any primal class
Benefit: When you make a charge attack, you can take a –2 penalty to AC until the start of your next turn to gain a +1 bonus to the attack rolls of that attack
Heroic Tier
Prerequisite: Any martial class
Benefit: When you use your second wind, you can forgo the bonus to defenses to gain a +2 bonus to attack rolls until the end of your next turn.
Paragon Tier
Prerequisite: 11th level
Benefit: Whenever an enemy makes a charge attack against you, you can make a melee basic attack against that enemy as an opportunity action.
Paragon Tier
Prerequisite: 11th level
Benefit: Choose an encounter attack power from your class. The power must be your level or lower and one that you don’t already have. When you regain the use of your powers at the end of any rest, you can gain the use of the chosen power instead of regaining the use of an encounter attack power of the same level or higher.
Special: Each time you gain a level, you can exchange the power you chose for this feat for another encounter attack power from your class. The power must be your level or lower and one that you don’t already have.
Benefit: You gain a +2 feat bonus to saving throws.
Paragon Tier
Prerequisite: 11th level
Benefit: You can add 1 to the size of any blast or burst that has the thunder keyword.
Heroic Tier
Prerequisite: Int 13 or Cha 13
Benefit: You gain training in one skill from the warlord’s class skills list.
When an ally you can see spends an action point to make an attack, the ally gains a +3 bonus to damage rolls on a hit or gains 3 temporary hit points on a miss. This bonus increases to +5 at 11th level and +7 at 21st level. These temporary hit points increase to 5 at 11th level and 7 at 21st level.
Heroic Tier
Benefit: After you take a short rest or an extended rest, any healing power you use before the start of your next encounter restores the maximum number of hit points possible.
For example, if a 6th-level cleric with Wisdom 18 and this feat uses healing word after a rest, that power allows the target to regain hit points equal to his or her healing surge value plus 16 (the maximum result of 2d6 + 4).
Prerequisite: Ritual Caster feat, mastery of Comrades' Succor and one other restoration ritual
Benefit: When you succeed on a Heal check to grant second wind, the subject gains the defense bonus that second wind normally grants. If you succeed on a Heal check to grant a saving throw, the target gains a +2 power bonus to that saving throw. You can also master and perform restoration rituals as if your level were two higher.
Paragon Tier
Prerequisite: 11th level, Elan Heritage
Benefit: When you use your second wind, you regain the use of your elan resilience power.
Heroic Tier
Prerequisite: Trained in Intimidate
Benefit: When making a melee basic attack, you can choose to take a −2 penalty to your attack roll to add the rattling keyword to your attack.
Prerequisite: 10th level, Platinum Revelation
Benefit: You can swap one 9th-level or higher daily attack power you know for the righteous intolerance attack power.
Filled with righteous fury, you unleash divine wrath to penetrate your opponent’s defenses.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Your highest ability vs. AC
Hit: 2[W] + your highest ability modifier radiant damage.
Effect: The enemy radiates Bahamut’s righteous fury (save ends). While the target radiates righteous fury, when an ally within 3 squares of the target takes damage from an attack, that ally gains temporary hit points equal to your highest ability modifier and you can shift up to your speed to a square adjacent to that ally.
Aftereffect: The target is dazed until the end of your next turn.
Level 19 Swap: Hit: 4[W] + your highest ability modifier radiant damage.
Level 29 Swap: Hit: 6[W] + your highest ability modifier damage.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Tempus
Benefit: You can invoke the power of your deity to use righteous rage of Tempus.
Tempus guides your arm and lends weight to your strike.
Encounter Divine
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: If you hit with the next weapon attack that you make before the end of your next turn and it isn't a critical hit, you roll the extra damage dice that you would roll if you scored a critical hit and deal the result as extra damage. If the attack is a critical hit, its extra damage is maximized.
Prerequisite: 8th level, Noble Indoctrination
Benefit: You can swap one 6th-level or higher utility power you know for the righteous savior utility power.
You rush to your endangered ally’s side to lend aid where it’s most needed.
Encounter Divine
Immediate Interrupt Ranged 5
Trigger: An ally in range is hit by an attack
Target: The triggering ally
Effect: Shift up to 5 squares to a square adjacent to the target. The target gains a +3 bonus to all defenses until the start of your next turn.
Prerequisite: Born of the Elements feat
Benefit: Whenever you take acid, cold, fire, lightning, or thunder damage from an enemy attack, you gain a +2 bonus to damage rolls until the end of your next turn.
Heroic Tier
Prerequisite: Trained in Arcana or Religion
Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
Epic Tier
Prerequisite: 21st level
Benefit: You gain a +2 feat bonus to Fortitude, Reflex, and Will.
Benefit: You gain a +1 feat bonus to implement attack rolls that you make with a rod. When you hold a rod, you gain a +1 shield bonus to AC and Reflex. The bonus to attack rolls increases to +2 at 11th level and +3 at 21st level.
Paragon Tier
Prerequisite: 11th level
Benefit: Whenever an enemy pulls, pushes, or slides you, you can shift 1 square as a free action at the end of the forced movement.
Benefit: You gain a +2 feat bonus to Acrobatics checks. Whenever an ally with this feat successfully aids you on your Acrobatics check, you gain a +4 bonus instead of the normal +2 bonus. An ally with this feat can aid you by taking the same type of action you are taking to use Acrobatics.
Heroic Tier
Prerequisite: Tymanther regional background
Benefit: Once per day, when you miss on an attack roll with an alchemical item, roll a d20. On a result of 10 or higher, that item is not expended and can be retrieved at the end of the encounter.
Prerequisite: Str 13, Dex 13
Benefit: You gain training in the Stealth skill. You gain the Ruthless Ruffian class feature.
Heroic Tier
Prerequisite: Windrise Ports regional background
Benefit: You gain a +3 bonus to Bluff checks made to gain combat advantage and can reroll each such check once. You must use the second result. Also, when you succeed on such a check, you can shift 1 square as part of the action.
Paragon Tier
Prerequisite: 11th level, any divine class
Benefit: When you succeed on a saving throw, you can choose not to end the effect you saved against and instead allow an ally within 5 squares of you to make a saving throw with a bonus equal to your Wisdom modifier.
Prerequisite: 5th level, School of Magic Apprentice feat
Benefit: You gain the Expert Mage benefit associated with the school you chose for your School of Magic Apprentice feat.
Prerequisite: 10th level, School of Magic Expert feat
Benefit: You gain the Master Mage benefit associated with the school you chose for your School of Magic Apprentice feat.
Paragon Tier
Prerequisite: 11th level, Str 15, Dex 17
Benefit: If you miss with a melee attack with a scimitar and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Dexterity modifier. This damage receives no modifiers or other benefits you normally gain on weapon damage.
Prerequisite: Improved Backstab feature
Benefit: You lose one use of your backstab power. In exchange, you gain a rogue encounter attack power of your choice. The power must be your level or lowe
Heroic Tier
Prerequisite: Small size
Benefit: When wielding a one-handed versatile weapon in two hands, you gain a +1 bonus to damage rolls. This bonus increases to +2 at 11th level and +3 at 21st level
Prerequisite: Channel Divinity class feature, must worship a deity of the madness domain
Benefit: You gain the Channel Divinity power screaming madness.
Ambushed by your dread god’s madness, your enemy lurches into lunacy
Encounter Divine
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: The next enemy you hit during this turn with a fear power hits itself with its melee basic attack the first time it makes an attack on its next turn. The enemy hits itself after its attack is resolved.
Prerequisite: Ritual Caster feat, mastery of Wizard’s Sight and one other scrying ritual
Benefit: Whenever you make an Arcana check, Insight check, or Perception check as part of a scrying ritual, you can roll twice and use the higher result. The DC to sense a scrying sensor you created increases by 5. Once per day, you can ignore the component cost of a scrying ritual of your level or lower that you have mastered.
Prerequisite: Channel Divinity class feature, must worship a deity of the sea domain
Benefit: You gain the Channel Divinity power sea surge.
Your prayer calls forth a wave to carry you or your friend to safety.
Encounter Divine
Immediate Reaction Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You or an ally within 10 squares of you is pulled, pushed, or slid
Target: The triggering character in the burst
Effect: You slide the target 2 squares.
Benefit: You gain a +1 feat bonus to initiative checks and to saving throws against fear effects. This bonus increases by 1 for each ally within 5 squares of you who also has this feat (maximum +5).
Prerequisite: 21st level, Born of the Elements feat
Benefit: You can shift through enemies’ spaces.
In addition, you can use a move action to move up to your speed across a liquid surface, treating it as solid ground. If you end the move on the liquid, you sink.
Epic Tier
Prerequisite: 21st level, Con 17, any primal class, proficiency with hide armor
Benefit: While you are wearing hide armor, you gain a +2 feat bonus to AC, and the armor’s check penalty is reduced by 1.
In addition, you gain a +1 bonus to the attack rolls of primal fear powers you use.
Paragon Tier
Prerequisite: 11th level, Trained in Stealth
Benefit: You don’t take the –5 penalty to Stealth checks for moving more than 2 squares.
Heroic Tier
Prerequisite: Dex 13, Wis 13
Benefit: When a creature flanking you hits you, being flanked does not cause you to grant combat advantage until the end of your next turn.
Heroic Tier
Prerequisite: 8th level, controller role
Benefit: You can exchange any 6th-level or higher utility power you know for seeking power.
Infusing your attack with greater power reduces the risk that intervening obstructions can foil your attack.
Encounter
Minor Action Personal
Effect: The next ranged attack roll you make before the end of your next turn ignores all concealment and cover.
Special: If the attack misses, you regain the use of this power.
Prerequisite: Channel Divinity class feature, must worship Sehanine
Benefit: You gain the Sehanine’s reversal power.
Sehanine’s blessing turns the powers of your enemies against them.
Encounter Channel Divinity, Divine
No Action Ranged 5
Trigger: You roll a natural 20 on a saving throw against an effect that a save can end.
Target: One enemy
Effect: The target suffers the effect (save ends).
Special: You can use only one channel divinity power per encounter.
Paragon Tier
Prerequisite: 11th level, Dex 17
Benefit: During the first round of combat and during surprise rounds, you automatically gain combat advantage over a foe whose initiative result is lower than yours.
Prerequisite: Wisdom 13
Benefit: You gain training in the Nature skill.
Once per day, you can use the druid’s healing word power. You also gain proficiency with staff and totem implements.
Heroic Tier
Prerequisite: Wis 13, must worship Sehanine
Benefit: When you make a ranged basic attack using a bow with which you are proficient, you can use Wisdom instead of Dexterity for the attack roll and the damage roll.
Prerequisite: Any martial class, trained in Thievery
Benefit: You gain a benefit with any of the following powers you possess.
Careful Attack (ranger): If you hit with this exploit, you also gain a +2 bonus to the attack roll for any secondary poison attack.
Deft Strike (rogue): Rather than moving 2 squares before the attack, you can apply a poison you possess to the weapon as a free action.
Sure Strike (fighter): If you hit with this exploit, you also gain a +2 bonus to the attack roll for any secondary poison attack.
Viper’s Strike (warlord): If the target of your attack suffers from a poison effect and it shifts before the start of your next turn, the target also grants combat advantage to you and your allies until the start of your next turn.
Paragon Tier
Prerequisite: 11th level, Str 17, Dex 17, Two-Weapon Fighting
Benefit: While you hold a spear in one hand and a flail in the other, targets hit by your opportunity attacks take a -2 penalty to AC until the end of your next turn.
Prerequisite: Born of Shadow feat
Benefit: When you use your second wind to regain hit points while you are in dim light or darkness, you regain 5 additional hit points. The additional hit points increase to 10 at 11th level and 15 at 21st level.
Prerequisite: Born of Shadow feat
Benefit: You gain a +1 bonus to all defenses while you are in dim light or darkness.
Prerequisite: Dex 13
Benefit: You gain training in the Stealth skill. Twice per encounter, you can use the assassin’s shroud power. In addition, you can wield ki focuses.
Prerequisite: Born of Shadow feat
Benefit: When you score a critical hit or reduce a nonminion enemy to 0 hit points, you gain partial concealment until the end of your next turn.
Heroic Tier
Prerequisite: Trained in Nature and Stealth
Benefit: If you are hidden outdoors and you make an attack, you can make a Stealth check with a -5 penalty to remain hidden.
Prerequisite: Born of Shadow feat
Benefit: Whenever you reduce a nonminion enemy to 0 hit points with a melee basic attack, one enemy within 2 squares of you takes necrotic damage equal to your Constitution modifier.
Heroic Tier
Prerequisite: Dex 13, Wis 13
Benefit: You gain a +2 bonus to Stealth checks.
In addition, you gain a benefit with any of the following powers you possess.
Lance of Faith: If the target is undead, you can also push the target 1 square on a hit.
Valiant Strike: If you hit an undead creature with this prayer and it is marked by you, you gain a +1 bonus to Will until the start of your next turn.
Prerequisite: Born of Shadow feat
Benefit: You ignore difficult terrain in squares of dim light or darkness.
Paragon Tier
Prerequisite: Arcane Familiar feat, 10th-level or higher utility power
Benefit: The dragonshard shield power replaces one of your 10th-level or higher utility powers.
The embrace of the Dragon Between protects you both in time of need.
Encounter Arcane
Immediate Interrupt Personal
Requirement: Your familiar must be in its active state.
Trigger: An enemy adjacent to your familiar hits you or your familiar
Target: You and your familiar
Effect: Reduce the damage the triggering enemy does to you by 10, and your familiar takes no damage from the attack. After the attack is resolved, you and your familiar shift your speed and have phasing during this move.
Paragon Tier
Prerequisite: 11th level, Arcane Familiar feat
Benefit: Whenever you bloody an enemy adjacent to your active familiar with an arcane power, that enemy also takes ongoing 10 acid, cold, fire, lightning, necrotic, or thunder damage (save ends).
Heroic Tier
Prerequisite: Arcane Familiar feat, 16th-level or higher utility power
Benefit: The Siberys unleashed power replaces one of your 16th-level or higher utility powers.
The glory of the Dragon Above shines through your familiar in time of need.
Daily Arcane, Conjuration
Standard Action Area wall 8 within 20
Requirement: Your familiar must be in its active state.
Effect: Your familiar is destroyed. You conjure a wall of chill wind and brilliant light up to 4 squares high that lasts until the end of your next turn. The wall’s origin square is the square the familiar occupied. The wall costs 2 additional squares to enter, and enemies take a –2 penalty to attack rolls against targets inside or on the other side of the wall.
When an enemy starts its turn adjacent to or in the wall, you can slide that enemy up to 3 squares to a square also in or adjacent to the wall and the enemy is slowed until the
end of its turn.
Sustain Minor: The effect persists.
Prerequisite: Dex 15, Arcane Familiar
Benefit: You and your familiar each receive a +1 feat bonus to speed. The familiar’s bonus applies to all movement modes it has.
Heroic Tier
Prerequisite: Any divine class, must worship Moradin
Benefit: When you use your second wind, you can choose to regain no hit points, but allow an ally within 5 squares of you to regain hit points equal to your healing surge value.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Sheela Peryroyl
Benefit: You can invoke the power of your deity to use Sheela Peryroyl’s gift.
You invoke Sheela Peryroyl’s blessing to free yourself or an ally from some harmful effect.
Encounter Divine
Minor Action Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Target: You or one ally in the burst
Effect: The target immediately rolls a saving throw
Heroic Tier
Prerequisite: Dex 15, proficient with a shield
Benefit: Until the start of your next turn, you can forgo the shield bonus to AC and Reflex granted by a shield you wield. If you do, you gain a +1 bonus to damage rolls.
Benefit: You ignore the check penalty for wearing a shield.
Paragon Tier
Prerequisite: 11th level, proficiency with light shields or heavy shields
Benefit: While wielding a shield with which you have proficiency, your shield bonus also applies to your Fortitude.
Heroic Tier
Prerequisite: Defender role, must worship Erathis
Benefit: While adjacent to you, an ally gains resist 2 to attacks from enemies marked by you. This resistance increases to 4 at 11th level and 6 at 21st level.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship the Silver Flame
Benefit: You gain the Channel Divinity power shield of the Silver Flame.
Those under the aegis of the Silver Flame have nothing to fear.
Encounter Divine
Minor Action Close burst 3 (5 at 11th level, 7 at 21st level)
Channel Divinity: You can use only one channel divinity power per encounter
Target: You and each ally in the burst
Effect: Each target can make a saving throw against a charm effect, a fear effect, or a psychic effect. A target that saves gains temporary hit points equal to your Charisma modifier.
Prerequisite: Strength 15, proficiency with light shields
Benefit: You gain proficiency with heavy shields.
Prerequisite: Strength 13
Benefit: You gain proficiency with light shields.
Paragon Tier
Prerequisite: 11th level, Dex 15, Shield Proficiency (Heavy or Light)
Benefit: You gain a +1 feat bonus to AC and Reflex when using a shield with which you are proficient.
Prerequisite: Any arcane class, Arcane Familiar feat, 6th-level or higher utility power
Benefit: The shielding familiar feat power replaces one of your 6th-level or higher utility powers.
Also, while your familiar is in its passive state, you gain a +1 bonus to Reflex.
Your familiar leaps to deflect an attack, sacrificing itself to save you.
Daily Arcane
Immediate Interrupt Personal
Requirement: Your familiar must be in its passive state.
Trigger: You are hit by an attack
Effect: The triggering attack deals only half damage to you, and your familiar is destroyed.
Heroic Tier
Benefit: When you use the total defense action, you can also shift 1 square.
Prerequisite: 10th level, Noble Indoctrination
Benefit: You can swap one 9th-level or higher daily attack power you know for the shining purpose attack power.
As you shrug off your injuries, your vision reveals a path to certain victory.
Daily Divine, Healing, Radiant
Free Action Close burst 3
Trigger: You hit an enemy
Target: One ally you can see in the burst
Effect: The target can spend a healing surge and then make a basic attack against the triggering enemy with a +2 power bonus on the attack roll as a free action. If the attack hits, it deals an extra 1d10 radiant damage.
Level 19 Swap: Effect: Extra 2d10 radiant damage.
Level 29 Swap: Effect: Extra 3d10 radiant damage.
Heroic Tier
Prerequisite: Trained in Intimidate
Benefit: Whenever you reduce an enemy to 0 hit points, you gain a +1 feat bonus to all defenses until the end of your next turn.
Paragon Tier
Prerequisite: 11th level, Arcane Familiar feat
Benefit: While your familiar is in passive mode, you can see through its eyes, benefiting from its special senses. In addition, after you return your familiar to passive mode from active mode, it can show you one image it saw during that period in active mode.
Benefit: You gain a +2 feat bonus to Stealth checks. Whenever you roll a result you dislike on a Stealth check and you are within 5 squares of an ally that also has this feat, you can reroll the Stealth check with a +1 bonus for each such ally, to a maximum of +5. You can then use the best result.
Heroic Tier
Prerequisite: Must worship Sehanine
Benefit: You gain a +2 feat bonus to damage rolls with cold powers and radiant powers. Increase this bonus to +3 at 11th level and +4 at 21st level.
Prerequisite: Training in chosen skill
Benefit: Choose a skill in which you have training. You gain a +3 feat bonus to the chosen skill.
Special: You can take this feat more than once. Each time you select this feat, choose a different skill.
Heroic Tier
Prerequisite: 2nd level
Benefit: You gain a skill power of your level or lower from a skill in which you are trained.
Benefit: You gain training in one skill, which doesn’t need to be on your class skills list.
Special: You can take this feat more than once. Each time you select this feat, choose a different skill.
Heroic Tier
Prerequisite: Any primal class, proficiency with hide armor
Benefit: While wearing hide armor, you gain a feat bonus to Intimidate checks equal to 1 + the armor’s enhancement bonus.
Heroic Tier
Prerequisite: Str 13 or Int 13
Benefit: You gain training in one skill from the warlord’s class skills list.
When an ally you can see spends an action point to take an extra action, that ally can shift 1 square as a free action before or after the extra action.
Prerequisite: Escaped slave
Benefit: You gain a +4 feat bonus to Streetwise checks in any settlement that has a significant population of slaves. You also gain a +2 feat bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks when using these skills upon a slave.
Prerequisite: Escaped slave
Benefit: You gain a +2 feat bonus to saving throws against effects that dominate, immobilize, or slow.
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a sling. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you make a ranged or an area attack with a sling, you don’t provoke opportunity attacks for doing so.
Heroic Tier
Prerequisite: Trained in Acrobatics
Benefit: When you fall, you reduce the falling damage you take by your Acrobatics check result instead of one-half your check result.
Prerequisite: Dex 13, Cha 13
Benefit: You gain training in the Bluff skill or the Intimidate skill.
Once per encounter, when an enemy makes an opportunity attack against you, you can add your Charisma modifier to your AC against that attack.
Paragon Tier
Prerequisite: 11th level, Wis 15
Benefit: You gain a +3 bonus to damage rolls with bow attacks against any target that has no creature within 3 squares of it.
Prerequisite: Channel Divinity class feature, must worship a deity of the vengeance domain
Benefit: You gain the Channel Divinity power small vengeance.
Encounter Divine
Immediate Reaction Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You are bloodied by an enemy within 10 squares of you
Target: The triggering enemy in the burst
Effect: The target takes 1d8 damage.
Level 11: 2d8 damage.
Level 21: 3d8 damage.
Benefit: You gain resist 5 poison. In addition, you gain a +2 feat bonus to saving throws against poison effects.
Prerequisite: Dex 13
Benefit: You gain training in the Thievery skill.
Once per encounter, you can use the rogue’s Sneak Attack class feature.
Prerequisite: Sneak Attack
Benefit: You can gain the benefits of Sneak Attack and your Weapon Finesse class feature when you make a weapon attack with a quarterstaff, and you gain proficiency in the quarterstaff. In addition, you can use a quarterstaff with rogue powers that require a light blade and are not ranged or area powers.
Heroic Tier
Prerequisite: Moonshae Isles regional benefit
Benefit: When you take the run action, gain a +2 feat bonus to AC and Reflex against opportunity attacks.
You also gain a +2 feat bonus to Streetwise checks.
Prerequisite: Channel Divinity class feature, must worship a deity of the sun domain
Benefit: You gain the Channel Divinity power solar enemy.
The divine sunlight playing across your enemies is a sign of the radiance to come.
Encounter Divine
Minor Action Close burst 2
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each enemy in the burst
Effect: Each target gains vulnerable 5 radiant, or its vulnerability to radiant damage increases by 5 until the end of your next turn.
Prerequisite: Str 13, Cha 13
Benefit: You gain training in one skill from the paladin’s class skill list.
Once per encounter, you can use the paladin’s divine challenge power.
In addition, you can use a holy symbol or a holy avenger as an implement.
Prerequisite: Wis 15
Benefit: You gain training in one skill from the paladin’s class skills list.
Once per day, you can use the virtue’s touch power. In addition, you can wield paladin implements.
Paragon Tier
Prerequisite: 11th level, Con 13
Benefit: Until the end of your next turn, you gain a +2 bonus to Fortitude, Reflex, or Will after you use any power that has the thunder or the force keyword. Choose the defense when you use the power.
Prerequisite: Any multiclass sorcerer feat, paragon multiclassing as a sorcerer
Benefit: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier or your Dexterity modifier.
At 21st level, this bonus increases by 2.
Prerequisite: Str 13, Cha 13
Benefit: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You gain resist 5 to that damage type. In addition, you can wield sorcerer implements.
Benefit: Whenever you use a shadow summoning power, you gain 5 temporary hit points. These temporary hit points increase to 10 at 11th level and 15 at 21st level.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship the Sovereign Host
Benefit: You gain the Channel Divinity power sovereign justice.
Through your allies’ exploits, you can attain victory even if you fall
Encounter Divine
Immediate Reaction Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: An enemy damages you
Target: One ally in the burst
Effect: The target gains 5 temporary hit points.
Level 11: 10 temporary hit points.
Level 21: 15 temporary hit points.
Paragon Tier
Prerequisite: 11th level, Arcane Familiar feat
Benefit: Your familiar gains teleport 2 as an additional movement mode.
Heroic Tier
Prerequisite: Controller role, must worship Erathis
Benefit: Whenever you subject an enemy to forced movement and you end that movement in a square adjacent to an ally, that enemy grants combat advantage to the ally until the end of your next turn.
Heroic Tier
Prerequisite: Int 13, any martial class, proficiency with a shield
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Opening Shove: While armed with a spear and a shield, you can shift into the space the target vacated after your attack.
Tide of Iron: While armed with a spear and a shield, your reach extends by 1 square for using this exploit.
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a spear. When charging, you also gain a +1 bonus to damage rolls of weapon attacks that you make with a spear. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Epic Tier
Prerequisite: 21st level, Str 19, Dex 19
Benefit: When you make a melee weapon attack with a spear, you can score a critical hit on a natural roll of 19 or 20.
Paragon Tier
Prerequisite: 11th level, Str 15, Dex 13
Benefit: Whenever you push a foe with a polearm or spear attack, you may add 1 square to the distance pushed.
Prerequisite: Power strike power
Benefit: When you use power strike with a spear, you can immobilize the target until the end of your next turn, but the extra damage is reduced by 1[W].
Prerequisite: Any shadow power
Benefit: When you spend an action point to take an extra action, you also become insubstantial until the end of your current turn.
Benefit: As a free action, you can reload a crossbow you’re wielding that has the load minor weapon property.
Heroic Tier
Prerequisite: Any divine class, Channel Divinity class feature, you have a spellscar
Benefit: When you use a Channel Divinity power, choose one of the following: one enemy adjacent to you takes a -2 penalty to all defenses until the end of your next turn, or one ally adjacent to you deals 4 extra fire and necrotic damage with attacks until the end of your next turn. If you have the Student of the Plague feat, you do not need to choose; you gain both benefits.
Heroic Tier
Prerequisite: You have a spellscar
Benefit: When a creature marked by you makes an attack that does not include you, it takes 1 fire and necrotic damage, and you regain 1 hit point. If you have the Student of the Plague feat, you instead regain hit points equal to your Constitution modifier.
Prerequisite: Any arcane class, Arcane Familiar feat, 6th-level or higher utility power
Benefit: The spellseer familiar feat power replaces one of your 6th-level or higher utility powers.
While your familiar is in its active state, you gain a +1 bonus to attack rolls with arcane powers against targets adjacent to your familiar.
Your familiar attracts your fruitlessly expended arcane energy, channeling power back to you to allow you to make another attempt.
Daily Arcane
Free Action Personal
Requirement: Your familiar must be in its active state.
Trigger: You miss a target with an arcane encounter attack power
Effect: Reroll the attack roll and use the new result, even if it is lower.
Prerequisite: Spiked Chain Training, 8th level
Benefit: You can swap one 6th-level or higher utility power you know for the chain ward utility power.
You take a sidelong stance, whirling your chain above your head and watching your foes with sharp, opportunistic menace.
Daily Martial, Stance, Weapon
Minor Action Personal
Requirement: You must be wielding a spiked chain.
Effect: You threaten all squares within your reach.
Prerequisite: Spiked Chain Training, 4th level
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the chain trip attack power.
You lash out with your chain and jerk your foe to the ground.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a spiked chain.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, slide the target 2 squares and the target is knocked prone.
At 11th level, increase to 2[W] damage.
At 21st level, increase to 3[W] damage.
Prerequisite: Spiked Chain Training, 10th level
Benefit: You can swap one 9th-level or higher daily attack power you know for the Spiked Shackles attack power.
With remarkable deftness, you wrap your foe in your chain, allowing you to squeeze the spike home and control your enemy’s movement.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a spiked chain.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and the target is grabbed until it escapes. You can sustain the grab as long as the target is within your reach, and the target takes a -2 penalty to escape attempts.
At 15th level, increase to 2[W] damage.
At 25th level, increase to 3[W] damage.
Miss: Half damage, and the target is grabbed until it escapes; you can sustain the grab as long as the target is within your reach.
Effect: Until the target is no longer grabbed, you can slide the target 1 square as a minor action. When you sustain the grab, the target takes 1[W] damage.
Prerequisite: Dex 13
Benefit: You gain proficiency with the spiked chain. You can treat the spiked chain as a double weapon. As a double weapon, each end of the spiked chain is a light blade and deals 2d4 damage. The primary end gains the stout property, and the secondary end gains the off-hand property.
Heroic Tier
Prerequisite: Leader role, must worship Erathis
Benefit: While adjacent to you, an ally gains a +2 feat bonus to his or her healing surge value. This bonus increases to +4 at 11th level and +6 at 21st level.
Prerequisite: Wis 13
Benefit: You gain training in Nature.
You gain the shaman’s call spirit companion power, but you use it as a standard action.
Choose a Companion Spirit option. You gain the at-will shaman power associated with that option, such as spirit’s shield or spirit’s fang, as an encounter power.
You gain speak with spirits as a daily power.
In addition, you can wield shaman implements.
Heroic Tier
Prerequisite: Arcane Familiar feat
Benefit: When you use an arcane daily attack power without using arcane defiling, you or one ally adjacent to your familiar gains 5 temporary hit points. These temporary hit points increase to 10 at 11th level and 15 at 21st level.
Heroic Tier
Prerequisite: Wis 13, Mounted Combat, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Cleave: If you charge while mounted, you can use cleave in place of a melee basic attack.
Commander’s Strike: If you are mounted, your mount can make the melee basic attack this power grants. If that attack hits, the target is pushed 1 square.
Heroic Tier
Benefit: You can shift 1 square as a free action when you stand up.
Prerequisite: Strength 13, Charisma 13
Benefit: You gain training in one skill from the cavalier paladin’s class skills list. You also gain proficiency with holy symbols.
You gain the defender aura power. You can use righteous radiance as an encounter power.
Benefit: You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1.
Heroic Tier
Prerequisite: Wis 13, proficient with a quarterstaff
Benefit: You can treat the quarterstaff as a double weapon. As a double weapon, both ends of the weapon deal 1d8 damage. The primary end gains the defensive and stout properties, and the secondary end gains the off-hand property. For more on double weapons, see Adventurer’s Vault, page 10.
Prerequisite: Intelligence 13
Benefit: You gain combat advantage with the first divine melee weapon attack you make with a staff during an encounter.
Prerequisite: Constitution 13
Benefit: When you use a staff to make a divine melee weapon attack, if you hit you can shift 1 square as a free action.
Prerequisite: Power strike power
Benefit: When you use power strike with a staff, the target grants combat advantage until the end of your next turn.
Heroic Tier
Prerequisite: Any primal class
Benefit: Whenever you daze or stun an enemy with a primal power, you push that enemy 1 square
Benefit: You gain a +2 feat bonus to Perception checks.
If you are adjacent to another ally who has this feat, the bonus increases to +4 when you’re using Perception to detect a hidden enemy.
If you’re asleep, you do not take the -5 penalty to hear things.
Heroic Tier
Prerequisite: Dex 13 or eladrin race, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Dual Strike: If both attacks hit, you can shift 1 square to a square adjacent to either target.
Hit and Run: If you are an eladrin, you can use your fey step racial power, if it is available, as a free action after this attack.
Riposte Strike: If you are an eladrin, rather than make an attack as an immediate interrupt, you can use your fey step racial power, if it is available, as an immediate reaction.
Heroic Tier
Benefit: When you use the walk action, you can ignore 1 square of difficult terrain during that movement.
Paragon Tier
Prerequisite: 11th level, Con 15
Benefit: You gain a +3 bonus to damage rolls with crossbow attacks if you haven’t moved since the end of your last turn.
Heroic Tier
Prerequisite: Athasian minstrel theme, poisoned strike power
Benefit: If you hit your target with your poisoned strike, the target takes a -2 penalty to saving throws until the end of your next turn.
Benefit: Whenever you are subjected to a critical hit, roll a d20. On a 10 or higher, the attack is a normal hit, not a critical hit.
Prerequisite: Channel Divinity class feature, must worship a deity of the storm domain
Benefit: You gain the Channel Divinity power storm sacrifice.
Encounter Divine
Minor Action Ranged 10
Channel Divinity: You can use only one channel divinity power per encounter
Target: One creature
Effect: You gain vulnerable 5 lightning and vulnerable 5 thunder. If the target has no lightning or thunder resistance, it gains vulnerable 5 lightning and vulnerable 5 thunder. If it has lightning or thunder resistance, it loses that resistance. These effects last until the end of your next turn.
Benefit: If an enemy reduces you to 0 or fewer hit points with an attack, it takes 10 thunder damage. This damage increases to 20 at 11th level and 30 at 21st level.
Prerequisite: Size Small
Benefit: You wield the quarterstaff as if it was a small weapon. If you knock prone an enemy that is larger than you with a weapon attack using a staff, you can shift 1 square as a free action.
Benefit: You gain a +2 feat bonus to Streetwise checks. Whenever an ally with this feat successfully aids you on your Streetwise check, you gain a +4 bonus instead of the normal +2 bonus. An ally can instead aid you to reduce the time it takes you to find information by half.
Prerequisite: Channel Divinity class feature, must worship a deity of the strength domain
Benefit: You gain the Channel Divinity power strength of the gods.
From your god, to your ally, and into the enemy: a passage of strength and impact.
Encounter Divine
Minor Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: One ally in the burst
Effect: The target gains a power bonus equal to your Strength modifier to its next damage roll before the end of your next turn.
Epic Tier
Prerequisite: 21st level, any defender class
Benefit: You gain resist 5 all while you have two or more enemies marked.
Heroic Tier
Benefit: Whenever you score a critical hit with a melee attack, you can push the target 1 square.
Prerequisite: Int 13
Benefit: You gain training in Arcana. Once per day, you can use the artificer’s healing infusion power. The infusion you create cannot be replenished.
In addition, you can wield artificer implements.
Prerequisite: Str 13
Benefit: You gain training in one skill from the warlord’s class skill list.
Once per day, you can use the warlord’s inspiring word power.
Heroic Tier
Prerequisite: Str 13
Benefit: You gain training in Religion.
Once per day, you can use the runepriest’s rune of mending power.
Prerequisite: Con 13, Cha 13
Benefit: Once per encounter, you can use the Warlock’s Curse class feature. The curse ends the first time you deal the extra damage from Warlock’s Curse. In addition, you can wield warlock implements.
Heroic Tier
Prerequisite: Con 13, Int 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the cold or necrotic keyword.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Prerequisite: You have a spellscar
Benefit: You gain the ability to focus your spellscar to useful ends. You qualify for the Novice Power, Acolyte Power, and Adept Power feats, treating spellscarred as the class into which you have multiclassed. You also choose one trait from the following list. (Your DM might create other traits to add to this list, or allow you to devise one of your own.)
• Sight of the Unseen: You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing blue flame.
• Flamespeed: Once per encounter as a minor action, you gain a +1 bonus to speed or a +2 bonus to speed if you charge or run. The bonus lasts until the end of your next turn. Blue flame momentarily licks the ground where your feet touch it.
• Larger than Life: Once per day as a free action, your hands flare with a blue glow and you add 1 to the reach of an attack you make.
Prerequisite: Str 13
Benefit: You gain training in one skill from the fighter’s class skill list.
Choose either one-handed melee weapons or two-handed melee weapons. Once per encounter as a free action, you can add a +1 bonus to the next attack roll you make with a weapon of that category. Whether the attack hits or misses, you mark the target until the end of your next turn
Benefit: You gain a +2 feat bonus to saving throws against charm, illusion, and psychic effects.
Prerequisite: Channel Divinity class feature, must worship a deity of the strife domain
Benefit: You gain the Channel Divinity power sudden strife.
You sow doubt in two enemies, causing them to question each other’s loyalty. Their combat acumen suffers as a result.
Encounter Charm, Divine
Free Action Ranged 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Two enemies within 3 squares of each other
Effect: Until the end of your next turn, the targets take a -4 penalty to attack rolls while they are within 3 squares of each other.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Sune
Benefit: You can invoke the power of your deity to use Sune’s touch.
Invoking Sune’s name, you help an ally against a challenging foe.
Encounter Divine
Minor Action Close burst 1
Channel Divinity: You can use only one channel divinity power per encounter
Target: One ally in the burst
Effect: The target gains a +2 power bonus to his or her next attack roll or skill check made before the end of your next turn.
Prerequisite: Strength 15 or Constitution 15
Benefit: You gain a +2 feat bonus to Fortitude. This bonus increases to +3 at 11th level and +4 at 21st level.
You also gain resist 3 to ongoing damage. This resistance increases to 6 at 11th level and 9 at 21st leve
Heroic Tier
Benefit: You can use a single superior implement of your choice. The implement must be of a type you are already able to use.
Special: You can take this feat more than once. Each time you take this feat, choose a different superior implement.
Epic Tier
Prerequisite: 21st level
Benefit: You gain a +8 feat bonus to initiative checks.
Prerequisite: Dexterity 15 or Intelligence 15
Benefit: You gain a +2 feat bonus to Reflex. This bonus increases to +3 at 11th level and +4 at 21st level.
You also gain combat advantage against all enemies during your first turn in an encounter.
Prerequisite: Wisdom 15 or Charisma 15
Benefit: You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level.
In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.
Heroic Tier
Prerequisite: Trained in Athletics
Benefit: A successful Athletics check allows you to climb at your normal speed, rather than half speed.
You also gain a +1 feat bonus to Athletics checks.
Prerequisite: Channel Divinity class feature, must worship a deity of the knowledge domain
Benefit: You gain the Channel Divinity power sure knowledge.
Some portion of your god’s wisdom flows through you or your ally.
Encounter Divine
Free Action Ranged 5
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You or an ally within 5 squares of you makes a knowledge check and doesn’t like the result
Target: The triggering character
Effect: The target makes the knowledge check again and uses the new result.
Prerequisite: Channel Divinity class feature, must worship a deity of the protection domain
Benefit: You gain the Channel Divinity power sure protection.
You ensure that a moment of respite is not interrupted.
Encounter Divine
Free Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You or an ally within 5 squares of you uses his or her second wind
Target: The triggering character
Effect: The target gains a +3 power bonus to all defenses until the start of his or her next turn.
Heroic Tier
Benefit: When you hit a target that has fire resistance with a fire power, any fire power deals 5 extra fire damage against that target until the end of your next turn.
Epic Tier
Prerequisite: 21st level, any defender class
Benefit: When you roll initiative and are not surprised, you can mark one enemy you can see within 10 squares of you. This mark lasts until you make an attack or until the end of your next turn
Paragon Tier
Prerequisite: 11th level, Str 15, Dex 15
Benefit: When making a melee attack with a flail against a foe carrying a shield, you gain a +2 bonus to the attack roll.
Heroic Tier
Prerequisite: Dex 13, Two-Weapon Fighting, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Dual Strike: If both attacks hit and you are wielding a light blade in each hand, you gain a +2 feat bonus to attack rolls and damage rolls with opportunity attacks until the start of your next turn.
Twin Strike: If both attacks hit and you are wielding a light blade in each hand, you deal extra damage equal to your Dexterity modifier.
Heroic Tier
Prerequisite: Arcane Familiar feat
Benefit: You can switch your familiar between passive mode and active mode with a free action on your turn instead of a minor action. You can do so only once per turn
Benefit: You gain a +2 feat bonus to initiative checks. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of +5.
Prerequisite: Training in Endurance
Benefit: You gain a +3 feat bonus to your healing surge value. The bonus increases to +4 at 11th level and +5 at 21st level.
Heroic Tier
Prerequisite: Winterkin Heritage
Benefit: Whenever you use winter’s shroud, until the start of your next turn your square and squares adjacent to you are lightly obscured.
Heroic Tier
Prerequisite: Striker role, must worship Erathis
Benefit: While an enemy grants combat advantage to you, each ally adjacent to you gains a +2 bonus to damage rolls against that enemy. This bonus increases to +4 at 11th level and +6 at 21st level.
Heroic Tier
Prerequisite: Any divine class, must worship Moradin
Benefit: You gain proficiency with all military hammers, axes, and picks, and you can use any hammer, axe, or pick you wield and are proficient with as an implement for any divine power you use.
Epic Tier
Prerequisite: 21st level, Int 19, Tactical Presence class feature
Benefit: Whenever an ally you can see spends an action point to make an extra attack and misses on that attack, that ally can make a basic attack against the same target as a free action.
Prerequisite: Str 13, Int 13
Benefit: You gain training in one skill from the warlord’s class skill list.
Once per encounter, when an ally you can see spends an action point to make an attack, that ally gains a +1 bonus to the attack roll.
Benefit: If you hit an enemy with a melee weapon attack, it cannot regain hit points until the end of your next turn
Heroic Tier
Prerequisite: Tarmalune regional background
Benefit: When an ally within 3 squares is reduced to 0 hit points or lower, gain 5 temporary hit points. At 11th level, you gain 10 temporary hit points. At 21st level, you gain 15 temporary hit points.
Heroic Tier
Benefit: While you are adjacent to one or more allies who also have this feat, you gain a +1 bonus to AC.
Heroic Tier
Prerequisite: Templar theme, templar’s fist power
Benefit: When you hit with your templar’s fist, the target is dazed until the end of your next turn.
Prerequisite: 5th level, Templar’s Domain feat
Benefit: You gain the 5th level domain feature associated with the domain you chose for your Templar’s Domain feat.
Prerequisite: 10th level, Templar’s Focus feat
Benefit: You gain the 10th level domain feature associated with the domain you chose for your Templar’s Domain feat.
Heroic Tier
Prerequisite: Templar theme, templar’s fist power
Benefit: When you hit with your templar’s fist, you can slide the target 3 squares.
Prerequisite: Training in Endurance
Benefit: You gain a +5 feat bonus to saving throws against ongoing damage.
Heroic Tier
Prerequisite: Any primal class, you have a spellscar
Benefit: You gain a +4 feat bonus to saving throws against ongoing fire damage and ongoing necrotic damage. Whenever you grant an ally a saving throw against ongoing fire damage or ongoing necrotic damage, your ally makes the saving throw with a +4 power bonus. If you have the Student of the Plague feat, enemies adjacent to you take a -2 penalty to saving throws against ongoing fire damage and ongoing necrotic damage.
Benefit: If a target of your attack occupies a square that is difficult terrain, you gain combat advantage against that target.
Heroic Tier
Prerequisite: Scion of Onat feat
Benefit: While you are adjacent to your beast companion, you gain a +5 feat bonus to Intimidate checks.
Heroic Tier
Prerequisite: Arcane defiling power
Benefit: When you use an arcane daily attack power with your arcane defiling, each enemy you hit with the attack takes a -2 penalty to all defenses (save ends).
Heroic Tier
Prerequisite: 8th level, trained in Thievery
Benefit: You can swap one 6th-level or higher utility power you know for the thief’s getaway power.
You can wriggle out from a tight situation to make good your escape.
Encounter
Move Action Personal
Effect: End a grab or the slowed, immobilized, or restrained condition. Then you shift 1 square.
Level 16 Swap: You shift half your speed.
Level 22 Swap: You shift your speed.
Heroic Tier
Prerequisite: 4th level, trained in Thievery
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the severed defenses power.
Your sly movements leave your opponent vulnerable to attacks.
Encounter Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity or Charisma vs. Will
Hit: 1[W] + Dexterity or Charisma modifier damage, and the target grants combat advantage to all attackers until the end of your next turn. You can make a Thievery check to pick the target’s pocket as a free action.
Level 13 Swap: 2[W] + Dexterity or Charisma modifier damage.
Level 23 Swap: 3[W] + Dexterity or Charisma modifier damage.
Heroic Tier
Prerequisite: 10th level, trained in Thievery
Benefit: You can swap one 9th-level or higher daily attack power you know for the guileful swipe power.
You step inside your enemy’s reach to deliver a swift slash, step away to slash again, and step away once more to make off with your foe’s prized possession.
Daily Weapon
Standard Action Melee 1
Target: One creature
Attack: Dexterity or Charisma vs. AC
Hit: 2[W] damage.
Level 19 Swap: 3[W] damage.
Level 29 Swap: 4[W] damage.
Miss: You shift to any square adjacent to the target.
Effect: You shift up to 4 squares to any square adjacent to the target, and during this shift can move through the target’s space. You can make a Thievery check as a free action to pick the target’s pockets. Make a secondary attack against the same target.
Secondary Attack: Dexterity or Charisma vs. AC
Hit: 1[W] damage.
Effect: You can shift a number of squares equal to your speed.
Prerequisite: Vampirism feat
Benefit: Choose one of your encounter attack powers that has a level. You lose that power and gain blood drinker. Your blood drinker is also triggered if you hit an adjacent enemy with a melee at-will attack power.
Paragon Tier
Prerequisite: 11th level, Psionic Augmentation class feature
Benefit: You gain a +1 feat bonus to Fortitude.
During your turn, you can spend 1 power point to increase the bonus to +3 until the end of your next turn.
Paragon Tier
Prerequisite: 11th level, Psionic Augmentation class feature
Benefit: You gain a +1 feat bonus to Reflex.
During your turn, you can spend 1 power point to increase the bonus to +3 until the end of your next turn.
Paragon Tier
Prerequisite: 11th level, Psionic Augmentation class feature
Benefit: You gain a +1 feat bonus to Will.
During your turn, you can spend 1 power point to increase the bonus to +3 until the end of your next turn.
Paragon Tier
Prerequisite: 11th level, gladiator theme
Benefit: Whenever you bloody an enemy or reduce an enemy to 0 hit points, you can use a free action to expend your second wind. If you do, you do not gain the benefit of your second wind but can instead make a saving throw against an effect that a save can end.
Heroic Tier
Prerequisite: 8th level, trained in Intimidate
Benefit: You can swap one 6th-level or higher utility power you know for the thug’s menace power.
You exude such menace, your enemy thinks twice about attacking you.
Encounter Fear
Immediate Reaction Personal
Trigger: You are hit or missed by an attack
Effect: You gain combat advantage against the triggering attacker until the end of your next turn. You do not gain this bonus against attacks from creatures immune to fear
Heroic Tier
Prerequisite: 4th level, trained in Intimidate
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the pommel strike power.
Your well-placed strike leaves your enemy reeling and vulnerable to your allies’ attacks.
Encounter Weapon
Standard Action Melee weapon
Target: One creature granting you combat advantage
Attack: Strength or Charisma vs. Fortitude
Hit: 1[W] + Strength or Charisma modifier damage, and the target is dazed until the end of your next turn. If the target takes damage from an attack while it is dazed from this attack, it also falls prone.
Level 13 Swap: Increase the damage to 2[W] + Strength or Charisma modifier damage.
Level 23 Swap: Increase the damage to 3[W] + Strength or Charisma modifier damage.
Heroic Tier
Prerequisite: 10th level, trained in Intimidate
Benefit: You can swap one 9th-level or higher daily attack power for the opportunistic shove power.
Seeing an opening, you smash your enemy in a vulnerable area to send it sprawling.
Daily Weapon
Standard Action Melee weapon
Target: One target granting you combat advantage
Attack: Strength or Charisma vs. Fortitude
Hit: 1[W] + Strength or Charisma modifier damage.
Level 19 Swap: 3[W] + Strength or Charisma modifier damage.
Level 29 Swap: 4[W] + Strength or Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, the target provokes opportunity attacks from you whenever it stands up from prone. In addition, until the end of the encounter whenever you hit the target on your turn with a melee attack, you also knock the target prone.
Prerequisite: 11th level
Benefit: You gain a +3 feat bonus to thunder damage rolls. This bonus increases to +4 at 21st level.
In addition, whenever you take thunder damage from an attack, you can push each creature adjacent to you 1 square.
Paragon Tier
Prerequisite: 11th level, any primal class
Benefit: When you bull rush, you can target two creatures adjacent to you. If you hit and push both targets, you choose which vacated space you shift into.
Heroic Tier
Prerequisite: Tymanther regional background
Benefit: You may reroll any skill check made as a countermeasure to a trap, keeping the second result.
Prerequisite: Channel Divinity class feature, must worship Tiamat
Benefit: You gain the power Tiamat’s bitter vengeance.
You can channel Tiamat’s wrath, gaining the revenge she demands above all else.
Encounter Channel Divinity, Divine
Immediate Reaction Personal
Trigger: An enemy hits you with an attack.
Effect: You shift up to 3 squares. Until the end of your next turn, each time you or an ally hits the triggering enemy, it takes 2 extra damage.
Level 11: 4 extra damage.
Level 21: 6 extra damage.
Special: You can use only one channel divinity power per encounter.
Heroic Tier
Benefit: When you use your second wind or use the total defense action, you can make a saving throw.
Benefit: You gain a +1 feat bonus to implement attack rolls that you make with a tome. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, enemies adjacent to your conjurations or summoned creatures grant combat advantage. An enemy that is immune to fear is immune to this effect.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Torm
Benefit: You can invoke the power of your deity to use Torm’s justice.
The sight of evil fills Torm with a cold, clear wrath. When you invoke his name, his just anger becomes yours.
Encounter Divine
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: You gain a +2 power bonus to attack rolls against bloodied enemies until the end of your next turn.
Epic Tier
Prerequisite: 21st level, any divine class
Benefit: Your divine encounter and daily powers ignore radiant resistance and immunity.
Prerequisite: Channel Divinity class feature, must worship Torog
Benefit: You gain the power Torog’s binding chains.
You channel your god’s presence into your attack that causes shimmering chains to wrap around your foe.
Encounter Channel Divinity, Divine
No Action Melee 1
Trigger: You hit an adjacent enemy with a melee attack.
Target: The enemy you hit
Effect: The target is immobilized (save ends). The target can end the effect by taking 5 damage as a free action.
Level 11: 10 damage.
Level 21: 15 damage.
Special: You can use only one channel divinity power per encounter.
Benefit: You gain a +1 feat bonus to implement attack rolls you make with a totem. This bonus increases to +2 at 11th level and +3 at 21st level.
Also, you ignore partial cover and partial concealment on implement attacks you make with a totem.
Prerequisite: Any divine class, must worship Vecna
Benefit: Whenever you use a divine attack power with the necrotic keyword, your attack ignores the first 5 points of necrotic resistance the target has.
Benefit: You gain 5 additional hit points. These additional hit points increase to 10 at 11th level and 15 at 21st level.
Prerequisite: Ritual Caster feat, mastery of two travel rituals
Benefit: Double the duration of any travel ritual you perform. A group that includes you treats its speed as 1 higher for determining its exploration speed. Once per day, you can ignore the component cost of a travel ritual of your level or lower that you have mastered.
Paragon Tier
Prerequisite: 11th-level, Channel Divinity class feature, must worship the Traveler
Benefit: You gain the Channel Divinity power Traveler’s celerity.
The Traveler blesses those in a bind with an easy escape and fleet feet. Those who fail to make use of this gift suffer for it.
Encounter Divine
Minor Action Close burst 5
Channel Divinity: You can only use one Channel Divinity power per encounter.
Effect: The target gains a +2 bonus to speed until the end of your next turn, and it can make a saving throw against each slowed, immobilized, or restrained effect. If the target saves, the condition ends even if a save doesn’t normally end the condition.
Heroic Tier
Prerequisite: Trained in Insight
Benefit: You gain a feat bonus to Insight checks equal to the number of languages you know.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship the Traveler
Benefit: You gain the Channel Divinity power Traveler’s gift.
The enigmatic god of change lifts your burdens.
Encounter Divine
Standard Action Close burst 3
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each ally in the burst
Effect: Each target is no longer marked and can shift 1 square as a free action.
Heroic Tier
Prerequisite: Cha 13, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Deft Strike: If you score a critical hit with this exploit, you can shift 1 square after the attack.
Footwork Lure: You can shift 1 square before the attack.
Nimble Strike: If you shift after the attack, one ally adjacent to you can shift 1 square as a free action. The ally’s shift must end in a square adjacent to the target.
Viper’s Strike: If you have combat advantage against the target and hit with this exploit, one ally adjacent to you can shift 1 square.
Prerequisite: Channel Divinity class feature, must worship a deity of the trickery domain
Benefit: You gain the Channel Divinity power trickster’s fortune.
You slyly twist your foe’s fate and try to turn its misfortune into your fortune.
Encounter Divine
Immediate Interrupt Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: An enemy within 5 squares of you makes a saving throw
Target: The triggering enemy in the burst
Effect: The target takes a -2 penalty to the saving throw. If the saving throw fails, you or an ally in the burst can make a saving throw.
Epic Tier
Prerequisite: 21st level
Benefit: If you score a critical hit with a melee attack, the target of your attack takes a –2 penalty to attack rolls and defenses for the rest of the encounter.
Heroic Tier
Prerequisite: Dex 13, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Careful Attack: If you are wielding a ranged weapon and this attack misses, you can grant combat advantage to all enemies until the start of your next turn to make a ranged basic attack against the same target as a free action.
Sly Flourish: With this exploit, you take no penalty to your attack roll for attacking targets at long range.
Epic Tier
Prerequisite: 21st level, any arcane class
Benefit: Choose one arcane encounter attack power that you know and that does not already deal damage on a miss. That power now deals half damage on a miss.
Heroic Tier
Prerequisite: Int 13 or tiefling race, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Crushing Surge: If you hit with this exploit, you gain a +1 feat bonus to Fortitude until the start of your next turn.
Furious Smash: If you score a critical hit with this exploit, the target takes extra damage equal to your Constitution modifier and grants combat advantage to the next one of your allies to attack it.
Twin Strike: If your first attack with this exploit hits, you gain a +1 feat bonus to the second attack’s attack roll
Heroic Tier
Prerequisite: Dex 13 or Int 13
Benefit: You gain training in Stealth.
Once per encounter, you can use a free action during your turn to gain the benefit of the rogue class feature Cunning Sneak until the end of your turn.
Prerequisite: Str 13, Dex 13
Benefit: You gain training in one skill from the ranger’s class skill list.
You can wield a one-handed weapon in your off hand as though it were an off-hand weapon.
Paragon Tier
Prerequisite: 11th level, any primal class
Benefit: While you wield a spear with the versatile property in two hands, the spear gains the high crit property.
Benefit: You gain a +1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a +1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Paragon Tier
Prerequisite: 11th level, Dex 17, Two-Weapon Fighting
Benefit: While you wield two weapons and attack foes that grant you combat advantage, your primary weapon gains the brutal 1 property.
Prerequisite: Dexterity 13, Two-Weapon Fighting feat
Benefit: While wielding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
Prerequisite: Dexterity 13
Benefit: While wielding a melee weapon in each hand, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a melee weapon.
Epic Tier
Prerequisite: 21st level, Dex 19, Two-Weapon Fighting
Benefit: While holding a melee weapon in each hand, if you make a successful opportunity attack with your primary weapon, you can take a free action to make a melee basic attack with your off-hand weapon against the same target (but with a -5 penalty to the attack roll).
Paragon Tier
Prerequisite: 11th level, Two-Weapon Fighting feat
Benefit: When you are wielding two melee weapons and score a critical hit with your main weapon, you can make a melee basic attack with your off-hand weapon against the same target as a free action.
Heroic Tier
Prerequisite: Dex 13, Two-Weapon Fighting feat
Benefit: While you are wielding two melee weapons, you gain a +3 bonus to damage rolls with opportunity attacks.
Paragon Tier
Prerequisite: 11th level, Eldritch Pact class feature
Benefit: You gain a second Eldritch Pact. You gain the at-will spell and pact boon of that pact. You can use only one of your pact boon benefits at a time, however.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Tymora
Benefit: You can invoke the power of your deity to use Tymora’s coin.
Fortune begets fortune. Misfortune begets fortune. That is the
blessing of Tymora.
Encounter Divine
No Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You roll a natural 1 or natural 20 on an attack roll or saving throw
Effect: Once before the end of your next turn, you can roll d20 twice for an attack roll or a saving throw and use whichever d20 result you prefer.
Heroic Tier
Benefit: When you roll a natural 20 on an attack roll, skill check, or saving throw, you and one ally within 5 squares of you can make a saving throw.
Heroic Tier
Prerequisite: Any martial class
Benefit: You gain a +2 feat bonus to Heal checks.
When you use a power associated with this feat and hit an enemy with it, you gain a +2 bonus to the next saving throw you make before the start of your next turn.
Associated Powers: Crushing Surge, Disheartening Strike, Marauder's Rush, Opening Shove
Heroic Tier
Benefit: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
Paragon Tier
Prerequisite: 11th level, Wis 15
Benefit: Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply.
Heroic Tier
Prerequisite: Con 13, trained in Religion
Benefit: Increase your healing surge value by 1.
In addition, you gain a benefit with any of the following powers you possess.
Careful Attack: If the target is undead, and you benefit from Prime Shot, your attack deals extra damage equal to your Strength or Dexterity modifier.
Commander’s Strike: If the target is undead, your ally gains a +2 bonus to the attack roll.
Holy Strike: If the target is undead, your bonus to the damage roll is equal to your Wisdom modifier plus your Charisma modifier.
Reaping Strike: When you use this exploit and miss, one undead enemy adjacent to you also takes damage equal to one-half your Strength modifier (or equal to your Strength modifier if you’re wielding a two-handed weapon).
Prerequisite: Channel Divinity class feature, must worship a deity of the undeath domain
Benefit: You gain the Channel Divinity power undeath’s ally.
At your touch, your friend’s life begins to slip away, but he or she gains some of the resilience of undeath.
Encounter Divine
Minor Action Melee 1
Channel Divinity: You can use only one channel divinity power per encounter
Target: One ally
Effect: The target loses a healing surge but gains temporary hit points equal to his or her healing surge value + one-half your level.
Heroic Tier
Prerequisite: Trained in Acrobatics
Benefit: You can use your Acrobatics skill in place of your Athletics checks to climb walls.
You also gain a +2 feat bonus to Acrobatics checks.
Heroic Tier
Prerequisite: East Rift regional background
Benefit: You may reroll any monster knowledge check made to identify or gain information on a creature of the aberrant origin, keeping the second result.
You also gain a +2 feat bonus on Insight checks.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship the Undying Court
Benefit: You gain the Channel Divinity power undying’s command.
Undead pose little danger to those in service to the Undying Court.
Encounter Charm, Divine, Implement
Standard Action Close blast 3 (5 at 11th level, 7 at 21st level)
Target: One undead creature in the blast
Attack: Wisdom vs. Will
Hit: The target is dominated until the end of your next turn.
Paragon Tier
Prerequisite: 11th level
Benefit: You gain a +4 bonus to Acrobatics or Athletics checks made to escape a grab and any other effect that allows you to escape. Whenever you successfully escape, you can shift 2 squares.
Heroic Tier
Prerequisite: Any martial class, you have a spellscar
Benefit: Choose one 1st-level at-will attack power from any arcane class. You can use that power as an encounter power. If you have the Student of the Plague feat, you can use your highest ability for attack rolls and damage rolls with the power you chose.
Paragon Tier
Prerequisite: 11th level
Benefit: When you spend an action point, you can also spend a healing surge.
Heroic Tier
Benefit: When you roll an 18 or higher on a death saving throw, you can spend a healing surge as if you had rolled a 20.
Epic Tier
Prerequisite: 21st level, Trained in Acrobatics
Benefit: You can ignore the effect of difficult terrain on your movement.
Heroic Tier
Prerequisite: Con 13, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Brash Assault: If your ally hits the target with the granted basic attack, you gain temporary hit points equal to your Constitution modifier.
Cleave: You can forgo dealing damage to an adjacent enemy to instead gain temporary hit points equal to your Constitution modifier.
Disheartening Strike: If you hit with this exploit, you can add your Strength modifier as a feat bonus to Intimidate checks until the end of the encounter.
Predator Strike: Your beast companion can shift 1 square before the attack.
Epic Tier
Prerequisite: 21st level, trained in Stealth
Benefit: You gain a +5 bonus to Stealth checks against creatures that cannot see you, such as while you are invisible or in a totally obscured space, or the creature is blind. You don’t receive this bonus against creatures that do not rely on sight to detect enemies. Additionally, Scrying rituals cannot detect you unless you want them to.
Epic Tier
Prerequisite: 21st level
Benefit: You gain a +2 feat bonus to Fortitude and death saving throws.
Heroic Tier
Prerequisite: Any martial class
Benefit: You gain a +2 feat bonus to Stealth checks.
When you use a power associated with this feat and hit an enemy with it, the next attack that hits that enemy before the end of your next turn deals 3 extra damage.
Associated Powers: Grappling Strike, Hit and Run, Riposte Strike, Viper’s Strike
Heroic Tier
Prerequisite: Vampiric Heritage feat
Benefit: You gain a +1 feat bonus to your speed.
Prerequisite: Living humanoid race
Benefit: You gain blood drain as an encounter power. Additionally, you gain a +2 bonus to Perception and Insight checks to sense and recognize dhampyrs and undead.
Special: You are considered a vampire for the purpose of effects that relate to vampires.
Vigor rushes through your body as you drain life energy from your victim
Encounter Healing
Standard Action Melee touch
Target: One living creature you have grabbed
Attack: Strength +2 vs. Fortitude, Constitution +2 vs. Fortitude, or Dexterity +2 vs. Fortitude
Hit: 1d4 + Constitution modifier damage, and you can spend a healing surge.
Level 11: +4 bonus and 2d4 + Constitution modifier damage.
Level 21: +6 bonus and 3d4 + Constitution modifier damage.
Special: When you select the Vampiric Heritage feat, you determine whether you use Strength, Constitution, or Dexterity to attack with this power.
Benefit: You gain the benefit of the Child of the Night class feature, except that you do not gain darkvision or necrotic resistance. You also gain the Blood Is Life class feature and the Enduring Soul class feature. In addition, reduce the healing surges granted by your class to 2.
In addition, you gain proficiency with holy symbols and ki focuses.
Paragon Tier
Prerequisite: 11th level, noble adept theme, adept’s insight power
Benefit: When you modify an ally’s triggering attack roll, saving throw, or skill check with your adept’s insight, you add 2 to the triggering roll (instead of 1) if adept’s insight is unaugmented, or add 1d6+1 to the triggering roll (instead of 1d4+1) if adept’s insight is augmented.
Prerequisite: Any channel divinity power, must worship Vecna
Benefit: You gain the Vecna’s final command power.
You hold death back to allow the dying one final attack.
Encounter Channel Divinity, Divine
Immediate Interrupt Close burst 5
Trigger: A creature within 5 squares of you drops below 1 hit point.
Target: The triggering creature in the burst
Effect: The target makes a basic attack as a free action against a creature you choose.
Special: You can use only one channel divinity power per encounter
Heroic Tier
Prerequisite: Any divine class, Channel Divinity class feature
Benefit: Choose a divine class other than your own and a Channel Divinity power available as a class feature for that class. Add that Channel Divinity power to your list of available Channel Divinity powers..
Heroic Tier
Benefit: Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. The bonus increases to +2 at 11th level and +3 at 21st level.
Special: You can take this feat more than once. Each time you take this feat, choose a different weapon group and a different implement type.
Paragon Tier
Prerequisite: 11th level
Benefit: While you are flanking an enemy, that enemy grants combat advantage to your allies.
Heroic Tier
Benefit: You gain combat advantage against immobilized targets and slowed targets.
Paragon Tier
Prerequisite: 11th level, arcane defiling power
Benefit: When you use an arcane daily attack power with your arcane defiling, each target you hit with the attack takes 4 extra damage. This damage increases to 6 at 21st level.
Heroic Tier
Prerequisite: Tarmalune regional background
Benefit: If you successfully intimidate an enemy with an Intimidate skill check, you gain combat advantage against that enemy until the end of your next turn. You also gain proficiency and a +1 feat bonus to damage rolls with the short sword.
Prerequisite: Any martial class
Benefit: You gain a benefit with any of the following powers you possess.
Brash Strike (fighter): If an adjacent enemy marked by you makes an attack that doesn’t include you as a target, you can use this exploit in place of the melee basic attack that Combat Challenge allows.
Circling Strike (ranger): If an enemy hits you or your beast companion during that enemy’s turn, you deal extra damage equal to your Wisdom modifier if you hit with this exploit during your next turn.
Commander’s Strike (warlord): If, on its last turn, the target hit the ally you choose to benefit from this exploit, that ally has combat advantage against that target for the melee basic attack this exploit allows.
Riposte Strike (rogue): If you hit with this exploit, you can riposte if the target attacks you or any ally adjacent to you before the start of your next turn.
Heroic Tier
Prerequisite: Vistani Heritage
Benefit: You gain a +4 bonus to damage rolls with melee or close attacks with a light blade or a heavy blade against a target currently affected by your evil eye of the Vistani.
Epic Tier
Prerequisite: 21st level, Vistani Heritage
Benefit: You gain +2 to initiative. Additionally, you gain an additional action point after an extended rest.
Heroic Tier
Prerequisite: Vistani Heritage
Benefit: You can master and perform binding or warding rituals as though you had the Ritual Caster feat. Once per day, you can ignore the component cost of a binding or warding ritual your have mastered of your level or lower.
Heroic Tier
Prerequisite: Vistani Heritage
Benefit: You can master and perform restoration rituals as though you had the Ritual Caster feat. Once per day, you can ignore the component cost of a restoration ritual you have mastered of your level or lower.
Prerequisite: Humanoid race
Benefit: You gain evil eye of the Vistani as an encounter power. Additionally, you gain a +2 bonus to Diplomacy checks made against other Vistani. You have mastered the Vistani Blooding ritual and can perform it.
You cast a baleful look upon your enemy, forcing it to cower before you.
Encounter Charm
Minor Action Ranged 10
Target: One creature
Attack: Intelligence, Wisdom, or Charisma + 3 vs. Will
Level 11: Intelligence, Wisdom, or Charisma + 6 vs. Will
Level 21: Intelligence, Wisdom, or Charisma + 9 vs. Will
Hit: Until the end of your next turn, the target grants combat advantage to you and cannot willingly move closer to you.
Heroic Tier
Prerequisite: Vistani Heritage
Benefit: You can master and perform Bard rituals as though you had the Ritual Caster feat. Once per day, you can ignore the component cost of a ritual you have mastered of your level or lower that has Bard as a prerequisite.
Heroic Tier
Prerequisite: Vistani Heritage
Benefit: When you miss the target of your evil eye of the Vistani with a melee or close attack with a light blade, you can choose to either shift 1 square or move your speed as a free action.
Heroic Tier
Prerequisite: Vistani Heritage
Benefit: You can master and perform exploration and travel rituals as though you had the Ritual Caster feat. Once per day, you can ignore the component cost of an exploration or travel ritual you have mastered of your level or lower.
Heroic Tier
Prerequisite: Vistani Heritage
Benefit: You can master and perform divination and scrying rituals as though you had the Ritual Caster feat. Once per day, you can ignore the component cost of a divination or scrying ritual you have mastered of your level or lower.
Heroic Tier
Prerequisite: Vistani Heritage
Benefit: You can master and perform deception rituals as though you had the Ritual Caster feat.
Once per day, you can ignore the component cost of a deception ritual you have mastered of your level or lower.
Prerequisite: Any multiclass warlock feat, paragon multiclassing as a warlock
Benefit: You gain the warlock’s Shadow Walk class feature.
Benefit: You gain training in one skill from the blackguard paladin’s class skills list. You also gain proficiency with holy symbols.
Once per encounter, when you make a weapon attack against an enemy granting combat advantage to you, that enemy takes extra damage equal to your Charisma modifier.
You can use shroud of shadow as a daily power.
Benefit: You gain a +2 feat bonus to Athletics checks. Whenever an ally with this feat successfully aids you on your Athletics check, you gain a +4 bonus instead of the normal +2 bonus. An ally with this feat can aid you by taking the same type of action you are taking to use Athletics.
Benefit: You gain a +1 feat bonus to implement attack rolls that you make with a wand. This bonus increases to +2 at 11th level and +3 at 21st level.
Also, you ignore partial cover and superior cover on implement attacks you make with a wand.
Prerequisite: Any arcane class
Benefit: You gain a +1 feat bonus to the attack rolls of arcane powers and basic attacks that you make with a light blade or a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level.
Also, when you use an arcane attack power with a light blade or a heavy blade, your attack rolls take a –5 penalty against your allies.
Benefit: When you use a close arcane attack with a staff implement, you can slide one adjacent creature to a different square adjacent to you before making the attack.
Paragon Tier
Prerequisite: 11th level
Benefit: Your arcane spells take a –5 penalty on attack rolls against allies, and deal only half their normal damage to allies.
Heroic Tier
Prerequisite: Con 13 or warforged race, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Commander’s Strike: If your ally hits with the granted melee basic attack, one ally adjacent to the target can shift 1 square.
Nimble Strike: If you forgo shifting before or after the attack, then if the target moves or shifts before the end of your next turn, you can shift 1 square as a free action.
Reaping Strike: If you’re wielding a two-handed weapon and you miss with this exploit, you deal damage equal to your Strength modifier +2.
Riposte Strike: If you hit with the granted immediate interrupt attack, the target takes a -3 penalty to its attack roll with the triggering attack.
Prerequisite: Defender of the Wild feat
Benefit: Once per encounter, you can make a saving throw against one effect that a save can end at the start of your turn. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.
Heroic Tier
Benefit: Whenever you use the total defense action while wielding a shield, allies adjacent to you gain a +2 bonus to AC and Reflex until the start of your next turn or until they are no longer adjacent to you.
Paragon Tier
Prerequisite: 11th level, elemental priest theme, spirit of Athas power
Benefit: Your allies have resist 5 to all damage while within 2 squares of the spirit conjured by your spirit of Athas.
Prerequisite: Ritual Caster feat, mastery of two warding rituals
Benefit: You gain a +2 feat bonus to Perception checks when actively searching for a trap or hazard, as well as Arcana checks or Thievery checks made to disable a trap or hazard. When you use a skill as part of a warding ritual either as a skill check or a skill check modifier, increase the result by 2. Once per day, you can ignore the component cost of a warding ritual of your level or lower that you have mastered.
Heroic Tier
Prerequisite: Int 13, any martial class, proficient with a shield
Benefit: You gain a benefit with any of the following exploits you possess.
Associated Powers:
Opening Shove: If you are wielding a shield, you can add your shield bonus as a feat bonus to your attack roll.
Tide of Iron: If you hit with this exploit, an ally adjacent to the target gains a +1 shield bonus to AC until the end of your next turn or until the target leaves its square—whichever comes first.
Epic Tier
Prerequisite: 22nd level, Improved Immutability feat
Benefit: You gain the warforged fortification feat power, which replaces your level 22 utility power.
You’re so tough, sometimes even the worst hits don’t daunt you.
Encounter
Immediate Interrupt Personal
Trigger: A creature scores a critical hit against you
Effect: The triggering attack is instead a normal hit.
Prerequisite: Str 13 or Dex 13
Benefit: You gain training in one skill from the ranger’s class skill list.
Once per encounter, you can use the ranger's Hunter's Quarry class feature. The target you designate as your quarry remains your quarry until the end of your next turn.
Benefit: You gain a +2 feat bonus to Nature, Perception, and initiative checks.
Benefit: You gain a +2 feat bonus to Perception checks. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of +5.
Heroic Tier
Benefit: When you use the total defense action, you also gain a +1 bonus to attack rolls until the end of your next turn.
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship Waukeen
Benefit: You can invoke the power of your deity to use Waukeen’s silver tongue.
You silently invoke Waukeen’s power to bestow eloquence and persuasiveness on your friend.
Encounter Divine
Immediate Interrupt Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Target: One ally in the burst
Effect: The target rerolls a Bluff, Diplomacy, or Intimidate check he just rolled, with a +5 power bonus. He uses the new result, even if it is lower than the original result.
Heroic Tier
Benefit: Choose a weapon group. You gain a +1 feat bonus to attack rolls with any weapon power you use with a weapon from that group. The bonus increases to +2 at 11th level and +3 at 21st level.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.
Benefit: Choose a weapon group, such as spear or heavy blade. You gain a +1 feat bonus to the damage rolls of weapon attacks that you make with a weapon from that group. This bonus increases to +2 at 11th level and +3 at 21st level.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.
Heroic Tier
Prerequisite: Weapon Focus, Weapon Expertise
Benefit: You gain the benefits of Weapon Focus and Weapon Expertise with all weapons you are proficient with.
Benefit: You gain proficiency in a single weapon of your choice.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon.
Prerequisite: Whip Training, 8th level
Benefit: You can swap one 6th-level or higher utility power you know for the whip crack utility power.
You snap your whip, warning your enemy not to move carelessly.
Encounter Weapon
Minor Action Personal
Requirement: You must be wielding a whip.
Effect: Until the start of your next turn, when an enemy within your reach takes an action that provokes opportunity attacks from adjacent enemies, it provokes an opportunity attack from you.
Prerequisite: Whip Training, 4th level
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the whip snare attack power.
With a deft flick of the wrist, you coil your whip around your foe’s limb, giving you some control of where that enemy goes—down or toward you.
Encounter Weapon
Standard Action Melee weapon
Requirement: You must be wielding a whip.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and you can knock the target prone or pull the target 1 square.
At 11th level, increase to 3[W] damage.
At 21st level, increase to 4[W] damage.
Prerequisite: Whip Training, 10th level
Benefit: You can swap one 9th-level or higher daily attack power you know for the entangling whip attack power.
Your whip is like an extension of you, coiling around your enemy so you can drag that foe wherever you like.
Daily Weapon
Standard Action Melee weapon
Requirement: You must be wielding a whip.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, the target is grabbed (until escape) and knocked prone. The target takes a –5 penalty to escape the grab, and while you have the target grabbed you can pull it 1 square as a minor action. While grabbing the target, you cannot make attacks with the whip. You can sustain the grab as long as the target is within 2 squares of you.
At 15th level, increase to 3[W] damage.
At 25th level, increase to 4[W] damage.
Miss: The target is grabbed (until escape) and knocked prone. While you have the target grabbed you can pull it 1 square as a minor action. While grabbing the target, you cannot make attacks with the whip. You can sustain the grab as long as the target is within 2 squares of you.
Prerequisite: Dex 13
Benefit: You gain proficiency with the whip. Once per round when you hit a target with your whip, the power you use imposes a -2 penalty to the target’s attack rolls against a target of your choice until the end of your next turn.
Heroic Tier
Prerequisite: Any arcane class
Benefit: When you hit an enemy with an arcane at-will attack power, you gain a +1 bonus to your defenses against that enemy until the start of your next turn.
Prerequisite: Any arcane class
Benefit: You gain a +1 feat bonus to the attack rolls of arcane powers and basic attacks that you make with any weapon or implement with which you have proficiency. This bonus increases to +2 at 11th level and +3 at 21st level.
You also gain proficiency with orbs, rods, staffs, or wands.
Heroic Tier
Prerequisite: Any arcane class
Benefit: When you hit an enemy with an arcane at-will attack power, that enemy takes a -1 penalty to the defense the attack power targeted until the end of your next turn
Heroic Tier
Prerequisite: Any arcane class
Benefit: During a turn in which you hit an enemy with an arcane at-will attack power, you can shift 1 square as a minor action.
Heroic Tier
Prerequisite: Any arcane class
Benefit: When you hit an enemy with an arcane at-will attack power, that enemy treats all squares adjacent to you as difficult terrain until the end of your next turn.
Paragon Tier
Prerequisite: 11th level, any arcane class, White Lotus Evasion feat
Benefit: When you hit an enemy with an arcane at-will attack, you can immediately shift 1 square as a free action. You also gain a +1 power bonus to speed until the end of your turn.
Paragon Tier
Prerequisite: 11th level, any arcane class, White Lotus Hindrance feat
Benefit: When you hit an enemy with an arcane at-will attack, that enemy treats all squares adjacent to your allies as difficult terrain until the end of your next turn.
Paragon Tier
Prerequisite: 11th level, any arcane class, White Lotus Riposte feat
Benefit: If you hit an enemy with an arcane at-will attack power and the enemy then attacks you before the start of your next turn, you can use an immediate reaction to repeat the at-will attack against that enemy alone, but only if the enemy is not marked by you.
Heroic Tier
Prerequisite: Any arcane class
Benefit: When an enemy you hit with an arcane at-will attack power attacks you before the start of your next turn, that enemy takes damage (of the same type the attack power deals) equal to the ability modifier to the attack power’s damage.
Paragon Tier
Prerequisite: 11th level, any martial class
Benefit: Whenever you use a heavy blade to make a melee basic attack, you treat the weapon as having the high crit property.
Prerequisite: Wisdom 15 or Charisma 15
Benefit: You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level.
In addition, whenever an enemy targets you with an attack against Will, you can take 5 damage (10 damage at 11th level and 15 damage at 21st level) as an immediate interrupt to change the target to an ally adjacent to you. You cannot reduce this damage in any way.
Prerequisite: Demanding Talent feat
Benefit: You gain the battlemind’s blurred step power and can use it once per encounter.
Heroic Tier
Prerequisite: Trained in Nature
Benefit: You gain a +5 feat bonus to Nature knowledge checks and to monster knowledge checks to identify a natural creatures.
In addition, choose one of the following rituals: Dowsing Rod, Portend Weather, or Traveler’s Camouflage. You master that ritual and can perform it once per day without a ritual book and without expending components.
Prerequisite: Any multiclass battlemind feat, paragon multiclassing as a battlemind
Benefit: Choose a power granted by a battlemind Psionic Study. You can use that power once per day
Heroic Tier
Benefit: You gain three wild talent powers.
Heroic Tier
Prerequisite: Wilder theme
Benefit: When you score a critical hit, you and each ally adjacent to you gain temporary hit points equal to your primary ability modifier.
Benefit: When in a square of difficult terrain, you gain partial cover against ranged attacks.
Also, you gain a +2 feat bonus to Acrobatics and Athletics checks.
Heroic Tier
Prerequisite: Trained in Nature and Stealth
Benefit: You gain a +2 feat bonus to Perception checks.
In addition, if you are outdoors and have any cover or concealment when you make an initiative check, you can make a Stealth check to become hidden.
Prerequisite: 21st level, Born of the Elements feat
Benefit: You take only half damage from falling.
In addition, when you use your second wind, you can fly up to 2 squares as a free action.
Benefit: You gain ice walk, meaning that you ignore difficult terrain caused by ice and snow. In addition, you gain both a +5 feat bonus to Endurance checks made to resist the effects of cold weather and a +5 feat bonus to Acrobatics checks made to balance on icy surfaces.
Paragon Tier
Prerequisite: 11th level, Winterkin Heritage
Benefit: While you are not bloodied, any enemy that hits you with a melee attack is slowed until the end of its turn.
Heroic Tier
Prerequisite: Winterkin Heritage
Benefit: When you use winter’s shroud, increase the distance you teleport by a number of squares equal to your Dexterity modifier or your Intelligence modifier.
Heroic Tier
Benefit: When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power that has the cold keyword.
Prerequisite: Intelligence 13
Benefit: You gain training in the Arcana skill.
You also gain the witch wizard’s augury power.
In addition, you gain proficiency with the orb, staff, and wand implements.
You read the mystic signs and glean a notion of the future.
Daily Arcane
Standard Action Personal
Requirement: You must use this power during an extended rest.
Effect: You ask a question and receive a vague notion of the future. You might receive a clue as to whether a specific course of action is likely to have positive or negative results. This notion can take the form of a single image, a hint about a danger that might be faced, or just a positive or negative feeling about the current course of destiny.
Benefit: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.
Heroic Tier
Prerequisite: Forgeborn Heritage
Benefit: The first time you are bloodied in each encounter, you regain the use of elemental legacy.
Paragon Tier
Prerequisite: 11th level, Forgeborn Heritage
Benefit: When you use your second wind, you also gain temporary hit points equal to half your healing surge value.
Heroic Tier
Prerequisite: Str 13 or Con 13
Benefit: You gain training in one skill from the fighter’s class skills list.
Once per encounter, when you are hit by a melee attack or a close attack, you gain temporary hit points equal to your Constitution modifier.
Heroic Tier
Prerequisite: Any martial class
Benefit: You gain a +2 feat bonus to Acrobatics checks.
When you use a power associated with this feat and hit an enemy that is larger than you with it, you can shift 1 square to a square adjacent to the enemy as a minor action until the end of your turn.
Associated Powers: Acrobatic Assault, Dual Strike, Predator Strike, Wolf Pack Tactics
Heroic Tier
Prerequisite: Aglarond regional benefit
Benefit: You also gain a +2 feat bonus to Arcana checks and saving throws against charm effects
Prerequisite: 8th level, proficiency with the zadatl
Benefit: You can swap one of your 6th-level or higher utility powers for the zadatl expert stance power.
You watch for the perfect opening to strike with your zadatl.
Daily Martial, Stance
Minor Action Personal
Effect: You assume the zadatl expert stance. Until the stance ends, when you hit a creature with an at-will weapon attack power using a zadatl, you can use a free action to grab the target with your zadatl. You can end the grab as a free action.
Prerequisite: 4th level, proficiency with the zadatl
Benefit: You can swap one of your 3rd-level or higher encounter attack powers for the zadatl grab power.
You lunge forward with your zadatl, twisting it as your strike lands so that your foe is caught in the sharp pincers and held well away from you.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a zadatl.
Target: One creature of size Large or smaller.
Primary Attack: Strength or Dexterity vs. Reflex
Hit: 2[W] + Strength modifier or Dexterity modifier damage, and you grab the target with your zadatl. You can end the grab as a free action. If the target escapes the grab, you can make a secondary attack against it as an opportunity action.
Level 17: 3[W] + Strength modifier or Dexterity modifier damage.
Level 27: 4[W] + Strength modifier or Dexterity modifier damage
Secondary Attack: Strength or Dexterity vs. Fortitude
Hit: 1[W] + Strength modifier or Dexterity modifier damage.
Level 27: 2[W] + Strength modifier or Dexterity modifier damage.
Prerequisite: 10th level, proficiency with the zadatl
Benefit: You can swap one of your 9th-level or higher daily attack powers for the zadatl control power.
After snagging your foe with your zadatl, you can push it around and trip it if it tries to escape.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a zadatl.
Target: One creature
Attack: Strength or Dexterity vs. Reflex
Hit: 3[W] + Strength modifier or Dexterity modifier damage, and you grab the target with your zadatl. While you have the target grabbed in this way, the target takes a -2 penalty to escape the grab. In addition, until the grab ends, whenever you move, you can slide the target with you an equal number of squares but it must remain within the zadatl's reach. If the target escapes the grab, you can make a secondary attack against it as an opportunity action.
Level 25: 4[W] + Strength modifier or Dexterity modifier damage.
Secondary Attack: Strength or Dexterity vs. Fortitude
Hit: 2[W] + Strength modifier or Dexterity modifier damage, and the target falls prone.
Miss: This power is not expended.
Prerequisite: 8th level, Platinum Revelation
Benefit: You can swap one 6th-level or higher utility power you know for the zealous fury utility power.
When an enemy dishonors you by attacking an ally, you intercede to ensure your enemy does not make the same mistake twice.
Daily Divine, Healing
Immediate Reaction Ranged 10
Trigger: An ally within range is hit by an attack
Effect: The ally regains hit points as if it spent a healing surge, and you can teleport 10 squares to a square adjacent to the enemy that attacked the ally and mark that enemy (save ends).
Prerequisite: Channel Divinity class feature, must worship Zehir
Benefit: You gain the power Zehir’s dark blessing.
An ally’s attack becomes an offering to Zehir. Darkness cloaks your companion, granting him or her sudden vigor.
Encounter Channel Divinity, Divine
Free Action Close burst 5
Trigger: An ally within 5 squares of you drops a creature granting combat advantage to him or her below 1 hit point.
Target: The triggering ally in the burst
Effect: The target gains 5 temporary hit points. The target also gains partial concealment until the end of his or her next turn.
Level 11: 10 temporary hit points.
Level 21: 15 temporary hit points.
Special: You can use only one channel divinity power per encounter.
Heroic Tier
Prerequisite: Str 15
Benefit: You gain a +2 bonus to Athletics checks made to escape a grab.
In addition, you gain a benefit with any of the following powers you possess.
Sure Strike: If you roll a natural 15 or higher when using this exploit against an undead enemy, your attack deals extra damage equal to your Strength modifier.
Valiant Strike: You gain a +1 bonus to your damage roll for each undead enemy adjacent to you.
Twin Strike: If you’re using this exploit against an undead creature and you are armed with two melee weapons, you deal extra damage equal to your Wisdom modifier if you hit with both attacks.
Wolf Pack Tactics: If your target is undead and you hit, one ally adjacent to you can shift 1 square as a free action.