Powers

Artificer
Class Features
Healing Infusion: Shielding Elixir Artificer Feature
You carefully prepare a formula that inoculates your target’s body against damage of a certain type. Encounter (Special) • Arcane Minor Action Close Burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target gains resist 5 to one of the following damage types until the end of the encounter: cold, fire, lightning, necrotic, poison radiant, or thunder. The target can end the bonus as a free action to become immune to that damage type until the end of their next turn. Increase the resistance granted to 10 at 11th level and 15 at 21st level. Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.

Unbalancing Force

Artificer Attack 1

Level 1 Daily Spells
Flameburst Armor Artificer Attack 1
You inscribe a fiery rune upon your ally’s armor or garments, then turn a fire spirit loose on the field of battle as you flare the rune periodically. Daily • Arcane, Fire, Implement Minor Action Melee Touch Primary Target: You or one ally Effect: You infuse the target’s armor with an elemental fire spirit. Until the end of the encounter, the target gains resist 5 fire. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you. Standard Action Close Burst 1 Special: The burst must be centered on the primary target. Secondary Target: Each enemy in burst Effect: The secondary target takes fire damage equal to 5 + your implement’s enhancement bonus and is marked by the primary target until the end of your next turn.

You point your implement and blast a foe so that it reels from your ally’s attack. At-Will • Arcane, Force, Implement Standard Action Ranged 5 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier force damage. The next ally who hits the target before the end of your next turn also pushes the target 1 square. Increase damage to 2d8 + Intelligence modifier at 21st level.

Level 1 Encounter Spells
Drain Speed Artificer Attack 1
You bind the quickness of your enemy to the enchantments you placed on your ally, transferring speed from one to the other. Encounter • Arcane, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. AC Hit: 1d10 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. One ally within 5 squares of the target gains a +2 bonus to speed until the end of your next turn and 5 temporary hit points.

Punishing Eye

Artificer Attack 1

An arcane construct of an eye appears in the air, revealing your enemies and striking them when they show weaknesses. Daily • Arcane, Conjuration, Implement, Psychic Standard Action Ranged 5 Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier. You can move the eye 3 squares as a move action.

Level 1 At-Will Spells
Ethereal Chill Artificer Attack 1
You align your spell with those you wove over your ally’s armor, causing them to radiate an unnatural cold. At-Will • Arcane, Cold, Implement Standard Action Area Burst 1 Within 10 Squares Special: The burst must be centered on an ally. Target: One enemy in burst Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier cold damage. Until the end of your next turn, any enemy that hits the ally on which you centered your burst takes cold damage equal to your Wisdom modifier. Increase damage to 2d8 + Intelligence modifier at 21st level.

Halo of Thorns

Artificer Attack 1

You enchant your ammunition with poisoning magic, then transfer that enchantment onto one of your allies close to the target. Encounter • Arcane, Poison, Weapon Standard Action Ranged Weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier poison damage. Until the end of your next turn, any creature that hits one ally within 5 squares of the target with a melee attack takes poison damage equal to your Wisdom modifier.

War Proxy

Artificer Attack 1

Hypnotic Distraction

Artificer Attack 3

Thunderclap Armor

Artificer Attack 5

You forge an arcane bond between your weapon and your ally, causing your attacks to spring forth from small portals that appear next to your ally. Daily • Arcane, Weapon Standard Action Area Burst 3 Within 5 Squares Special: The burst must be centered on an ally. Target: One creature in burst Attack: Intelligence vs. AC Hit: 3[W] + Intelligence modifier damage. Miss: Half damage. Effect: Until the end of the encounter, if the ally on which you centered your burst is within 10 squares of you and you have line of effect to the ally, you can use that ally as the origin square for your ranged weapon attacks.

The runes carved on your armor and implement flow hypnotically, drawing the attention of one of your enemies. Encounter • Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 2d10 + Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Wisdom modifier until the end of your next turn.

You conjure a minor thunder elemental, binding it to your ally’s armor while retaining control of its arcane power. Daily • Arcane, Implement, Thunder Minor Action Melee Touch Primary Target: You or one ally Effect: You infuse the target’s armor with an elemental thunder spirit. Until the end of the encounter, the target gains resist 5 thunder, and any enemy that ends its turn adjacent to the target takes 5 thunder damage. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you. Standard Action Close Burst 2 Special: The burst must be centered on the primary target. Secondary Target: One creature in burst Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier thunder damage, and you push the secondary target 2 squares away from the primary target.

Level 5 Daily Spells
Warweaver’s Tether Artificer Attack 5
You trigger the enchantments on your ally’s armor, opening up a connection between you and that ally that bends space with arcane power. Daily • Arcane, Force, Weapon Standard Action Ranged Weapon Special: Choose one ally within 5 squares of you. That ally’s square is the point of origin for this attack. Target: One creature Attack: Intelligence vs. AC Hit: 3[W] + Intelligence modifier force damage, and you push the target a number of squares equal to 1 + your Wisdom modifier. Miss: Half damage, and you push the target 2 squares. Effect: Until the end of the encounter, you can use the following power once per round. Minor Action Personal Effect: You teleport into an unoccupied square adjacent to the ally you chose for this power if the ally is within 10 squares of you.

Level 2 Utility Spells
Arcane Anchor Artificer Utility 2
You trigger latent enchantments placed on yourself or an ally to resist being pushed around the area. Encounter • Arcane Immediate Interrupt Ranged 10 Trigger: You or an ally within range are affected by a push, pull, or slide effect Target: The triggering creature Effect: You negate the forced movement.

Level 6 Utility Spells
Energy Conversion Artificer Utility 6
Your spell absorbs the energy of your enemy’s attacks, turning it into a protective ward for your ally. Encounter • Arcane Immediate Interrupt Ranged 10 Trigger: An ally in range takes damage from an attack Target: The triggering ally Effect: The target gains resist to all damage equal to 5 + your Wisdom modifier against the triggering attack. After the attack is resolved, the ally gains temporary hit points equal to 5 + your Wisdom modifier.

Level 3 Encounter Spells
Shocking Feedback Artificer Attack 3
You quickly fire an enchanted shot at an attacking enemy, then cause the magic from the enchantment to leap onto your ally as a protective ward. Encounter • Arcane, Lightning, Weapon Immediate Interrupt Ranged Weapon Trigger: An enemy hits and deals damage to one of your allies with an attack Target: The triggering enemy Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier lightning damage, and the ally gains resist 5 to all damage until the end of your next turn.

Level 7 Encounter Spells
Debilitating Intercession Artificer Attack 7
You fire a snap shot at an attacking enemy in retribution for an attack, then transfer the energy from your attack to create a weakening ward around your ally. Encounter • Arcane, Necrotic, Weapon Immediate Reaction Ranged Weapon Trigger: An enemy hits and deals damage to one of your allies with an attack Target: The triggering enemy Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier necrotic damage, and until the end of your next turn, any enemy adjacent to the ally suffers a -2 penalty to attack rolls.

Static Shell

Artificer Attack 5

Wind of Swirling Flames Artificer Attack 13
A burning wind flows behind your arrow as it streaks away from you, then swirls around your target, drawing your allies closer. Encounter • Arcane, Fire, Weapon Standard Action Ranged Weapon Target: One creature Attack: Intelligence vs. AC Hit: 3[W] + Intelligence modifier fire damage. Until the end of your next turn, one ally within 5 squares of the target can shift 1 square as a minor action, as long as that shift does not move the ally farther away from the target.

You create an enchantment of arcane static that you lay on your ally’s armor. Daily • Arcane, Implement, Lightning Minor Action Melee Touch Primary Target: You or one ally Effect: You infuse the target’s armor with a static charge. The target gains resist 5 lightning until the end of the encounter. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you. Standard Action Close Burst 2 Special: The burst must be centered on the primary target. Secondary Target: Each enemy in burst Secondary Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier lightning damage, and you pull the secondary target 1 square to a space adjacent to the primary target.

Level 15 Daily Spells
Ice Archon’s Armor Artificer Attack 15
You bind a fragment of an ice archon’s power to your ally’s armor, transforming it into similar armor. Daily • Arcane, Cold, Implement Minor Action Melee Touch Primary Target: You or one ally Hit: You infuse the target’s armor with an elemental cold spirit. Until the end of the encounter, the target gains resist 10 cold, and any enemy that starts its turn adjacent to the target gains vulnerable 5 cold until the start of its next turn. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you. Standard Action Close Burst 3 Special: The burst must be centered on the primary target. Secondary Target: One creature in burst Secondary Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.

Sphere of Reality

Artificer Attack 7

You hurl a glass orb that warps reality when it cracks open, blasting your enemy and opening a rift through which you can attack. Encounter • Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 2d10 + Intelligence modifier thunder damage, and you can treat one square adjacent to the target as the point of origin for your attacks until the end of your next turn.

Level 10 Utility Spells
Recuperative Enchantment Artificer Utility 10
You trigger enchantments placed on your ally’s armor that temporarily infuses then with healing energy. Encounter • Arcane, Healing Free Action Close Burst 10 Trigger: An ally in range spends a healing surge Target: The triggering ally Effect: The target heals additional hit points equal to its healing surge value.

Level 9 Daily Spells
Healer’s Momentum Artificer Attack 9
You draw upon the force of your enemy’s attacks, transforming them into a curative infusion on the fly. Daily • Arcane, Healing, Weapon Immediate Reaction Ranged Weapon Trigger: An enemy hits and deals damage to an ally within 5 squares of you with an attack Target: The triggering enemy Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage. Miss: Half damage. Effect: The ally hit by the triggering attack can spend a healing surge. Two other allies within squares of the target gain temporary hit points equal to their healing surge value.

Level 13 Encounter Spells
Bond of Transference Artificer Attack 13
You create an arcane connection between enemy and ally, drawing effects from your ally to your enemy. Encounter • Arcane, Force, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier force damage. If an ally within 5 squares of the target is suffering from any effects that a save can end, you end one such effect on that ally, and the target gains that same effect until the end of your next turn.

causing your attacks to emanate from them. and if the target attacks you or an ally adjacent to you before the end of the next turn. Weapon Standard Action Ranged Weapon Primary Target: One creature Primary Attack: Intelligence vs. AC Hit: 4[W] + Intelligence modifier force damage. . Encounter • Arcane Immediate Reaction Ranged 10 Trigger: An ally within 10 squares of you is hit and damaged by an attack Target: The triggering ally Effect: You can use an at-will artificer attack power. or teleported against its will until the end of your next turn. Requirement: You must be wielding a ranged weapon. Implement.Spellmaster’s Pawn Artificer Attack 15 Arsenal Transference Artificer Attack 17 Radiant Forcefield Artificer Attack 19 You bond your own weapon to the enchantments you placed on your allies. or thunder damage instead of any damage type it normally deals. it must also make a basic attack against a creature of your choice. slid. The target gains resist 10 radiant until the end of the encounter. Daily • Arcane. Level 17 Encounter Spells Addling Pattern Artificer Attack 17 You weave an enchantment over your allies’ armor that confuses foes. Level 16 Utility Spells Dimensional Mooring Artificer Utility 16 You use the enchantments on your ally’s armor to moor them to your current plane. Target: One creature in burst Attack: Intelligence vs. If the ally’s opportunity attack hits. Secondary Target: Each enemy in burst Secondary Attack: Intelligence vs. making them a part of the fabric of reality. you can use the ally on which you centered your burst as the origin square for your arcane ranged attack powers. pulled. The attack deals extra damage equal to your Wisdom modifier. Weapon Standard Action Area Burst 3 Within 10 Squares Special: The burst must be centered on an ally. Daily • Arcane. force. causing them to attack their friends. Daily • Arcane. Implement. Radiant Minor Action Melee Touch Primary Target: You or one ally Effect: You infuse the target’s armor with radiant energy. fire. Miss: Half damage. Encounter • Arcane Opportunity Action Ranged 10 Trigger: An ally within range makes an opportunity attack Target: The triggering ally Effect: The target can make two attack rolls. Secondary Target: Each adjacent enemy Secondary Attack: Intelligence vs. altering their attack. You bestow an enchantment of radiant enemy upon the armor of your ally. using the target’s as the origin square for the attack. knocked prone. Effect: Until the end of the encounter. You lend your arcane knowledge to an ally. Thunder. Standard Action Melee Touch Effect: You teleport into an unoccupied square adjacent to the primary target and make the following secondary attack. AC Hit: 3[W] + Intelligence modifier lightning and thunder damage. you can use the following attack if the primary target is within 10 squares of you. the attack deals your choice of cold. Will Hit: 2d8 + Intelligence modifier psychic damage. Until the end of the encounter. keeping either result. and the target is dazed until the end of your next turn. lightning. Charm. Standard Action Close Burst 2 Special: The burst must be centered on the primary target. Level 22 Utility Spells Opportunistic Enchantment Artificer Utility 22 You quickly trigger the enchantments on your ally’s weapons. Miss: Half damage. Encounter • Arcane Minor Action Ranged 10 Target: You or one ally in range Effect: The target cannot be pushed. you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you. Effect: Choose an ally within 5 squares of the primary target. Force. transforming them into a focal point for teleportation. Psychic Standard Action Close Blast 5 Target: One or two enemies in blast Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier lightning and thunder damage. In addition. Lightning. Encounter • Arcane. and the target is dazed (save ends). warding them against oncoming attackers. Reflex Effect: The target takes radiant damage equal to 10 + your implement’s enhancement bonus and grants combat advantage until the end of your next turn. Level 19 Daily Spells Planestorm Anchor Artificer Attack 19 You weave enchantments used by powerful planeswalkers over your ally. briefly letting him or her make use of your enchantments.

Brittle Frost Artificer Attack 25 You freeze your enemy with a chilling cold. Implement. Level 27 Encounter Spells Retribution Magnet Artificer Attack 27 You weave enchantments of revenge and retribution on your weapon. making it hard for it to attack effectively while transferring its lost potential to your allies. AC Hit: 2[W] + Intelligence modifier damage. Miss: Half damage. Fortitude Effect: 1d10 + Intelligence modifier lightning damage. and the ally hit by the triggering attack can spend a healing surge and gains an additional number of hit points equal to 5 + your Wisdom modifier. Will Hit: 3d8 + Intelligence modifier psychic damage. Healing. Each enemy adjacent to the secondary target takes lightning damage equal to 5 + your implement’s enhancement bonus. Effect: The target is weakened (save ends). Encounter • Arcane. AC Hit: 3[W] + Intelligence modifier force damage. Weapon Immediate Reaction Ranged Weapon Trigger: An enemy hits and deals damage to one of your allies with an attack Target: The triggering enemy Attack: Intelligence vs. Fortitude Hit: 3d8 + Intelligence modifier necrotic damage. Level 25 Daily Spells Armor of Storms Artificer Attack 25 You wreathe your ally in elemental lightning. Lightning Minor Action Melee Touch Primary Target: You or one ally Effect: You infuse the target’s armor with an elemental lightning spirit. transforming their armor into a battery of arcane energy. firing off a quick shot to punish those who would hurt your allies. In addition. Cold. Implement. you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you. The target gains resist 15 lightning until the end of the encounter.Level 23 Encounter Spells Mental Beacon Artificer Attack 23 You transform something your enemy is carrying or wearing into a psychic beacon that calls out for your allies’ attacks. Encounter • Arcane. Weapon Immediate Reaction Ranged Weapon Trigger: An enemy hits and deals damage to one of your allies with an attack Target: The triggering enemy Attack: Intelligence vs. Vitality Siphon Artificer Attack 27 You drain the life energy from your enemy. one ally within 5 squares of the target gains temporary hit points equal to 10 + your Wisdom modifier. . and the ally hit by the triggering attack gains a +4 power bonus to attack rolls against the target until the end of their next turn. Daily • Arcane. Secondary Target: One creature in burst Secondary Attack: Intelligence vs. Force. Each time the target takes damage before the end of your next turn. Encounter • Arcane. damaging their attacker and transferring rejuvenating energy to them. Will Hit: 4d8 + Intelligence modifier cold damage. As long as the target remains weakened. your allies within 5 squares of the target gain a +5 power bonus to attack rolls. Standard Action Close Burst 4 Special: The burst must be centered on the primary target. infusing your allies with its lost health. Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. and the target is dazed until the end of your next turn. Encounter • Arcane. and each one of your allies making a ranged attack against the target before the end of your next turn can roll twice and use either result. Rejuvenating Intercession Artificer Attack 23 You flare the enchantments on your ally. Daily • Arcane. Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Implement.

. Each target can be attacked by only one of your allies as a result of this power. Force. Fortitude Hit: 2d10 + Intelligence modifier fire and force damage. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you. Miss: Half damage. Secondary Target: Each enemy in burst Secondary Attack: Intelligence vs. If a target ends its movement adjacent to one of your allies. Tactical Detonation Artificer Attack 29 You fire a precision shot carrying an explosive enchantment which hurls enemies directly into the path of your attacking allies. In addition. that ally can make a melee basic attack against the target as a free action. Daily • Arcane. variable energy. Implement Minor Action Melee Touch Primary Target: You or one ally Effect: You infuse the target’s armor with dynamic. Weapon Standard Action Ranged Weapon Primary Target: One creature Primary Attack: Intelligence vs. Reflex Effect: 1d10 + Intelligence modifier damage of the type you selected for this power. Effect: Make a secondary attack. Standard Action Close Burst 2 Special: The burst must be centered on the primary target. The target gains resist 20 to any one damage type of your choice until the end of the encounter. AC Hit: 4[W] + Intelligence modifier fire and force damage.Level 29 Daily Spells Automorphic Armor Artificer Attack 29 You transform your ally’s armor into a shifting field of arcane energy that protects them from a variety of attacks. Fire. and you slide the target 4 squares. and the secondary target can not attack the primary target until the end of your next turn. Daily • Arcane.

At-Will • Shadow. causing them to claw at it as you make your attack. Encounter • Shadow Minor Action Personal You stop several feet away from your foe and slash with your weapon. you are invisible while within 2 squares of the target. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Before you make an attack roll against the target. The attack ignores cover and superior cover. you submit it to an additional shroud. . Level 1 At-Will Hexes Executioner’s Noose Assassin Attack 1 You gather shadows into the form of a noose. At-Will • Shadow Free Action (Special) Close Burst 10 Target: One enemy you can see in burst Effect: You subject the target to your shroud. Hit: 1[W] damage. if any. Encounter • Shadow. it takes 1 extra damage for each of your shrouds on it. Shadow Storm Assassin Attack 1 Your tie to the Shadowfell calls on the living shadows around your foe. Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. Level 1 Encounter Hexes Gloom Thief Assassin Attack 1 As you slash at your foe. While in this form.Assassin Class Features Assassin’s Shroud Assassin Feature You cause invisible shrouds to settle on your foe. and you gain vulnerable 5 radiant. In addition. This damage roll never benefits from bonuses to damage rolls. AC Melee Weapon Hit: 1[W] + Dexterity modifier damage. the shrouds you have placed on your victim dig cruelly into its flesh. AC. and mundane obstacles do not slow it. If you didn’t invoke your shrouds on the target. Weapon Standard Action Target: One creature Attack: Dexterity vs. AC Melee Weapon Hit: 1[W] + Dexterity modifier damage. Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Teleportation Move Action Personal Requirement: You must be adjacent to a creature. which you use to hide yourself from your enemies’ eyes. plus 1 damage for each creature adjacent to the target. up to a maximum of four. Special: You can use this power only on your turn and only once per turn. you can make Stealth checks to become hidden if you have any cover or concealment. At-Will • Force. the shrouds reveal the target’s weak points to your keen gaze. Fortitude Hit: 1d6 + Dexterity modifier force damage. Increase damage to 2d6 + Dexterity modifier at 21st level. Increase teleportation to 4 squares at 11th level and 5 squares at 21st level. Weapon Standard Action Melee Weapon + 2 Reach Target: One creature Attack: Dexterity vs. becoming more difficult to notice and to harm. At-Will • Shadow. Sustain Minor: The form persists. and the target is slowed until the end of your next turn. the attack deals 1d6 damage per shroud. and until the end of your next turn. you pull the target 2 squares. and is in addition to the attack’s damage. The shrouds last until you use this power against a different enemy or until the end of the encounter. minus one shroud if the attack misses. Increase damage to 2[W] at 21st level. If any of your shrouds are already on the target. Increase damage to 2[W] + Dexterity modifier plus 2 damage for each creature adjacent to the target at 21st level. cast it around your foe’s neck. At-Will • Shadow. you choose to invoke either all your shrouds on it or none of them. Inescapable Blade Assassin Attack 1 Shade Form Assassin Feature You transform yourself into a being of shadow. At your command. Increase damage to 2[W] + Dexterity modifier plus 2 extra damage for each of your shrouds on the target at 21st level. Weapon Standard Action Target: One creature Attack: Dexterity vs. As your weapon makes contact. Increase damage to 1d6 + 3 per shroud at 11th level and 1d6 + 6 per shroud at 21st level. and you can use cover granted by your allies both to become hidden and to remain hidden. Implement. you are insubstantial. If you invoke your shrouds. you seize part of its shadow. Shadow Step Assassin Feature Leaping Shade Assassin Attack 1 You vanish into the shadow energy around one creature and then step out of it near another creature. Effect: You teleport 3 squares to a space adjacent to a different creature. Your weapon’s shadow closes the distance. AC Hit: 2[W] + Dexterity modifier damage. and all your shrouds then vanish from the target. and pull. At-Will • Shadow.

wracking it with pain. Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Night Stalker: You gain a power bonus to damage rolls against the target equal to your Charisma modifier until the end of your next turn. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. In its panic. Effect: Whenever you use assassin’s shroud against the target. Psychic. Miss: Half damage. Daily • Shadow. Will Hit: 2d8 + Dexterity modifier psychic damage. Strangling Shadow Assassin Attack 1 Your attack distracts your foe with pain just long enough for you to weave a noose of shadows around its neck. causing it to glance about in terror. Shadow. Whenever the target takes this ongoing damage. and the target is immobilized (save ends). causing its own shadow to hinder it. and if any of them hit. Secondary Target: Each creature other than the primary target in blast Secondary Attack: Dexterity vs. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. and the target is immobilized until the end of your next turn. Miss: Half damage. Encounter • Cold. Encounter • Fear. Fortitude Hit: 1[W] + Dexterity modifier damage. and the target is immobilized (save ends). or 3d8 cold damage if three hit. Level 2 Utility Hexes Cat’s Trickery Assassin Utility 2 As your eyes begin to pierce the shadows. which drives your foes before your but leaves one victim rooted in place. and ongoing 5 damage (save ends). Reflex. Miss: Half damage. your weapon shoots hundreds of tiny shadow spikes into it. Implement. Will Hit: You push the secondary target 4 squares. Cloak of Shades Encounter • Shadow Minor Action Assassin Utility 2 Targeted for Death Assassin Attack 1 A shadowy haze swirls around you.Nightmare Shades Assassin Attack 1 Level 1 Daily Hexes Grave Spike Assassin Attack 1 As you strike your foe. . Effect: Until the target saves against the effects bestowed by this power. Daily • Fear. Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Hit: 1d8 cold damage if one attack roll hits. Implement. Will Hit: 3d8 + Dexterity modifier cold damage. Implement. Shadow Darts Assassin Attack 1 You launch a volley of chilling darts of shadow energy at your foe. Miss: Half damage. Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Personal A black dart streaks from your hand to strike the target. Effect: Until the end of the encounter. it falls prone. Shadow Standard Action Close Blast 5 Primary Target: One creature in blast adjacent to you Primary Attack: Dexterity vs. Encounter • Shadow Minor Action Personal Smothering Shadow Assassin Attack 1 You stab at your foe and channel shadow magic into its body. Effect: Until the end of your next turn. you gain a +2 power bonus to attack rolls against the target while your shrouds are on it. Effect: Make a secondary attack. you can pull it 3 squares as a free action once during each of your turns. it forgets the true threat to its life. Your face distorts into a horrid visage. you gain concealment against all creatures and are invisible to creatures more than 5 squares away from you. Psychic. Effect: Until the end of your next turn. 2d8 cold damage if two hit. surrounding it in a warmth-stealing gloom. AC Melee Weapon Terrifying Visage Assassin Attack 1 The darkness in the corner of your foe’s eyes shifts and moves. and the target grants combat advantage to you until the end of your next turn. Encounter • Illusion. you gain darkvision and douse one light source no larger than a lantern within 10 squares of you. Hit: 2[W] + Dexterity modifier damage. hiding you from view. and the target is slowed until the end of your next turn. Daily • Shadow. Miss: You push the secondary target 2 squares. Implement. resolve them as a single hit. Weapon Standard Action Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Daily • Cold. Make three attack rolls. you subject it to two shrouds instead of one. Bleak Disciple: The target takes extra damage equal to your Constitution damage. Will Hit: 2d8 + Dexterity modifier psychic damage. and the target takes ongoing 5 damage and is immobilized (save ends both). you plunge the room into darkness.

Night Stalker: The target gains a power bonus to attack rolls equal to your Charisma modifier on any attack granted by this power. allowing you to spy on your enemies without fear of discovery. or until you enter a square of bright light. Effect: You gain a +5 power bonus to Perception checks against the target until the end of your next turn.Lurking Shadow Assassin Utility 2 Cloaking Mist Assassin Attack 3 Level 5 Daily Hexes Heart of Dust Assassin Attack 5 Shadow venom courses through your target. creating cold. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. and until the end of your next turn. causing the foe to recoil from every attack. You can slide the target 1 square as a free action whenever the target is hit before the end of your next turn. Effect: You become invisible and silent until the end of your next turn. Miss: Half damage. Attack: Dexterity vs. Sustain Minor: The effect persists. Shadow. driving your blade into the foe before it can make a sound. If a creature tries to enter your square before the effect ends. each enemy within 2 squares of it takes 5 poison damage. causing it to shed a gray dust that chokes nearby enemies. and ongoing 5 poison damage (save ends). Whenever the target takes this ongoing damage. Illusion. Reflex Hit: 2[W] + Dexterity modifier damage. Daily • Shadow Standard Action Personal Requirement: You must be in dim light or darkness. Effect: Until the end of your turn. Weapon Standard Action Melee Weapon Target: The target of your assassin’s shroud power Effect: Before the attack. AC Hit: 2[W] + Dexterity modifier damage. Nightshade’s Kiss Assassin Attack 3 Your strike infects your foe’s mind. and each enemy within 2 squares of the target takes 3 poison damage. . Shadow. you teleport 5 squares to a square adjacent to the target. you teleport 20 squares to a square adjacent to it. Daily • Shadow. Fortitude Hit: 2d6 + Dexterity modifier cold damage. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Sustain Standard: The effect persists. Shadow. You meld with the shadows. Encounter • Cold. black mist that chokes your enemies and gives you a chance to vanish. Miss: Half damage. the target makes a melee basic attack as an opportunity action against any enemy that ends its turn adjacent to the target. and you slide the target 2 squares. Encounter • Shadow. Shadow Soul Assassin Attack 5 Effect: Until the stance ends. Bleak Disciple: The number of squares you can slide the target increases by 1. AC Hit: 2[W] + Dexterity modifier damage. Implement. Stance Minor Action Assassin Utility 2 Inescapable Shadow Assassin Attack 3 Your shadow lengthens to veil your allies from your foes. and the mob spurs the foe to strike out at its allies in terror. Encounter • Fear. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Shadow Standard Action Close Blast 3 Target: Each creature in blast Attack: Dexterity vs. Encounter • Fear. You can sense your foe now and step from its shadow at will. allies within 5 squares of you can use your Stealth modifier for their Stealth checks. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Teleportation. you can make a Stealth check to hide from any target even if you have only cover or concealment against them. ending the effect. Shadowed Legion Daily • Shadow. Personal You step from your foe’s shadow. you can either shift 1 square as a free action or remain where you are. You draw the stuff of shadows to your hands and cast it forth. Teleportation. Will Hit: 1[W] + Dexterity modifier damage. Daily • Poison. You tear away a piece of your foe’s shadow and tuck it into the hollow in your soul. until you move more than 2 squares on your turn. Level 3 Encounter Hexes Army of the Night Assassin Attack 3 Your shadow magic spawns a phantom mob in your foes’ mind. and if the target is not hidden from you.

You can flank enemies with your duplicate. you can move the duplicate 5 squares. Teleportation Standard Action Ranged 10 Target: One creature Attack: Dexterity vs. Your attack forges a brief bond with your foe that allows you to shroud it with greater darkness each time you feel pain. or total concealment. slipping from one spot to another in the blink of an eye. Daily • Implement. AC Hit: 2[W] + Dexterity modifier damage. Shadow Jack Assassin Attack 7 You strike your foe and then merge with its shadow. Zone Minor Action Close Burst 2 Effect: The burst creates a zone that lasts until the end of your next turn. AC Hit: 2[W] + Dexterity modifier damage. On a hit. Effect: You move your speed. and when you leave the zone. Slithering Shadow Assassin Utility 6 You move like a shadow in a flickering light. Shadow. Twilight Assassin Assassin Attack 5 Your shadow leaps from you to attack your enemies. Encounter • Shadow. Level 7 Encounter Hexes Captured Shadow Assassin Attack 7 As you strike your foe. Weapon Standard Action Melee Weapon Target: The target of your assassin’s shroud power Attack: Dexterity vs. You must end this teleportation closer to the target. Whenever you use a move action. and the two of you fight as one. you slide 1 square to a square adjacent to the target. . Shadow. you remain hidden from each enemy against which you have cover. and you can use it to teleport your foe back to your side. You have concealment while you are in the zone. and the target grants combat advantage (save ends). Miss: Half damage. you can use a free action to teleport the target to a square adjacent to you that is not hindering terrain. Teleportation Immediate Reaction Personal Trigger: You are hit by an attack Effect: You teleport 5 squares and become invisible until the start of your next turn. Stance Minor Action Personal Effect: Until the stance ends. At the end of its next turn. the attack deals 3 damage. the duplicate repeats the attack against an adjacent creature. it goes mad. Encounter • Illusion. you can use your assassin’s shroud power against the target whenever you are hit by an attack. which rattle the enemies by turning on them. Shadow Standard Action Ranged 5 Target: One creature Effect: You conjure a shadowy duplicate of yourself in an unoccupied square adjacent to the target. you can teleport a number of squares equal to your Charisma modifier as a minor action. AC Hit: 2[W] + Dexterity modifier damage. and it lasts until the end of the encounter. Until the end of your next turn. Once before the end of your next turn. Special: As a minor action. Psychic. or 6 damage if the target is also the target of your assassin’s shroud power. Daily • Conjuration. The duplicate occupies its space. and the target grants combat advantage until the end of your next turn. Night Stalker: During your next turn. Encounter • Shadow. enemies adjacent to each target also grant combat advantage. Shadows move to surround you and provide you with a spot from which to watch your enemies without fear of detection. and you shift 1 square into the target’s space. Encounter • Shadow. Reflex Hit: 2d8 + Dexterity modifier damage. Encounter • Implement. At-Will • Shadow Move Action Personal Requirement: You must be hidden. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. you are insubstantial. Shadow Standard Action Close Blast 3 Target: Each creature in blast Attack: Dexterity vs. the target takes 10 psychic damage if any creatures are within 2 squares of it. Implement. Encounter • Shadow. superior cover. Your enemies’ attacks pass through you and hit your foe instead. but your allies cannot. you steal its shadow.Treacherous Shades Assassin Attack 5 Sheltering Dark Assassin Utility 6 Echoing Threat Assassin Attack 7 You seize control of your enemies’ shadows. concealment. you fold shadows around yourself and disappear. Will Hit: 2d6 + Dexterity modifier psychic damage. Attack: Dexterity vs. Your foe sees threats in every corner and betrayal in every eye. and it attacks. Daily • Shadow. At the start of your next turn. Slayer’s Escape Assassin Utility 6 After you are struck. Psychic. Will Hit: 1d10 + Dexterity modifier psychic damage. While there. and if it cannot escape the press of the crowd. remaining there until the start of your next turn. Shadow Link Assassin Attack 7 Level 6 Utility Hexes Darting Shadow Assassin Utility 6 You leap from one hiding spot to the next. and any melee or ranged attack that misses you hits the target instead (unless the target is the attacker). Teleportation. you can shift 1 square as a minor action. Until the target saves against this effect. At the end of the movement. you move with the target (this movement does not provoke opportunity attacks). Bleak Disciple: You gain temporary hit points equal to your Constitution modifier. Weapon Standard Action Melee 1 Target: One creature Attack: Dexterity vs. remaining hidden from view thanks to your mastery of shadow magic. you become invisible until the end of your turn.

Effect: Until the end of the encounter. and the target takes 2d10 + Dexterity modifier damage. Until the grab ends. Encounter • Illusion. Miss: Half damage.Level 9 Daily Hexes Black Garrote Assassin Attack 9 A wisp of shadow stretches between your hands. Any creature that enters the wall or starts its turn there takes 1d6 + Dexterity modifier cold damage. the target takes 1d10 + Dexterity modifier damage. Implement. Daily • Shadow Minor Action Personal Bound by Shadow Assassin Attack 9 As your weapon pierces your foe. In addition. Level 13 Encounter Hexes Dark Step Ambush Assassin Attack 13 You step through your foe’s shadow to deliver a deadly attack. Reflex Hit: You grab the target. Slayer’s Endurance Assassin Utility 10 You draw the comforting shadows close. . the target takes 5 damage whenever an enemy deals damage to you. Shadow. gaining phasing during the shift. AC Hit: 2[W] + Dexterity modifier damage. Effect: You shift 6 squares. then hide in the tatters of the foe’s soul. Daily • Shadow. Miss: Half damage. you gain a +4 power bonus to your first damage roll of the encounter. When you do so. Promise of Retribution Assassin Utility 10 When a foe attacks you. Conjuration. you can use a move action to teleport to a square adjacent to the target. the target suffers a -5 penalty to all escape attempts and a -2 penalty to attack rolls against you. Encounter • Shadow Minor Action Personal Level 10 Utility Hexes Mist Walk Assassin Utility 10 For a moment. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. After hitting an enemy. Personal Effect: You become invisible and silent until you hit an enemy or until the end of the encounter. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Shadow. Effect: The first time an enemy takes damage from your assassin’s shroud power before the end of your next turn. Daily • Illusion. Fortitude Hit: 2[W] + Dexterity modifier damage. and the grab be comes a normal grab. you remain invisible and silent until the end of your next turn. you teleport 5 squares to a square adjacent to the target. and you take a small part of the foe’s being with you. and it blocks line of sight for creatures other than you. you gain 5 temporary hit points for each shroud on that enemy. allowing them to carry away the pain of your wounds. Will Hit: 3[W] + Dexterity modifier damage. you are like a ghost passing through creatures and objects. you disappear into the shadows. If you are in the wall or adjacent to it. shadows spirit you away. Daily • Shadow. When the grab ends. calling up shadows that blot you from its vision. Once before the end of the encounter. Wall of Shadows Assassin Attack 9 Seeker of Shadow Daily • Shadow Free Action Trigger: You roll initiative Assassin Utility 10 You weave a skein of shadows that bites your enemies with a deadly chill. Sustain Minor: The wall persists. Effect: You are invisible to the target (save ends). Daily • Implement. you can use a move action to teleport to another square in the wall or adjacent to it. Daily • Cold. The wall can be up to 2 squares high. Teleportation Standard Action Area Wall 5 Within 10 Squares Effect: You conjure a wall of darkness that lasts until the end of your next turn. Teleportation. Shadow. Obscuring Shadow Assassin Attack 9 You slash at your foe. you send deadly shadow energy coursing into it. you gain a +2 power bonus to attack rolls and a +5 power bonus to damage rolls against the target until the end of your next turn. Attack: Dexterity vs. Teleportation Immediate Reaction Personal Trigger: An enemy hits you with an attack Target: The triggering enemy Effect: You teleport 10 squares. Sustain Minor: The power’s effect ends. linking your fates. As combat begins. so is your foe. and you become invisible until the end of your next turn. Sustain Standard: You sustain the grab. When you are harmed. Weapon Standard Action Melee Weapon Target: The target of your assassin’s shroud power Effect: Before the attack. You loop it around your foe’s throat and transform it into a material as hard as steel. Reliable. Shadow Standard Action Melee Touch Target: One creature Attack: Dexterity vs.

you can use a free action to teleport the target to a square adjacent to the gallows at the end of each of its turns. Will Hit: 1d10 + Dexterity modifier psychic damage. The gallows has 35 hit points and can be attacked. Teleportation Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Encounter • Implement. you can use an opportunity action to compel the target to make a melee basic attack against any enemy that enters a square adjacent to the target. you do not subtract a shroud if that attack misses. Shadow. Bleak Disciple: The target is slowed until the until the end of your next turn. The target makes the attack without the penalty to attack rolls equal to your Charisma modifier. making it easier to shroud it and tear it to shreds. Shadow Standard Action Melee 1 Effect: Before the attack. turning it into a malevolent beast. Effect: The target is affected by your shade venom (save ends). the poison gives life to your foe’s shadow. you fly your speed to a square adjacent to an enemy. and if any of them hit. Shadow. Implement. and the target is blinded until the end of your next turn. Effect: Until the end of the encounter. Miss: Half damage. Encounter • Fear. resolve them as a single hit. Daily • Poison. AC Hit: 2[W] + Dexterity modifier damage. The target can make a saving throw against this effect only on a turn during which it hit itself with this attack. Encounter • Cold. Weapon Standard Action Target: One creature Attack: Dexterity vs. Teleportation Standard Action Close Burst 3 Target: Each enemy in burst Attack: Dexterity vs. Effect: You conjure a gallows in an unoccupied square adjacent to the target. you return to your normal form. Reflex. Daily • Shadow. Night Stalker: The target makes the attack with a power bonus to attack rolls and damage rolls equal to your Charisma modifier. Until this effect ends. Melee Weapon Hit: 3[W] + Dexterity modifier damage. Implement. This movement does not provoke opportunity attacks. you can use an opportunity action at the end of the target’s turn to compel it to make a melee basic attack against itself with combat advantage. Reflex Hit: 4d6 + Dexterity modifier force damage. When you strike your foe. each winged and fanged. Miss: Half damage. Psychic. Until the gallows vanishes. whenever you attack the target and invoke your shrouds on it. you open a channel from your tainted shadow into its soul. and you pull the target 2 squares. Effect: You can either teleport 5 squares or become invisible until the end of your next turn. . causing it to slash in a panic when its allies approach. or 3d8 + Dexterity modifier damage if three hit.Flurry of Talons Assassin Attack 13 Well of Shades Assassin Attack 13 Death’s Doorstep Assassin Attack 15 You fly toward your foe in the shape of a dozen shadows. Until this blindness ends. After savaging your foe. Your weapon becomes covered with a translucent gray poison. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. and you manipulate its fears. Force. Target: One creature Attack: Dexterity vs. Daily • Conjuration. and a noose of force drops around your foe’s neck. Hit: 1d8 + Dexterity modifier damage if one attack roll hits. Implement. The gallows occupies its square and lasts until the end of the encounter. Fortitude Hit: 2d6 + Dexterity modifier cold damage. Freezing shadows stretch out from you and pull your enemies close before you vanish. Shadow. Shade Venom Assassin Attack 15 Slayer in the Dark Assassin Attack 13 Darkness clouds the eyes of your enemy. Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. 2d8 + Dexterity modifier damage if two hit. Make three attack rolls. Reflex Miss: Half damage. As your weapon strikes your foe. Level 15 Daily Hexes Bleak Gallows Assassin Attack 15 Shadows coalesce into a black gallows.

your foe’s shadow betrays it. After the attack is resolved you become invisible until the end of your next turn. you can use a free action to teleport to a square adjacent to it. . and during the target’s next turn. Night Stalker: The target also grants combat advantage until the end of your next turn. Until the end of your next turn. and until the end of the encounter. At the end of the triggering enemy’s current turn. and they neither have line of sight nor line of effect to you. Hit: 3[W] + Dexterity modifier damage. 2[W] + Dexterity modifier fire damage if two hit. Level 17 Encounter Hexes Mob of Shadows Assassin Attack 17 You slice your foe’s shadow to pieces. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Shadow Immediate Interrupt Personal Trigger: The target of your assassin’s shroud power hits you Effect: You gain a +2 power bonus to all defenses against the triggering attack. you take on a form so terrifying that you cow it utterly. Shadow. Encounter • Shadow. AC. resolve them as a single hit. Teleportation Immediate Interrupt Personal Trigger: An enemy hits you with an attack Effect: You take half damage from the triggering attack. and the creature takes the same amount of damage. enemies cannot attack you. You gain this benefit neither against the creature’s attacks nor against attacks that target both of you. This illusion lasts until your next extended rest or until you end it as a free action. you become a creature of shadow and then pursue that enemy. drawing forth the shade of a creature to craft its shadow into a disguise. AC Hit: 3[W] + Dexterity modifier damage. Daily • Illusion. Zone Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Weapon. As your foe strikes. and each strike creates an inky blot on it that erupts into flickering. Miss: Half damage.Sundered Shadow Assassin Attack 15 Shadow Meld You vanish into your own shadow. Encounter • Shadow. Psychic. When any enemy enters the zone. giving away its attack a split second beforehand so that you can vanish. and until the end of the encounter. Will Hit: 3d10 + Dexterity modifier psychic damage. Illusion. you become invisible until the end of your next turn. Make three attack rolls. AC Melee Weapon You stab at your foe three times. Traitorous Shadow Assassin Attack 17 Liquid Shadow Assassin Utility 16 You foe’s shadow writhes as it gains a malevolent will of its own. You gain a +5 bonus to Bluff checks to convince others that you are the creature. you gain a +2 power bonus to attack rolls against the target. Effect: You shift 2 squares. Hit: 1[W] + Dexterity modifier fire damage if one attack roll hits. Weapon Standard Action Target: One creature Attack: Dexterity vs. Encounter • Fear. although you still carry your own gear. Thief of Names Assassin Utility 16 You peer into the Shadowfell. ebony flames. you can use an opportunity action to slow that enemy until the end of your next turn and deal damage to it equal to your Dexterity modifier. Each piece forms a miniature copy of you and stands next to the foe. it falls prone after it either moves with out shifting or making a ranged or area attack. Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Bleak Disciple: Add your Constitution modifier to the damage dealt by the zone. In addition. Shadow Minor Action Personal Level 16 Utility Hexes Assassin’s Defense Assassin Utility 16 Infused with your umbral magic. Encounter • Illusion. The attack creates a zone that fills the squares adjacent to the target and lasts until the end of your next turn. If you take damage from a melee or ranged attack while you are adjacent to the creature. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. you take only half damage. or 3[W] + Dexterity modifier damage if three hit. the shadow strikes. Shadowed Deception Assassin Attack 17 In your foe’s eyes. Personal Encounter • Fire. Effect: You become an illusory duplicate of a Medium or smaller humanoid that you have seen. and the target cannot attack you until the end of your next turn. Daily • Shadow Move Action Assassin Utility 16 Shadow Fire Assassin Attack 17 You slice into your foe’s shadow and grasp it. Fortitude Hit: 2[W] + Dexterity modifier damage. weapon poised. Implement. preventing it from escaping your attacks. Encounter • Shadow. you can make melee attacks against the target even when it is beyond your melee reach. The moment the foe drops to the ground. Daily • Shadow. and you can make melee attacks against the target even when it is beyond your melee reach. and if any of them hit.

You can flank enemies with the duplicates. shielding you from your foes’ eyes. Encounter • Fear. In addition. Sustain Minor: The effect persists. Daily • Shadow. Soul of Death Assassin Utility 22 Having nearly touched death. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Reflex Hit: 5 + Dexterity modifier damage. and they last until the end of your next turn. Implement. Encounter • Healing. distracting it and allowing you to remain hidden from its sight. Shadow. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Any enemy that starts its turn adjacent to one or more of the duplicates takes 5 damage. Will Hit: 4[W] + Dexterity modifier damage. but in the end. Effect: You become invisible to the target until the end of your next turn. Teleportation. both you and the target become insubstantial to every combatant except each other. you can also move each duplicate 5 squares. shadows flit around your enemy. you drain a portion of its essence for your own use. Until the end of the encounter. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Shadow. Daily • Illusion. Target: One creature adjacent to the duplicate Attack: Dexterity vs. Effect: You create a shadow bond that lasts until the end of your next turn or until the target drops to 0 hit points. Will Hit: 3[W] + Dexterity modifier psychic damage. The duplicates occupy their spaces. Guild of Shadows Assassin Attack 19 Claim the Dead Assassin Utility 22 Three ebon duplicates of yourself appear. Weapon Standard Action Melee Weapon Target: The target of your assassin’s shroud power Attack: Dexterity vs. the target’s allies don’t have line of effect to it. but your allies cannot. you ignore the weakened condition. your target’s resistances. and you can use a move action to teleport to a square adjacent to the target. In addition. Encounter • Shadow Minor Action Personal Effect: Until the end of your next turn. Until the bond ends. As your foe’s soul passes to the Shadowfell. Sustain Minor: The duplicates persist. causing it to terrify that enemy. . Miss: Half damage. Daily • Healing. Whenever you become invisible to the until the end of your next turn whenever you hit it with a shadow attack. and penalties to your attack rolls and damage rolls. Effect: If you invoked your shrouds on the target as part of the attack. Personal Effect: You become substantial until the end of your next turn. Executioner’s Blade Assassin Attack 19 Phantom Assault Assassin Attack 19 Having studied your foe. Miss: Half damage. it cannot escape you. With each of your blows. Shadow Free Action Personal Trigger: You reduce the target of your assassin’s shroud power to 0 hit points during your turn Effect: You can spend a healing surge and regain 15 additional hit points. you gain an extra move action that you can use before the end of your next turn. the shrouds deal maximum damage to the target. Shadow Immediate Interrupt Personal Trigger: You drop to 0 hit points or fewer Effect: You regain hit points as if you had spent a healing surge. Fortress of Shadow Daily • Illusion. Level 23 Encounter Hexes Cruel Shadows Assassin Attack 23 Your attack bends and twists your enemy’s shadow. Daily • Conjuration. you are ready to deliver a killing blow. you become an avatar of the killer’s art. you can slide the target 3 squares as a free action whenever a creature ends its turn adjacent to the target. Night Stalker: The target also grants combat advantage until the end of your next turn. eager to aid you in slaying your foes. Shadow. and each one makes the following melee attack against a different creature. Whenever you use a move action. ensuring that no hindrance can stop your hexes from reaching your enemies. Level 22 Utility Hexes Assassin’s Eye Assassin Utility 22 Shadows briefly guide your attacks. Sustain Minor: The shadow bond persists. Psychic. Daily • Reliable. Shadow Minor Action Close Burst 5 Effect: You conjure three shadowy duplicates of yourself in 3 unoccupied squares in burst.Level 19 Daily Hexes Consign to Shadow Assassin Attack 19 Your attack taints your enemy with the essence of the Shadowfell and creates a bond which causes you both to fade away for a few moments. Shadow Minor Action Assassin Utility 22 Darkness swirls around you. Reflex Hit: 3[W] + Dexterity modifier damage. AC Hit: 5[W] + Dexterity modifier damage. Your foe might dodge or parry your strike. and until the end of your next turn. you can use your assassin’s shroud power up to four times against an enemy you can see.

Encounter • Shadow. . Encounter • Implement. and the next time you are subject to an effect that a save can end before the end of your next turn. As you lunge at your enemy. While there. Shadow Swap Assassin Attack 23 Folded Shadow Assassin Attack 25 As you strike at your foe. it takes damage equal to your Constitution modifier. Encounter • Shadow. Shadow Standard Action Melee Touch Target: One creature Attack: Dexterity vs. Bleak Disciple: Whenever a target is subjected to an effect as a result of this power. remaining there until the end of your next turn. Shadow Standard Action Area Wall 5 Within 10 Squares Effect: You conjure a wall of darkness that lasts until the end of your next turn. Daily • Shadow. it suffers a -5 penalty to saving throws against any effect bestowed by this power until the end of your next turn. AC Hit: 3[W] + Dexterity modifier damage. your blade slices deep into it. AC. With an innocuous tap. You can score a critical hit on a roll of 18-20. Aftereffect: Ongoing 10 necrotic damage (save ends). Fortitude Hit: Ongoing 25 necrotic damage (save ends). Whenever a creature drops to 0 hit points or fewer within 5 squares of the wall. Daily • Reliable. Melee 1 Wall of Death Assassin Attack 25 Hit: 5[W] + Dexterity modifier damage. and your disappear into its shadow. Effect: You shift 1 square into the target’s space. Hit: 3d8 + Dexterity modifier poison damage. After making the attack roll. you can increase the wall’s length by 2 squares. you slide 1 square to a square adjacent to the target. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. you move with the target (this movement does not provoke opportunity attacks). Aftereffect: Ongoing 15 necrotic damage (save ends). Hit: 6[W] + Dexterity modifier damage. you fly your speed + 4.Obsidian Spiders Assassin Attack 23 Level 25 Daily Hexes Assassin’s Scalpel Assassin Attack 25 You ready the perfect attack to slay your foe. Shadow Standard Action Area Burst 1 Within 10 Squares Target: Each creature in burst Attack: Dexterity vs. Fortitude. Daily • Conjuration. advancing on your chosen foe despite the defenses around it. Implement. plus 5 damage for each of your shrouds on that enemy. Hit: 3[W] + Dexterity modifier damage. Necrotic. Target: One creature Attack: Dexterity vs. Wraith’s Assault Assassin Attack 23 You move through your enemies like a shadow. you cause the shadows around your foes to transform into black spiders. Necrotic. confident that you can score the killing blow under the right circumstances. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. you place an echo of death energy into your foe’s body and soul. your shadows mingle. you gain a +2 bonus to the attack roll. and any melee or ranged attack that misses you hits the target instead (unless the target is the attacker). Reaper’s Touch Assassin Attack 25 With a gesture. which swarm and deliver dozens of poisonous bites. you are insubstantial. the target is also subjected to that effect. It howls in pain and lashes out with long tendrils as the souls trapped within seek to escape. Weapon Standard Action Target: One creature Attack: Dexterity vs. Shadow. Daily • Implement. you can choose to turn the attack into a miss. Sustain Minor: The wall persists. You call forth a shadowy construct built from the shards of your previous victims. AC. Any enemy that starts its turn in the wall or adjacent to it takes 15 necrotic damage. AC Miss: Half damage. and it blocks line of sight for creatures other than you. The wall can be up to 4 squares high. When the effect ends. Sustain Minor: The effect persists. If the target is also the target of your assassin’s shroud power. Miss: Ongoing 15 necrotic damage (save ends). Poison. gaining phasing and becoming insubstantial during the movement. Weapon Standard Action Melee Weapon Effect: Before the attack. Effect: Whenever you hit the target with a shadow attack before the end of the encounter.

you lay bare the root of its doom. or twice that if the target is helpless. which you use to manipulate the foe like a puppet. and until the end of your next turn. This teleportation does not require line of sight. Reflex Hit: Damage equal to your bloodied value. you are now ready to end its life with a single strike. Until the target saves against this effect. You reach into your foe’s shadow and rip away part of its essence. In addition. Last Word Assassin Attack 27 Having studied your enemy. and the target suffers a -5 penalty to damage rolls (save ends) and takes ongoing 5 poison damage (save ends). Daily • Shadow. . whenever an enemy leaves a square adjacent to the target or makes a ranged attack while adjacent to it. Weapon Standard Action Melee Weapon Target: The target of your assassin’s shroud power Effect: Before the attack. Intent to Murder Assassin Attack 29 You have studied your foe long enough. Miss: Half damage. and your other enemies sense that creature’s impending doom. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage. Now is the time to end its life. Weapon Standard Action Melee Weapon Target: The target of your assassin’s shroud power Attack: Dexterity vs. you teleport 20 squares to a square adjacent to the target. striking the moment your foe lets its guard down. Weapon Standard Action Target: One creature Attack: Dexterity vs. the target takes 3 damage whenever it takes an action other than a free action. Weapon Standard Action Melee Weapon Target: One enemy that has four of your shrouds on it Attack: Dexterity vs. Shadows of Doom Assassin Attack 27 Shadow Puppet Assassin Attack 29 Your foe’s shadow writhes as it gains a malevolent will of its own. Miss: Half damage. Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Special: If you invoked your shrouds on the target as part of this attack. Effect: You can use your assassin’s shroud power against the target up to four times. Hit: 7[W] + Dexterity modifier damage. Fortitude Hit: 2[W] + Dexterity modifier damage. Will Hit: 3d10 + Dexterity modifier psychic damage. Reflex Hit: 3[W] + Dexterity modifier damage. Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Encounter • Shadow. Night Stalker: You instead slide each enemy within 5 squares of the target 3 squares. Effect: The target is dazed (save ends). Daily • Shadow. Implement. or twice that if the target is helpless. Daily • Charm. you slide each enemy within 5 squares of the target 1 square. and the target is dominated until the end of your next turn. AC Miss: Half damage. you can use an opportunity action to compel the target to make a melee basic attack against that enemy. Encounter • Fear. Your presence is enough to hold the foe rapt with fear. Reaper in Black Assassin Attack 27 In your foe’s eyes. Teleportation. Daily • Poison. Attack: Dexterity vs. Level 29 Daily Hexes Doom Foretold Assassin Attack 29 As your weapon slices your foe. and the target is immobilized until the end of your next turn. Psychic. Implement. roll d12s instead of d6s for that damage. Encounter • Shadow. Melee Weapon Three Shadow Venoms Assassin Attack 29 You draw the essence of shadow into your weapon and transform it into a deadly mixture of three poisons. Shadow Standard Action Melee Touch Target: One creature Attack: Dexterity vs. you become an avatar of death. Will Hit: 4d8 + Dexterity modifier psychic damage. and the target is dominated (save ends). Shadow. Bleak Disciple: The target instead takes damage equal to your Constitution modifier whenever it takes an action other than a free action. Encounter • Shadow. and the target is weakened (save ends) and takes ongoing 15 poison damage (save ends).Level 27 Encounter Hexes Ambush From Thin Air Assassin Attack 27 You suddenly appear next to your foe and make a deadly attack. AC Hit: 3[W] + Dexterity modifier damage. Your next strike is the last one you’ll need. Miss: Damage equal to your healing surge value. Psychic.

AC Rotting Wound Avenger Attack 5 Level 7 Encounter Prayers Light and Darkness Avenger Attack 7 As you send a soul upon its final journey. Level 9 Daily Prayers Fated Doom Avenger Attack 9 Your strike hurls your foe into death’s embrace. Effect: Until the end of the encounter. it takes a -2 penalty to saving throws at the end of that turn. Sustain Minor: The soul seeker persists until the end of your next turn. you drive back another enemy. Daily • Divine. Necrotic. AC Hit: 1[W] + Wisdom modifier damage. Weapon Standard Action Melee Weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. The soul seeker vanishes at the end of your turn if it is out of your line of sight. Whenever you reduce an enemy that is adjacent to the soul seeker to 0 hit points. allowing your prayers to strike without interference. The soul seeker counts as an ally for flanking. Melee Weapon Level 1 Encounter Prayers Rictus Grin Avenger Attack 1 Your features twist in a deathly grimace. If the target is your oath of enmity target. Effect: You can lose a healing surge to deal an additional 2[W] necrotic damage. Weapon Standard Action Target: One creature Attack: Wisdom vs. Necrotic. Miss: Half damage. Level 6 Utility Prayers Soul Seeker Avenger Utility 6 You call forth a hungering spirit. Daily • Divine. divine energy strikes out from you and your foe in equal measure but opposite character. Weapon Standard Action Melee Weapon Target: One creature Attack: Wisdom vs. It remains until the end of your next turn. Encounter • Divine. Daily • Divine Minor Action Personal Effect: Choose one resistance to a damage type possessed by your oath of enmity target. Until you reduce that target to 0 hit points. Encounter • Divine. Healing Minor Action Ranged 10 Effect: A soul-consuming spirit from the land of the dead appears in an unoccupied square within range. If this attack reduces the target to 0 hit points. Fortitude Hit: 2[W] + Wisdom modifier necrotic damage. striking terror in those around you. if the target makes an attack on its turn. rotting your enemy from the inside out. ignoring difficult terrain. Daily • Divine. Divine. Weapon Standard Action Melee Weapon Target: One creature Attack: Wisdom vs. Hit: 3[W] + Wisdom modifier damage. Fear. you channel part of your own soul into your weapon. Daily • Conjuration. Radiant. you regain a healing surge. Until the end of your next turn. Weapon Standard Action Melee Weapon Target: One creature Attack: Wisdom vs. Putrescence weeps from the wound you bestow. you can use your oath of enmity power as a free action against a target adjacent to your soul seeker. Avenger Attack 1 As you smite your chosen prey. Weapon Standard Action Target: One creature Attack: Wisdom vs. and the Raven Queen rewards you with renewed vigor.Avenger Level 1 At-Will Prayers Focused Fury At-Will • Divine. allowing it to harvest the life force of your enemies. you can push another enemy that is adjacent to you 2 squares. AC Hit: 2[W] + Wisdom modifier damage. any enemy adjacent to you does not benefit from any resistance to this damage type. enemies adjacent to the target take 5 necrotic damage and enemies adjacent to you take 5 radiant damage. Melee Weapon Hit: 1[W] + Wisdom modifier damage. If you reduce the target of your oath of enmity to 0 hit points. Level 5 Daily Prayers Living Death Strike Avenger Attack 5 As you attack your chosen foe. Necrotic. and you can move it 5 squares. Level 10 Utility Prayers Decaying Presence Avenger Utility 10 Your presence decays your enemy’s defenses. any enemy adjacent to you takes a -2 penalty to attack rolls. Miss: Half damage. Effect: If this attack reduces the target to 0 hit points. you regain a number of hit points equal to your Wisdom modifier. . AC Miss: Half damage. Increase damage to 2[W] + Wisdom modifier at 21st level.

the target is immobilized. and the target takes an extra 10 necrotic damage the first time an attack hits it before the start of your next turn. Daily • Divine. Reflex Hit: 1d10 + Wisdom modifier cold damage. Divine.Level 17 Encounter Prayers Chains of Letherna Avenger Attack 17 You invoke your god’s power to bind your enemy in icy chains until you can visit the divine vengeance its presence demands. Level 19 Daily Prayers Leprous Wound Avenger Attack 19 Your dire strike causes your enemy to fall to pieces. whenever the target takes damage from an attack. Until the end of your next turn. it takes an extra 10 necrotic damage and is slowed until the end of your next turn. Implement Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Teleportation No Action Personal Trigger: An attack drops you to 0 hit points or fewer Effect: You teleport 5 squares and can spend a healing surge. but your god intercedes and spares you from the approaching doom. While leprous. Daily • Divine. and the target is leprous (save ends). . Weapon Standard Action Melee Weapon Target: One creature Attack: Wisdom vs. Miss: Half damage. Fortitude Hit: 2[W] + Wisdom modifier necrotic damage. Healing. and any enemy that ends its turn in a square adjacent to the target takes cold damage equal to your Wisdom modifier. Necrotic. Level 22 Utility Prayers Raven Wings Avenger Utility 22 Death’s shroud falls upon you. Encounter • Cold.

you can shift 2 squares of a minor action as long as you end the shift adjacent to a bloodied enemy. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Level 1 Daily Evocations Always Falling Rage Barbarian Attack 1 The fury of the waterfall and the relentless push of the waters propels you past any defenses. If you have reduced at least one non-minion enemy to 0 hit points during this encounter. Rage. this attack deals 1d8 extra damage. Until the rage ends. Until the rage ends. Until the rage ends. Miss: Half damage. Until the end of your next turn or until the rage ends (whichever is longer). Daily • Primal. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. making even its mightiest effort seem pointless against your boundless endurance. and the air splits. Rage. Effect: You enter the rage of the earthquake dragon. . Miss: Half damage. Rage. your next attack deals 5 extra damage. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Rage. Daily • Primal. you can shift 2 squares as an immediate reaction whenever one of your allies hits an enemy adjacent to you. Level 6 Utility Evocations Laugh it Off Barbarian Utility 6 You laugh at your foe’s attack. and you knock the target prone. AC Hit: 3[W] + Strength modifier damage. Effect: You enter the rage of the clawfoot berserker. Clawfoot Berserker Rage Barbarian Attack 5 You channel the behemoth’s fury to avenge injury to allies who fight alongside you. Daily • Primal. you can make an opportunity attack against any bloodied enemy adjacent to you that shifts. Effect: You enter the rage of the carver’s glory. Rage. The ground shakes. Miss: Half damage. Encounter • Primal Immediate Interrupt Personal Trigger: You are hit by an enemy’s attack Effect: Reduce the triggering attack’s damage by an amount equal to your Constitution modifier. Rage. and as the battle rages. Weapon Standard Action Target: One creature Attack: Strength vs. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Until the rage ends. Miss: Half damage. you instead deal 1d10 extra damage. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Level 5 Daily Evocations Ambusher’s Rage Barbarian Attack 5 The ambush drake’s throaty roar erupts from your throat as you fling yourself around your wounded enemy in a dizzying set-up for the death blow. you cut your way from one foe to the next.Barbarian Level 1 At-Will Evocations Foe to Foe Barbarian Attack 1 Each foe that you slay fills you with the rush of battle. AC Hit: 3[W] + Strength modifier damage. Daily • Primal. AC Hit: 3[W] + Strength modifier damage. when any ally within 5 squares of you becomes bloodied. you gain a +2 power bonus to attack rolls until the end of your next turn and can make a melee basic attack as an immediate reaction. AC Hit: 2[W] + Strength modifier damage. AC Hit: 3[W] + Strength modifier damage. AC Melee Weapon Bloodseeker’s Rage Barbarian Attack 1 Earthquake Dragon’s Rage Barbarian Attack 5 As you strike. you deal thunder damage equal to your strength modifier to each creature within 5 squares of you whenever an enemy hits you. Hit: 1[W] + Strength modifier damage. Daily • Primal. Your axe falls with power borrowed from each crashing death. Effect: You enter the rage of the ambusher. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. flashes of spectral teeth and blood-red hide reveal the bloodseeker drake protector spirit that inspires your rage. Increase damage to 2[W] + Strength modifier at 21st level. Miss: Half damage. Effect: You enter the rage of the always falling spirit. At-Will • Primal. Miss: Half damage. While raging. Effect: You enter the rage of the bloodseeker. You can barely hear the voices of your friends asking you to call on a different primal spirit to drive your rage. Daily • Primal. whenever you reduce any enemy to 0 hit points. Level 9 Daily Evocations Carver’s Raging Glory Barbarian Attack 9 Your axe rises in time with the ocean’s pounding waves. Until the rage ends. You gain a +2 power bonus to your next attack roll and damage roll against the triggering enemy made before the end of your next turn.

Miss: Half damage. you can hear the wicked laughter of the trickster spirit. Miss: Half damage. Until the rage ends. Daily • Primal. and the target is slowed (save ends). You are so consumed with primal fury that you enter a selfdestructive rampage. Miss: Half damage. you can repeat the rage’s attack as an immediate interrupt against any adjacent enemy that rolls a critical hit with an attack. Rage. AC Hit: 2[W] + Strength modifier damage. Daily • Primal. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. you gain resist 5 to all damage. and when your foe is lucky enough to make an extraordinarily effective attack. Effect: You enter the rage of the whisper blades. Daily • Primal. Level 19 Daily Evocations Fortune’s Ravagers Rage Barbarian Attack 19 Sometimes good luck leads directly to bad. . Effect: You enter the rage of the fortune’s ravager.Frenzied Beast Rage Barbarian Attack 9 Level 15 Daily Evocations Whisper Blades Rage Barbarian Attack 15 A shifting aura of moons and stars outlines your form. Miss: Half damage. AC Hit: 4[W] + Strength modifier damage. Rage. Effect: You enter the rage of the stoneroot. Rage. Effect: You enter the rage of the frenzied beast. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Until the rage ends. Rage. As blood drips from your blade and from your enemy. once per round when you hit with a melee attack on your turn. AC Hit: 3[W] + Strength modifier damage. Until the rage ends. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Stoneroot Rage Barbarian Attack 9 Power wells up from deep within the unassailable earth. you can choose to reduce the damage of that attack by 10 and deal 10 damage to another creature within 5 squares of you. Until the rage ends. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. and you deal the same amount of damage to a different enemy within 5 squares. The damage you take cannot be reduced or negated. Daily • Primal. you’re right there to slam that luck back down its throat. AC Hit: 3[W] + Strength modifier damage. once per round as a minor action you can take 5 damage to deal 5 + your Constitution modifier damage to an enemy adjacent to you.

and you pull the target 2 squares. Implement. allies adjacent to the enemy can spend a healing surge as a free action. Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Level 19 Daily Spells All Souls’ Ball Bard Attack 19 A haunting tune fills the air. Daily • Arcane. Summoning Minor Action Ranged 10 Effect: You summon a Medium deadly dancer in an unoccupied square within range. whenever the ally reduces an enemy to 0 hit points. and enemies adjacent to the slain enemy grant combat advantage until the end of their next turn. when an ally attacks the target and hits. Level 1 Daily Spells Burdening Dirge Bard Attack 1 Your dire lament is a heavy weight on your foe’s mind. and the target is marked by the deadly dancer until the end of your next turn. Implement. that ally can immediately mark all enemies within 2 squares of him or her. Zone Standard Action Close Burst 2 Target: Each enemy in burst Attack: Charisma vs. Necrotic. • Standard Action: Close burst 1. the target is slowed until the end of its next turn. It has a +4 bonus to AC and a +4 bonus to Reflex. • Opportunity Action: Targets one creature. Will Hit: 1d8 + Charisma modifier psychic damage. Daily • Arcane. and death. 2d10 + Charisma modifier necrotic damage. Will Hit: 2d8 + Charisma modifier necrotic damage. Fear Minor Action Target: One ally in burst Close Burst 5 Level 29 Daily Spells Song of the Deadly Dancer Bard Attack 29 Your song calls forth a dancing amalgam of shadow. An enemy that starts it turn in the zone is weakened until the start of its next turn. the deadly dancer can shift 2 squares. its nightmarish gamboling keeping pace with your feverish beat. It whirls into being and spins toward your foes. warning your enemies that the end is nigh. Daily • Arcane. Implement. At-Will • Arcane. Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Daily • Arcane. drawing the souls of the dying to dance among their killers. Zone Standard Action Area Burst 2 Within 10 Target: Each enemy in burst Squares Attack: Charisma vs. Charisma vs. Effect: The burst creates a zone of deep and haunting chanting that lasts until the end of the encounter. Charisma vs. targets each adjacent enemy. Reflex. binding that enemy when your allies cause it pain. Will Hit: 2d8 + Charisma modifier necrotic damage. Will Hit: 3d8 + Charisma modifier necrotic damage. Implement. Effect: Until the end of the encounter. Effect: Until the end of the encounter. After all attacks are resolved. your words become a weapon capable of luring a foe into a tactical blunder. Necrotic. Implement. Miss: Half damage. . This mark lasts until the end of the ally’s next turn. Daily • Arcane. When an enemy within the zone drops to 0 hit points. Fear. Reflex. The dancer has speed 8. Necrotic. You can give the deadly dancer the following special commands. Effect: The burst creates a zone that lasts until the end of the encounter. Increase damage to 2d8 + Charisma modifier at 21st level. blades. Level 16 Utility Spells Funeral Dirge Bard Utility 16 Your words conjure up fear of your allies. and the target is immobilized until the end of your next turn. 2d10 + Charisma modifier necrotic damage.Bard Level 1 At-Will Spells Cutting Words Bard Attack 1 With the aid of your magic. Level 15 Daily Spells Funeral Dirge Bard Attack 15 Death itself sings a wordless dirge and calls your foes to their doom.

Fire. If you used divine fortune this turn. Encounter • Divine. Encounter • Divine. you can conjure an additional angel in a square not adjacent to another angel. Melee Weapon Invigorating Assault Cleric Attack 1 You chant a prayer to bolster a nearby ally while you strike at your foe. who stand and silently observe you in battle. the ally receives a bonus to the saving throw equal to the bonus granted by your divine fortune. Level 1 Daily Prayers Curse of Misfortune Cleric Attack 1 Fate intervenes and consigns the enemy to defeat as its attacks fail and its stratagems lead to ruin. Reflex Hit: 2d8 + Wisdom modifier fire damage. Effect: One ally adjacent to you gains temporary hit points equal to your Wisdom modifier. Will Hit: 1d8 + Wisdom modifier psychic damage. Daily • Divine. and your allies gain a +1 power bonus to attack rolls against the target until the end of your next turn. Encounter • Divine Minor Action Ranged 10 Effect: The target makes a saving throw. Weapon Standard Action Target: One creature Attack: Strength vs. causing your ally to rise up and defeat this foe. Implement. Implement. Psychic Standard Action Close Burst 3 Target: Each enemy in burst Attack: Strength or Wisdom vs. At-Will • Divine. Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Level 1 Encounter Prayers Vengeful Flare Cleric Attack 1 Seeing your ally in pain. When an ally adjacent to the angel spends a healing surge. Effect: Each time you use healing word or Channel Divinity before the end of the encounter. For each of your uses of healing word or Channel Divinity since the start of your last turn. it rolls twice and uses the lower result (save ends).Cleric Level 1 At-Will Prayers Gaze of Defiance Cleric Attack 1 With a fearless glare. the ally also gains a +4 power bonus to damage rolls against the target until the end of your next turn. Increase damage to 2d8 + Wisdom modifier at 21st level. ghostly angel in one square in burst. the bonus increases to +3. Psychic Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. If you used healing word this turn. Level 6 Utility Prayers Gift of Good Fortune Cleric Utility 6 You beseech the divine forces that shape destiny and fate to smile on your ally. Implement. Aftereffect: The target takes 10 psychic damage. you mark your foe as a target for allied attacks. you vow vengeance as you rain holy fire upon your foe. Level 5 Daily Prayers Divine Juggernaut Cleric Attack 5 Your body surges with the manifestation of divine wrath. Sustain Minor: The effect persists. Will Hit: Whenever the target makes an attack roll. Divine Minor Action Close Burst 10 Effect: You conjure a silent. If you use healing word on that ally this turn. Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. At-Will • Divine. AC Melee Weapon Hit: 1[W] + Strength modifier damage. Daily • Divine. Increase damage to 2[W] + Wisdom modifier at 21st level. and the target takes a -2 penalty to all defenses until the end of your next turn. Weapon Standard Action Target: One creature Attack: Strength vs. and any ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. AC Miss: Half damage. the target takes damage equal to your Charisma modifier and you and each ally adjacent to you gain temporary hit points equal to your Charisma modifier. Hit: 2[W] + Strength modifier damage. The angel lasts until the end of your next turn and occupies its square. If the target attacks you before the end of your next turn. and even simple prayers make your onslaught more forceful. Daily • Conjuration. he or she gains an additional 4 hit points. Miss: The target takes 10 psychic damage. Reflex Hit: 1d10 + Wisdom modifier radiant damage. Level 3 Encounter Prayers Destined Duel Cleric Attack 3 You mark an enemy with a holy sigil. Implement. and you can move each angel 3 squares. . Level 2 Utility Prayers Angelic Witnesses Cleric Utility 2 Your prayers bring the attention of ghostly minor angels. this attack deals extra damage equal to your Charisma modifier.

fiery light blast down and mark your foes with divine sigils. when you use healing word. If you are bloodied. Healing. Personal Summon Black Reaper Cleric Attack 15 Effect: Move up to your speed. Wisdom vs. If you’ve used Channel Divinity this encounter. Healing. Reflex Hit: The target is dazed until the end of your turn. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. You call upon the Raven Queen. you regain the use of this power. and if the black reaper reduces its target to 0 hit points. Effect: Until the end of the encounter. This dark figure harrows foes but stays the hand of death when it would touch your friends. targets one creature. Necrotic Standard Action Ranged 10 Target: One creature Attack: Strength or Wisdom vs. • Standard Action: Reach 2. or three creatures within 5 squares of the target. Healing. 2d8 + Wisdom modifier necrotic damage. Implement. One creature can spend a healing surge. . Calling upon your deity allows you to perform this trick again. two. Implement Standard Action Close Blast 5 Target: Each creature in blast Attack: Wisdom vs. If you’ve used Channel Divinity this encounter. You can give the black reaper the following special commands. Reflex. Fortitude Hit: 1d10 + Wisdom modifier cold and necrotic damage. Encounter • Divine. targets one creature. and fly 8 (hover). Reflex. the bonus is instead +2. and an ally with 5 squares of you can spend a healing surge. Choose one. the black reaper and one ally within 5 squares of it regain 2d6 hit points. Special: When you use Channel Divinity. Daily • Divine. another creature takes 1d10 cold damage. Minor Action Ranged 10 Effect: You summon a Large black reaper in an unoccupied 2-by-2-square space within range. the next hit against the target before the end of your next turn deals extra radiant damage equal to 5 + your Charisma modifier. for good or ill. and if the black reaper reduces its target to 0 hit points. Encounter • Divine Immediate Interrupt Close Burst 5 Trigger: An ally within 5 squares of you takes damage from an attack Target: The triggering ally in burst Effect: Reduce the triggering attack’s damage by 5 + your Charisma modifier. Level 15 Daily Prayers Sacred Armistice Cleric Attack 15 Your prayer affects a short-term pact of peace and gives you the divine sanction to heal the wounds of battle. Level 13 Encounter Prayers Chains of Blazing Light Cleric Attack 13 Columns of intense. AC Hit: 2[W] + Strength modifier fire damage. you mark the target until the end of your next turn. Summoning Level 7 Encounter Prayers Forgemaster’s Flame Cleric Attack 7 The astral fire you call down limns your foe. Wisdom vs.Seized Destiny Cleric Utility 6 Level 10 Utility Prayers Reverent Mettle Cleric Utility 10 You blunt an attack against your comrade using only your devout will. It has a +4 bonus to AC and a +4 bonus to Will. You foster courage where fear reigns. Walk Among the Wounded Encounter • Divine Move Action Cleric Utility 6 As you pass by your allies. Each ally adjacent to you at any point during this move gains a +1 power bonus to AC until the end of your next turn. • Opportunity Action: Reach 2. Divine. drawing forth an embodiment of grim fate. causing it to become sluggish and providing healing to an ally. the target grants combat advantage and is slowed until the end of your next turn. and you provide strength where weakness rules. Implement. and one creature takes 1d10 necrotic damage. Necrotic. Union of Three Fates Cleric Attack 13 Three inky tendrils emerge from your target. Encounter • Cold. 2d8 + Wisdom modifier necrotic damage. the target of that power gains a +5 power bonus to all defenses until the end of your next turn. Daily • Divine Standard Action Close Burst 5 Target: You and each ally in burst Effect: The target gains temporary hit points equal to 5 + your Wisdom modifier and gains a +2 power bonus to Will until the end of the encounter. Fire. and those touched by the malignant appendages learn their fates. If you haven’t. The black reaper has reach 2. the black reaper and one ally within 5 squares of it regain 2d6 hit points. Fear. Will Hit: The target cannot attack (save ends). Encounter • Divine. Radiant Standard Action Area Burst 2 Within 10 Squares Target: Up to four creatures in burst Attack: Wisdom vs. leaving them shaken. your presence bolsters their spirits. Implement. Daily • Divine. speed 8.

Daily • Divine. the target also gains a +2 power bonus to all defenses. Level 22 Utility Prayers Death for Death Cleric Utility 22 You pluck fate’s strings to alter the outcome of your ally’s attack. draining the life from an enemy and transferring it to your ally. Implement. but can continue to act normally instead. If you used Channel Divinity since the start of your last turn. the ally can make a saving throw against each of those conditions at the start of its turn. Zone Standard Action Area Burst 2 Within 10 Squares Necrotic Transference Cleric Attack 19 You swathe your weapon in necromantic energy. Zone Minor Action Close Burst 5 Target: You and each ally in burst Effect: The target regains 15 hit points. outlining a starry tree like some used to model the cosmos. it gains the condition its current hit points dictate at the end of its next turn. Prayer Made Real Cleric Utility 22 Each prayer you recite builds on the one before it. or stunned condition that a save can end. Necrotic. Effect: The burst creates a zone that lasts until then end of your next turn.Tree of Creation Cleric Attack 15 Level 17 Encounter Prayers Life-Stealing Light Cleric Attack 17 A burst of light from your soul draws energy from your enemies. Motes of light burst from you. Necrotic Standard Action Close Burst 3 Target: Each enemy in burst Attack: Wisdom vs. but you can move its center to your location when you sustain it. and each enemy in it takes 1d6 radiant damage. Encounter • Divine. Miss: Half damage. Daily • Divine Immediate Interrupt Ranged 5 Trigger: An ally misses with an attack Target: The triggering ally Effect: The ally loses 1 healing surge and rerolls the attack with a bonus equal to your Wisdom modifier. Radiant. . death’s door slams shut around an area you protect with your divine power. Sustain Minor: The zone persists. Necrotic Standard Action Close Blast 5 Target: Each creature in blast Attack: Strength or Wisdom vs. but the light of the cosmic tree lingers. The image fades. that creature does not begin dying. You must remain within the zone to sustain it. Daily • Divine. Will Hit: 3d10 + Wisdom modifier radiant damage. the creature that killed the target regains 1d6 hit points. Sustain Minor: The zone persists until the end of your next turn. If the ally doesn’t have any healing surges left. Healing. When you or an ally within the zone drops to 0 hit points or fewer. Level 16 Utility Prayers Healing Circle Cleric Utility 16 As you pass by your allies. The burst creates a zone of healing light that lasts until the end of the encounter. it instead loses hit points equal to its surge value. Daily • Divine. Level 19 Daily Prayers Breath of the Raven Queen Cleric Attack 19 You release the Raven Queen’s breath to assail your enemies. Miss: 3d6 cold damage. Daily • Cold. When a creature exits the zone. Will Hit: 4[W] + Charisma modifier necrotic damage. Fortitude Hit: 3d6 + Wisdom modifier cold damage. Daily • Divine. and one ally within 10 squares of you regains a healing surge. Implement. Healing. When you or any ally spends a healing surge while within the zone. the target also gains a +1 power bonus to attack rolls. Zone Standard Action Close Burst 3 Target: Each enemy in burst Attack: Wisdom vs. Divine. Sealing Death’s Door Cleric Utility 22 With a distant boom audible to all. binding them in black ice to leech strength from their bodies and their souls. First Failed Saving Throw: The target is restrained instead of immobilized (save ends) Second Failed Saving Throw: The target also takes ongoing 10 necrotic damage (save ends). Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. as well as at the end of its turn. and if the target drops to 0 hit points before the end of your next turn. Miss: Half damage. No creature is required to make death saving throws while in the zone. Effect: The burst creates a zone against death that lasts until the end of your next turn. culminating in a great boon that makes you and your allies into a divine army. Each death brings greater glory. If you used healing word this turn. harming your enemies and steeling the minds of your allies. he or she regains additional hit points equal to 5 + your Charisma modifier. You and each ally within the zone gains a +2 power bonus to Will and resist 5 psychic. dominated. Will Hit: 3d6 + Wisdom modifier necrotic damage. If an ally within the zone is under a dazed. your presence bolsters their spirits. Daily • Divine Minor Action Area Burst 2 Within 10 Squares Target: You and each ally in burst Effect: The target gains a +2 power bonus to saving throws. Implement. The bonuses granted by this power last until the end of the encounter. and the target is immobilized (save ends).

Zone Standard Action Area Burst 2 Within 10 Squares Effect: The burst creates a zone of sparking electricity until the end of your next turn. Sustain Minor: The zone persists. When you or an ally takes lightning or thunder damage while within the zone. you or an ally of your choice can spend a healing surge without taking an action to do so. Implement. Healing. If an enemy is reduced to 0 hit points while within the zone. . whoever took the damage can use an immediate interrupt to spend a healing surge.Level 25 Daily Prayers Soulshock Field Cleric Attack 25 A flash of bright light leaves the area rippling with tiny arcs of golden lightning that leap and crawl about. Enemies that enter the zone or start their turns there take 2d10 + Wisdom modifier lightning damage. Lightning. Daily • Divine.

Any enemy that enters the wall’s space or starts its turn there grants combat advantage until the end of that enemy’s next turn.Druid Level 1 At-Will Evocations Grasping Tide Druid Attack 1 A vortex of water appears amidst your foes. Increase damage to 2d6 + Wisdom modifier at 21st level. you can use an opportunity action to make a secondary attack against it. if the target leaves the burst’s area of effect. Reflex Hit: You knock the target prone. Until the end of your next turn. Primal Minor Action Area Wall 5 Within 10 Squares Effect: You conjure a wall of fluttering green and gold leaves that lasts until the end of the encounter. Daily • Conjuration. The wall can be up to 4 squares high. Fortitude Hit: 1d6 + Wisdom modifier damage. Any ally who is within the wall or being attacked through it has concealment. Primal Standard Action Area Burst 1 Within 10 Squares Target: Each creature in burst Attack: Wisdom vs. At-Will • Implement. drawing them into its grasp. . Secondary Attack: Wisdom vs. Level 6 Utility Evocations Leaf Wall Druid Utility 6 Wind spirits hurl tempests of leaves in a swirling mass that disorients enemies while concealing your allies.

Primary Target: One creature Primary Attack: Strength vs. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. Effect: Any enemy that makes an opportunity attack against you during your charge takes damage equal to your Constitution modifier. and ongoing 5 damage (save ends). Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. Encounter • Martial Move Action Personal Requirement: You must have reduced a nonminion enemy to 0 hit points during this turn. Increase damage to 2[W] + Strength modifier + twice Constitution modifier at 21st level. and ongoing 5 damage (save ends). At-Will • Martial. Special: You can use this power in place of a melee basic attack. AC Hit: 1[W] + Strength modifier + Constitution modifier damage. you move forward to find your next opponent. Effect: You shift up to your speed and gain a bonus to your next damage roll before the end of your next turn equal to the distance (in squares) you shifted. Level 1 Daily Exploits Ruinous Attack Fighter Attack 1 Your weapons move with incredible speed and open deep gashes in your opponent. AC Hit: 3[W] + Strength modifier + Constitution modifier damage. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. Special: When charging. Encounter • Martial Immediate Action Personal Trigger: An adjacent enemy marked by you drops to 0 hit points Effect: You move a number of squares equal to your Dexterity modifier. Miss: Half damage. You must charge and use this power in place of a melee basic attack. but you pursue to finish the job. you can slide the target one square and shift into the square the target vacated. AC (main weapon) Hit: 1[W] + Strength modifier damage. Miss: Half damage. Level 1 Encounter Exploits Punishing Charge Fighter Attack 1 As you charge into battle. but it packs quite a punch when it connects. AC (off-hand weapon) Hit: 1[W] + Strength modifier damage. you can use this power in place of a melee basic attack. Target: One creature Special: Before the attack. Effect: You make a secondary attack. Who’s Next? Fighter Utility 2 When your foe crumples. Savage Advance Fighter Attack 1 Your enemy falls back beneath your savage attack. and you knock the target prone. Attack: Strength -2 vs. Target: One creature marked by you Attack: Strength -2 vs. Encounter • Martial. At-Will • Martial. You can mark one enemy that is adjacent to you after this movement. Daily • Martial. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier + Constitution modifier damage. Fortitude Hit: Strength modifier damage. Target: One creature Attack: Strength vs. Wicked Strike Fighter Attack 1 Your weapon might be cumbersome. . your weapon opens a path to your chosen foe.Fighter Level 1 At-Will Exploits Knockdown Assault Fighter Attack 1 You smash your weapon into your foe so hard that the enemy loses its footing. Miss: Half damage. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. Daily • Martial. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. The mark lasts until the end of your next turn. you quickly move on to challenge a new enemy. Level 2 Utility Exploits Close the Gap Fighter Utility 2 As your foe falls.

Encounter • Martial Minor Action Close Burst 1 Target: Each enemy in burst you can see Effect: The target is marked until the end of your next turn. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon.Level 3 Encounter Exploits Restoring Strike Fighter Attack 3 Your weapon impacts with a satisfying crunch. If you hit with this attack. You trace a line on the ground with your weapon. you gain resist 5 to all damage but grant combat advantage to all attacks. and you knock the target prone. AC Hit: 2[W] + Strength modifier damage. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. Brutal Advance Fighter Attack 5 After throwing the enemy back. step. step. Effect: You shift 1 square and make a tertiary attack against a different target. and you push the target 2 squares. you put yourself in danger. and any enemy adjacent to you other than the target takes damage equal to your Constitution modifier. allowing you to dance away. AC (off-hand weapon) Hit: 1[W] + Dexterity modifier damage. AC Hit: 3[W] + Strength modifier + Constitution modifier damage. you charge to deliver the killing blow. Daily • Martial. Tertiary Attack: Strength +1 vs. Level 7 Encounter Exploits Inertia Strike Fighter Attack 7 Your tremendous swing carries your weapon through one enemy and into anyone else in your reach. Each time your blade connects you strike again—or feint. Effect: After the attack. Any enemy inside the zone grants combat advantage to you. you deal extra damage equal to your Constitution modifier. Encounter • Martial. You can end this effect as a free action on your turn. Daily • Martial. Dancing Defense Fighter Attack 5 Level 6 Utility Exploits Daring Shout Fighter Utility 6 You challenge nearby enemies to attack you. Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. . you can make a melee basic attack with your off-hand weapon against a different target or shift 1 square and gain a +2 power bonus to AC and Reflex until the start of your next turn. and you push the target 3 squares. Target: One creature Attack: Strength vs. You gain temporary hit points equal to your Constitution modifier + the number of targets in the burst. and finally one last strike to end your opponents’ threat. Stance. Effect: Until the end of the encounter. AC Hit: 1[W] + Strength modifier + Constitution modifier damage. strike. and you push the target 3 squares. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. Until the end of your next turn. Encounter • Martial Standard Action Close Burst 1 Requirement: You must be trained in Intimidate. Effect: You shift 1 square and make a secondary attack. once per round when you hit with an attack using your main weapon. Level 5 Daily Exploits Brazen Assault Fighter Attack 5 Relying on your own resilience. AC (main weapon or off-hand weapon) Hit: 1[W] + Strength modifier damage. Primary Target: One creature Primary Attack: Strength vs. Weapon Minor Action Melee Weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon) Hit: 1[W] + Strength modifier + Dexterity modifier damage. you can use your second wind as a minor action. Effect: The burst creates a zone that lasts until the end of the encounter or until you leave it. Target: One creature Attack: Strength -2 vs. Effect: Until the stance ends. Tertiary Target: One creature other than the primary and secondary targets. you can make a charge attack against the same target as a free action. bolstering your own stamina. filling you with new confidence. Encounter • Martial. Spinning Razor Strike Fighter Attack 5 Line in the Sand Fighter Utility 6 You move with such alacrity that your enemies can’t follow your movements: strike. Target: One creature Attack: Strength -2 vs. knowing that you can maneuver for a better attack. Miss: No damage. AC Hit: 1[W] + Strength modifier damage. Daily • Martial. Secondary Target: One creature other than the primary target Secondary Attack: Strength +1 vs. Weapon Standard Action Melee Weapon Prerequisite: You must be trained in Endurance. Daily • Martial. daring your enemies to cross it.

Special: When you make a Combat Challenge attack. Daily • Martial. you also gain a +2 power bonus to all defenses and a +1 power bonus to attack rolls until the end of your next turn. you can move up to your speed. that ally gains a +2 shield bonus to AC and Reflex and you gain a +2 power bonus to melee attack rolls. Weapon Standard Action Close Burst 1 Target: Each creature in burst you can see Attack: Strength vs. Fortitude (off-hand weapon) Hit: 1[W] damage. and their presence gives you the upper hand. Weapon: If you’re wielding a flail. You can not slide the target into hindering terrain. Punishing Storm Fighter Attack 9 Level 13 Encounter Exploits Leaping Assault Fighter Attack 13 You spring through your foes to rip apart an enemy with a saving swing. the target is also knocked prone. and then make an attack against the target. Encounter • Martial. Personal Effect: You can spend a healing surge. you can shift 1 square and make a secondary attack. Target: One creature Attack: Strength vs. Effect: Until the end of your next turn. AC (main weapon) Hit: 2[W] + Strength modifier damage. AC Hit: 2[W] + Strength modifier damage. or polearm. and you knock the target prone. Daily • Martial. Encounter • Martial Minor Action Personal Requirement: You must be using a shield. This movement does not provoke opportunity attacks from any enemy marked by you. If you have combat advantage against the target. Miss: Half damage. When you spend this surge and any other surge until the end of the encounter.Level 9 Daily Exploits Bloodspike Sweep Fighter Attack 9 You whip your weapon around in an arc as deadly as the sweep of a bloodspike behemoth’s tail. Phalanx Leader Fighter Utility 10 You gather your allies behind your shield’s bulwark. Effect: If you hit at least once. Martial Minor Action You use your weapon to expertly drive your foe into position for your attack. and ongoing 5 damage (save ends). AC Hit: 2[W] + Strength modifier + Constitution modifier damage. Weapon Standard Action Melee Weapon Requirement: You must be trained in Athletics and wielding a two-handed weapon. you deal extra damage equal to your Strength modifier. Effect: You can make a charge attack against a different target. Encounter • Martial. AC Hit: 1[W] + Strength modifier damage. dance aside. pick. Attack: Strength vs. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. and no ongoing damage. or mace. Miss: Half damage. Weapon Standard Action Melee Weapon Target: One creature Effect: You slide the target 1 square into a square adjacent to you. Murderous Assault Fighter Attack 9 You slam your weapon into your foe and surge in one smooth motion to swing again at another foe. Secondary Target: One creature other than a primary target Secondary Attack: Strength vs. you can slide the target a number of squares equal to your Constitution modifier. hammer. Fighter Utility 10 You dig deep to find the strength you need to overcome your foes. Special: Before the attack. Daily • Martial. Target: One creature Attack: Strength vs. Salamander Lash Fighter Attack 13 Level 10 Utility Exploits Mighty Surge Daily • Healing. Weapon: If you’re wielding an axe. and deliver a sudden strike with your secondary weapon to send the enemy sprawling. You strike twice at the foe. Primary Target: One or two creatures Primary Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. you can use this power instead of a melee basic attack. while any ally is adjacent to you. .

AC (main weapon) Hit: 2[W] + Strength modifier damage. each time you regain hit points. Encounter • Martial. Level 16 Utility Exploits Warding Steel Fighter Utility 16 You whip your weapon up to intercept your enemies’ attacks. Weapon Immediate Interrupt Melee Weapon Requirement: You must be wielding two melee weapons. You can shift 1 square. Secondary Attack: Strength +2 vs. Fortitude Hit: The target falls prone. you gain a bonus to your next damage roll equal to your Constitution modifier. Revel in Pain Fighter Attack 17 You grin widely as you endure pain. Daily • Martial. you gain any hit points in excess of your maximum value as temporary hit points. Special: If the target is granting you combat advantage. Primary Target: One creature Primary Attack: Strength vs. Fortitude Hit: Constitution modifier damage. Stance Minor Action Personal Effect: Until the stance ends. the secondary attack deals extra damage equal to 3 + your Constitution modifier. Effect: You make a secondary attack against the target. Secondary Attack: Strength vs. At-Will • Martial Minor Action Personal Requirement: You must be wielding a two-handed weapon. AC (main weapon and off-hand weapon). Miss: Half damage. Reliable. Trigger: An enemy marked by you would hit you with a melee attack Target: The triggering enemy Primary Attack: Strength +2 vs. using it to move toward your foe with the hope of exacting revenge. Target: One creature Primary Attack: Strength vs. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. You can shift 1 square. you can add 2[W] to the damage dealt or have the target take a -4 penalty to attack rolls (save ends). Daily • Martial. Weapon Standard Action Close Burst 1 Requirement: You must be wielding a two-handed weapon. Effect: You can move up to 3 squares and make a secondary attack in close burst 1. In addition. . Weapon Immediate Reaction Melee Weapon Prerequisite: You must be trained in Endurance. and the target is dazed (save ends). your fury rises and adds terrible weight to your attacks. Level 17 Encounter Exploits Bitter Harvest Fighter Attack 17 You smash through the pressing host to set your eyes and your weapon on your chosen foe. If both attacks hit. Effect: You move your speed to a space adjacent to the target. and the target is dazed until the end of your next turn. AC Hit: Strength modifier + Constitution modifier damage. Weapon Standard Action Close Burst 1 Target: One creature Attack: Strength vs. Toppling Finish Fighter Attack 19 You smash through the pressing host to set your eyes and your weapon on your chosen foe. Daily • Martial. AC (off-hand weapon) Hit: You take half damage from the triggering attack and make a secondary attack against the same target. Effect: You can shift 1 square and make a secondary attack. Level 19 Daily Exploits Adaptable Maneuver Fighter Attack 19 A swift attack tests your enemy’s defenses and tells you whether you should drop into a defensive posture or strike again. and you gain temporary hit points equal to half the damage of the triggering attack. Fortitude Hit: 2[W] + Strength modifier + Constitution modifier damage. Daily • Martial. two attacks Hit: 3[W] + Strength modifier damage on the first hit. AC Hit: 2[W] + Strength modifier damage. Secondary Target: All enemies in burst you can see Secondary Attack: Strength vs. Weapon Standard Action Close Burst 1 Requirement: You must be wielding a two-handed weapon. Level 22 Utility Exploits Battle Furor Fighter Utility 22 When you draw upon your reserves. AC Hit: 5[W] + Strength modifier damage. Target: The triggering enemy Attack: Strength vs. Encounter • Martial. Effect: You gain a bonus to AC and Fortitude equal to your Constitution modifier until the start of your next turn. AC Hit: 1[W] + Strength modifier + Constitution modifier damage. and the momentum carries you forward so you can do it again. Masterful Parry Fighter Attack 15 You catch the enemy’s attack with your off-hand weapon and drive your main weapon into your enemy’s unprotected body. Miss: Half damage. Primary Target: Each enemy in burst you can see Primary Attack: Strength vs. Trigger: An enemy within 4 squares of you damages you with an attack. and you push the target 1 square. Encounter • Martial. whenever you regain hit points.Level 15 Daily Exploits Hurricane Strike Fighter Attack 15 You swing your blade around you. Secondary Target: One enemy marked by you Secondary Attack: Strength -2 vs.

Miss: Half damage. Your weapons pound into your foes to give you the room you need to face off with your true target. you become the image of death—a menacing presence sparking terror in all who behold you. and the target is pushed 1 square. you gain temporary hit points equal to 10 + your Constitution modifier. Target: One creature Attack: Strength vs. you fling the foe away and then leap after it to bring the battle to a bloody close. you push the target a number of squares equal to your Constitution modifier and knock the target prone. . and the target grants combat advantage to you until the end of your next turn. You’ve battled this enemy long enough. Miss: No damage. and you push the target 2 squares. You then push the target 1 square per hit and can shift 2 squares into a square the target occupied. but it can’t escape you: You step forward to finish the job you started. Encounter • Martial. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. Effect: Until the end of the encounter. allowing you to follow up with a forceful kick to send the enemy sprawling. Image of Death Fighter Attack 29 As your enemies fall beneath your blade. Whenever such an attack hits. and the target is pushed 2 squares. Secondary Attack: Strength vs. two. the damage you inflict pushing you onward. four attacks Hit: 3[W] + Strength modifier damage on the first hit. Daily • Martial. and you push the target a number of squares equal to your Constitution modifier. you can’t score another critical hit with it on the same turn. AC Hit: 2[W] + Strength modifier + Constitution modifier damage. you gain a +4 bonus to the attack roll. If all four attacks hit. AC Hit: 2[W] + Strength modifier damage. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. Daily • Martial. Target: One creature Primary Attack: Strength vs. Effect: You can make a charge attack against the same target as a free action. AC Hit: 2[W] + Strength modifier damage. Special: If you score a critical hit with this power. Level 29 Daily Exploits Enemy Undone Fighter Attack 29 Your opponent falls back beneath your attack’s ferocity. AC Melee Weapon Hit: 3[W] + Strength modifier + twice your Constitution modifier damage. the target takes an additional 1[W] damage. you can use an at-will or encounter melee attack power in place of any melee basic attack. Daily • Martial. Weapon Standard Action Close Burst 1 Requirement: You must be wielding two melee weapons.Level 23 Encounter Exploits Slash and Kick Fighter Attack 23 Your weapon tears through your foe. AC Hit: 2[W] + Strength modifier damage. Primary Target: Each enemy in burst you can see Primary Attack: Strength vs. Miss: Half damage. Putting all your strength behind the attack. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. Fortitude Special: If you are bloodied. AC (main weapon and off-hand weapon). or three creatures Attack: Strength -2 vs. Storm’s Fury Strike Fighter Attack 25 Level 27 Encounter Exploits Wild Offensive Fighter Attack 27 Your weapon moves with astonishing speed. If this attack hits. Reliable. Stance Minor Action Personal Time to Die Fighter Attack 25 Effect: Until the stance ends. Daily • Martial. Target: One. and ongoing 10 damage (save ends). Weapon Standard Action Target: One creature Attack: Strength -2 vs. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. Hit: You push the target a number of squares equal to your Constitution modifier and knock the target prone. Daily • Martial. Target: One creature Attack: Strength vs. and you make a secondary attack against the target. Level 25 Daily Exploits Goad of Blood Fighter Attack 25 You pull out all the stops on your attacks. leaving those you strike reeling in pain. AC Hit: 3[W] + Strength modifier damage. Encounter • Martial. Effect: You shift a number of squares equal to your Dexterity modifier and make a secondary attack. Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. and no ongoing damage. On each additional hit. Miss: Half damage. you gain combat advantage against enemy marked by you. the target takes an additional 10 damage.

Encounter • Divine.Invoker Level 1 At-Will Prayers Astral Wind Invoker Attack 1 Divine wind screams from you to hurl your enemies back. . all creatures adjacent to the target at the end of their turn take 5 necrotic damage. Poison Standard Action Area Burst 1 Within 5 Squares Target: Each creature in burst Attack: Wisdom vs. Healing. pulled. Radiant. Encounter • Divine. but can be brought back to life with the Raise Dead ritual or similar means. Daily • Divine Minor Action Target: One dead ally Ranged 10 Level 6 Utility Prayers Symbol of Vengeance Invoker Utility 6 A glyph of ancient meaning shimmers above your companion. you can use your target to determine lines of sight and effect for your divine ranged or area at-will or encounter attacks from the target. The target regains hit points equal to its bloodied value and gains the undead keyword. you intone a dread word to bind its spirit to the flesh. Level 7 Encounter Prayers Death’s Dread Whisper Invoker Attack 7 Your voice drops to a whisper and from your mouth issues your enemies’ undoing. Necrotic. causing them to flinch away—and find themselves elsewhere. and its melee attacks deal extra damage equal to your Wisdom modifier. forcing time’s ravages to come crashing in if only for a moment. Fortitude Hit: 1d10 + Wisdom modifier necrotic damage. the ally dies. Vile Plague Invoker Attack 15 At your command. Increase damage to 2d6 + Wisdom modifier at 21st level. allowing you to channel your divine might to strike those that intend it harm. Miss: The target takes 10 necrotic and poison damage. Fortitude Hit: 4d6 + Wisdom modifier radiant damage. Level 23 Encounter Prayers Age’s Infirmity Invoker Attack 23 Your command sees the enemy age rapidly. causing the companion to rise again and fight on your behalf. slowed. Miss: Half damage. When your ally falls. immune to disease and poison. A target suffering from the vile plague is dazed. that creature can spend a healing surge. Level 15 Daily Prayers Eye of Dawn Invoker Attack 15 A light like the morning sun burns amid your foes. gains resist 10 necrotic and vulnerable 5 radiant. Level 16 Utility Prayers Guidance of Heavenly Hands Invoker Utility 16 Even as you are yanked from your feet. Implement. At-Will • Divine. Encounter • Divine. it takes extra damage equal to your Constitution modifier. Implement. The target is otherwise unchanged and can act normally. Fortitude Hit: The target is dazed and takes a -2 penalty to attack rolls until the end of your next turn. as long as you can see the target. and it is slowed until the end of its next turn. Zone Standard Action Close Burst 5 Effect: The burst creates a zone of divine power that lasts until the end of your next turn. Encounter • Divine. or teleported by an attack Target: The triggering creature Effect: You negate the forced movement and teleport the target 5 squares. It is slowed. Effect: Until the end of the encounter. In addition. Effect: You teleport each ally in the burst to any other square in or adjacent to the burst. guiding you gently to a safe destination. and takes ongoing 10 necrotic damage. and you teleport the target 1 square. Daily • Divine. Necrotic Standard Action Area Burst 1 Within 10 Squares Target: Each creature in burst Attack: Wisdom vs. divine power flows through you. slid. Vengeful Dead Invoker Utility 16 Level 2 Utility Prayers Death’s Denial Invoker Utility 2 Your utterance prevents death from claiming new victims. Fortitude Hit: The target suffers the vile plague (save ends). Daily • Divine Minor Action Target: One ally Ranged 10 Effect: The target becomes an undead ally until the end of the encounter. If the target moves nearer to you on its next turn. Teleportation Standard Action Area Burst 2 Within 10 Squares Target: Each enemy in burst Attack: Wisdom vs. Implement Standard Action Close Blast 5 Target: Each creature in blast Attack: Wisdom vs. the ground releases ancient plagues once used to harvest new souls for the Lord of the Dead. Teleportation Immediate Interrupt Close Burst 10 Trigger: You or an ally within range are pushed. At the end of the encounter. Implement. Daily • Divine. Implement Standard Action Close Blast 3 Target: Each creature in blast Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier damage. and you teleport the target to any other space in or adjacent to the burst. and you push the target 1 square. Whenever a nonbloodied ally within the zone becomes bloodied or drops to 0 hit points or fewer. and the target is slowed and weakened until the end of your next turn.

Implement. Miss: Half damage. Fortitude Hit: 3d8 + Wisdom modifier radiant damage. which sinks deep into its soul and waits to punish it for further evildoing. Level 29 Daily Prayers Harm Invoker Attack 29 You speed your enemy to death’s door by draining its life and vitality with one cruel command. it takes radiant damage equal to the damage roll. Daily • Divine. and the target is subject to Amoth’s penance until the end of your next turn. and the target is subject to Amoth’s penance (save ends). . Implement. Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. it takes and extra 1d10 damage. The first time a creature subject to Amoth’s penance makes a damage roll against one of your allies on its turn. If this attack bloodies the target.Level 25 Daily Prayers Penance of Amoth Invoker Attack 25 You blast your enemy with coruscating power. Will Hit: The target chooses to either move its speed away from you or take a -2 penalty to attack rolls until the end of the encounter. Secondary Target: All enemy in burst that can see you Secondary Attack: Wisdom vs. This attack gains the fear keyword. Fortitude Hit: 7d10 + Wisdom modifier necrotic damage. Necrotic Standard Action Melee Touch Primary Target: One creature Primary Attack: Wisdom vs. Daily • Divine. Effect: You make a secondary attack in a close burst 5.

expanding quickly. Level 3 Encounter Prayers Fortune-Spurned Smite Paladin Attack 3 Your weapon burns with dark flames. this attack is Strength vs. Encounter • Divine. fixing your foe’s place and its attention on you. you gain cold and necrotic resistance equal to 5 + either your Wisdom or Charisma modifier. Whenever an enemy enters or starts its turn in the zone. and the target is weakened and slowed (save ends both). the lower of the target’s AC or Will. channeling your enemy’s loss into healing. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength or Charisma vs. Daily • Divine. If you have marked the target. Divine. Sustain Minor: The zone persists. it is slowed until the end of your next turn. Implement. Winter’s Edge Paladin Attack 3 Your weapon is like the biting winds of winter. Weapon Standard Action Close Burst 1 Target: Each creature in burst Attack: Strength vs. While within this whirling blizzard. Winter’s Fated Stance Paladin Utility 6 A murder of ghostly ravens hover around you. AC Hit: 1[W] + Strength modifier cold damage. At-Will • Divine. Daily • Divine. Fortitude Hit: 1d10 + Charisma modifier cold damage. Effect: The burst creates a zone of hindering frost that lasts until the end of your next turn. Necrotic. Your powerful attack challenges your foe to face you. Daily • Divine. AC Hit: 1[W] + Strength modifier cold damage. Special: If you are bloodied. You gain a +2 power bonus to attack rolls against the triggering enemy until the end of your next turn. Encounter • Divine. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Reliable. AC Hit: 1[W] + Strength modifier necrotic damage. AC Level 1 Daily Prayers Frost of Letherna Paladin Attack 1 Paladin Attack 1 Ice and frost swirl around you. and the target is slowed until the end of your next turn. Level 7 Encounter Prayers Ravenfrost Strike Paladin Attack 7 Black frost covers your weapon. Effect: Until the stance ends. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Divine. Healing Immediate Interrupt Personal Trigger: The target of your divine challenge hits you Effect: You can spend a healing surge. and the target is marked until the end of your next turn or until you move into a square not adjacent to the target. Zone Standard Action Close Burst 2 Target: Each enemy in burst Attack: Charisma vs. Healing. Encounter • Cold. What the flames touch becomes craven and fearful. AC Hit: 2[W] + Strength modifier necrotic damage. Increase damage to 2[W] + Strength modifier at 21st level. Encounter • Cold. Daily • Cold. Necrotic. Melee Weapon Hit: 1[W] + Strength modifier damage. Necrotic. it is instead immobilized until the end of your next turn. you sap your adversary’s will to act. your enemies cannot escape you. The next time the target takes damage before the start of your next turn. Divine. AC Requirement: You must be using a shield. and the target is immobilized and subject to your divine sanction until the end of your next turn. and an ally adjacent to you gains resist 2 to all damage until the end of your next turn. it moves up to its speed away from you. Fear. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Forbidding Strike Paladin Attack 1 The divine might of your attack extends your shield’s magical protection for your ally. You can end this stance as a free action to gain a +2 bonus to any defense until the end of your next turn. If you have marked the target. Hit: 1[W] + Strength modifier damage. Fortitude Hit: 2[W] + Strength or Charisma modifier necrotic damage. it is instead immobilized until the end of your next turn. warding you against cold and death. Stance Minor Action Personal Level 1 Encounter Prayers Stolen Life Paladin Attack 1 You slam your weapon home. Miss: Half damage. Increase resistance to 5 at 11th level and 10 at 21st level. . Level 6 Utility Prayers Flare of Divine Vengeance Paladin Utility 6 The energy of your divine challenge erupts with light that heals you as the enemy attacks and empowers your next strike against it. which are traits despised by fortune. and you or an ally within 5 squares of you regains hit points equal to your Charisma modifier. freezing your opponents in their tracks. Weapon Standard Action Target: One creature Attack: Strength vs. Level 5 Daily Prayers Shadow’s Apathy Paladin Attack 5 With a solid strike.Paladin Level 1 At-Will Prayers Challenging Strike At-Will • Divine.

Level 9 Daily Prayers Reaper’s Harvest Paladin Attack 9 Your weapon parts your enemy’s defenses. Make a secondary attack. Implement. Will Hit: 1[W] + Charisma modifier necrotic damage. Miss: Half damage. and the target is subject to your divine sanction until the end of your next turn. you can use divine challenge on that enemy as a free action. Psychic. Level 13 Encounter Prayers Letherna’s Hounds Paladin Attack 13 Shadowy hounds materialize and spring at your enemies. Daily • Divine. Weapon Standard Action Melee Weapon Primary Target: One creature Primary Attack: Strength vs. In addition. Encounter • Divine. it immediately takes the damage your divine challenge mark normally deals. and you knock the target prone. Miss: Half damage. Necrotic. and the target is subject to your divine sanction until the end of your next turn. Fortitude Hit: 1d10 + Charisma modifier damage. Level 10 Utility Prayers Deathguide’s Stance Paladin Utility 10 Muttering devotions. Daily • Divine. Stance Minor Action Personal Level 15 Daily Prayers Darkness Unleashed Paladin Attack 15 With a howl of defiance. Stance Minor Action Personal Effect: Until the stance ends. You pull the target 1 square to a space adjacent to you. Wayfinder’s Strike Paladin Attack 15 Nothing can stand between your divine wrath and your foe. Daily • Divine. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Strength vs. dragging them to your feet. If you cannot force creatures out of the path of your charge. Healing. AC Hit: 2[W] + Strength or Charisma modifier necrotic and psychic damage. Necrotic Free Action Close Burst 1 Trigger: You use your second wind Target: Each enemy in burst Attack: Charisma vs. Effect: The target is subject to your divine sanction until the end of your next turn. punishing those who would weaken your allies’ resolve. Target: One creature Attack: Strength vs. Miss: Half damage. Teleportation Move Action Personal Effect: You teleport a number of squares equal to 1 + your Charisma modifier to a space adjacent to an enemy you have marked. Winter’s Arrival Paladin Utility 10 You step through deep shadow to chase your foe. You slide such creatures 1 square before you charge. bringing icy ground back with you. AC Hit: 2[W] + Strength modifier necrotic damage. You can charge a target marked by you even if other creatures occupy spaces that would block your charge movement. Necrotic. Healing. Encounter • Divine. AC Hit: 3[W] + Strength modifier damage. Miss: Half damage. letting you claim the bounty of its defeat. Will Hit: 2d10 + Charisma modifier necrotic damage. Daily • Divine. Creatures taking opportunity attacks against you during your charge take 1[W] damage and slide 1 square. all squares adjacent to you become difficult terrain until the end of your next turn. you catch your breath and loose a sapping wave of darkness against your assailants. you regain your use of second wind this encounter. you can channel the death that’s all around you into life. Special: If you score a critical hit with any of the attacks granted by this power. any time an enemy within 5 squares of you makes an attack that does not include you. Effect: Until the stance ends. Vengeful Vigilance Paladin Utility 10 Your awareness expands to allow you to protect your allies in an instant. . you can spend a healing surge and regain hit points equal to twice your surge value. shadowy blades spring from your foe to slice those nearby and draw ire upon you. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength or Charisma vs. you or an ally within 5 squares of you regains a number of hit points equal to 5 + your Charisma modifier whenever a nonminion enemy within 5 squares of you is reduced to 0 hit points. Daily • Divine. Effect: If this attack reduces the target to 0 hit points. Weapon Standard Action Melee Weapon Requirement: You must charge an enemy and use this power in place of a melee basic attack. If the triggering attack is against Will and you mark the attacker. Daily • Divine. you cannot use this power on the marked target. Shadow Blades of Shared Doom Paladin Attack 9 As your attack lands. Implement. Necrotic Standard Action Close Burst 2 Target: Each enemy in burst Attack: Charisma vs.

Visage of Sorrow Paladin Attack 19 Grave Smite Paladin Attack 23 You call forth divine power from the Shadowfell to transform your aspect to one of bitter sorrow and grief. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Daily • Cold. You drive your foe to the ground. Encounter • Cold. Encounter • Cold. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength or Charisma vs.Level 17 Encounter Prayers Frozen Shackles Paladin Attack 17 Heat flees from your enemy. Icy Clutches Paladin Attack 17 Level 22 Utility Prayers Fateful Cleansing Paladin Utility 22 Your intimacy with mortality allows you to remove the doom of impending death from others. Zone Standard Action Close Burst 1 Target: Each enemy in burst Attack: Strength or Charisma vs. Until this divine sanction ends. Effect: You spend a healing surge without regaining hit points. it takes damage as if it had made an attack that didn’t include you. choose Strength or Charisma as the ability you use when making attack and damage rolls with this power. The target is subject to your divine sanction until the end of your next turn. it can make a saving throw against all effects a save can end. AC Hit: 4[W] + Strength or Charisma modifier cold and necrotic damage. and if it stands up while still subject to this sanction. Divine. Encounter • Divine. and the target is restrained until the end of your next turn. and the target is subject to your divine sanction (save ends). commanding it to stay down or suffer the consequences. and the target is subject to your divine sanction until the end of your next turn. Daily • Divine. Divine. Effect: The burst creates a zone of freezing cold and blowing snow that lasts until the end of the encounter. Squares within the zone are difficult terrain and lightly obscured. and your allies can siphon its life force with each successful attack. Healing Minor Action Target: One creature Melee Touch Level 25 Daily Prayers World in Winter Paladin Attack 25 Cold blossoms around you. it takes 10 cold and necrotic damage. Level 23 Encounter Prayers Freezing Censure Paladin Attack 23 With a single prayer. If you hit at least one enemy with a divine attack power during your turn. Encounter • Cold. Will Hit: 3d8 + Strength or Charisma modifier psychic damage. Daily • Divine. . Healing. AC Hit: 3[W] + Strength or Charisma modifier necrotic damage. Level 19 Daily Prayers Deathguide’s Sanction Paladin Attack 19 You strike and sanction your foe. Daily • Divine. bringing ice and snow in from the Shadowfell. Fear. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 4[W] + Charisma modifier radiant damage. Divine. causing it to freeze in place. Fortitude Hit: 2d8 + Strength or Charisma modifier cold damage. Implement. it also grants combat advantage to you and your allies until the end of your next turn. your allies regain a number of hit points equal to 5 + your Charisma modifier the first time they hit the target on each of their turns. Reliable. Divine. Implement Standard Action Ranged 10 Target: One creature Attack: Strength or Charisma vs. Special: When you gain this power. Whenever an enemy ends its turn within the zone. Psychic Standard Action Close Burst 2 Target: Each enemy in burst Attack: Strength or Charisma vs. and you knock the target prone. and the target is immobilized until it takes damage from an attack. AC Hit: 2[W] + Strength modifier cold damage. and the zone moves with you. In addition. Effect: Melee and ranged attacks against you take a -2 penalty until the end of the encounter. Weapon. Necrotic. Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. If the target is marked by you. Radiant. and the target regains hit points as if it had spent two healing surge. you can increase the zone’s size by 1 at the end of your turn (to a maximum of a close burst 5). Your smite sends your enemy to the grave. Will Hit: 2d8 + Charisma modifier cold damage. encasing your foe in a crust of time. Necrotic. and the target falls prone and cannot stand until the end of your next turn. winter comes early.

AC Hit: 4[W] + Strength modifier necrotic damage. you can use this power in place of a melee basic attack. Reflex Hit: 1d8 + Charisma modifier necrotic damage. Necrotic. and you can make the following implement attack. . Level 29 Daily Prayers Sorrowsworn Smite Paladin Attack 29 With a weapon’s thrust. and the target is blinded and cannot regain hit points (save ends). you bring sorrow.Level 27 Encounter Prayers Charge of the Dead Paladin Attack 27 Shades of the honored dead join you in your onslaught. Implement. Encounter • Divine. and the target cannot regain hit points until the end of your next turn. blindness. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Necrotic. Miss: Half damage. Daily • Divine. Special: When charging. AC Hit: 3[W] + Strength modifier damage. and death. Free Action Close Burst 2 Secondary Target: The primary target and each enemy in burst Secondary Attack: Charisma vs. Weapon Standard Action Melee Weapon Primary Target: One creature Primary Attack: Strength vs.

Target: One creature Attack: Strength vs. Target: One creature Attack: Strength vs. Daily • Beast. The attack deals 1 extra damage for each enemy adjacent to you. Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons.Ranger Level 1 At-Will Exploits Hunter’s Teamwork At-Will • Martial. Increase damage to 2[W] + Dexterity modifier at 21st level. If both attacks hit. pushed. two attacks Hit: 1[W] + Strength modifier damage. you gain combat advantage against the target with the attack. Special: If two or more allies are adjacent to the target. Level 5 Daily Exploits Predatory Charge Ranger Attack 5 You lunge toward your foe while your beast companion leaps on an enemy in your wake. the target is grabbed. Encounter • Martial Free Action Personal Trigger: You reduce your quarry to 0 hit points Effect: Choose one enemy within 5 squares of you. the target takes 1[W] + Strength modifier damage from each weapon. two attacks Hit: 1[W] + Strength modifier damage. Until the end of your next turn. and you gain combat advantage against it until the end of your next turn. When you sustain the grab. or slid Effect: You negate the forced movement. Martial. Level 7 Encounter Exploits Lashing Leaves Ranger Attack 7 Your dancing blades cut your foes deep. Effect: Your beast companion charges an enemy. Target: One creature Attack: Strength vs. Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. two attacks Hit: 1[W] + Strength modifier damage per attack. Level 3 Encounter Exploits Confusion of Blades Ranger Attack 3 Your twin blades become a whirl of slapping. If that enemy has attacked you with an opportunity attack during your turn. Encounter • Martial Immediate Interrupt Personal Trigger: You are pulled. two attacks Hit: 1[W] + Strength modifier damage. Attack: Strength vs. If both attacks hit. AC (main weapon and off-hand weapon). ready to attack. Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. Weapon Standard Action Target: One creature Attack: Dexterity vs. If the target is your quarry. AC Hit: 1[W] + Strength modifier damage. AC (main weapon and off-hand weapon). If both attacks hit. AC (main weapon and off-hand weapon). Target: One creature Requirement: You must charge the target and use this power in place of a melee basic attack. and cutting surfaces. Level 1 Encounter Exploits Plant to the Hilt Ranger Attack 1 You embed both of your weapons in your foe and use them as grips to swing that foe around to a new position. and you slide the target 1 square to a square adjacent to you. Target: One creature Attack: Strength vs. Encounter • Martial. it takes a –2 penalty to escape attempts. the target takes 2 extra damage whenever it is hit. AC Hit: 2[W] + Strength modifier damage. and like a great tree swaying in a storm. knocking that enemy prone on a hit in addition to its normal damage. and you push the target 1 square and shift into the square it formerly occupied. Miss: Half damage. the second slide increases to 3 squares. At-Will • Martial. Weapon Standard Action Melee Weapon Prerequisite: You must be trained in Athletics. Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. You designate that enemy as your quarry. Target: One creature Attack: Strength vs. Increase damage to 2[W] + Strength modifier at 21st level. Encounter • Martial. leaving wounds that are exacerbated by further attacks. . the extra damage equals 1 + your Wisdom modifier. AC (main weapon and off-hand weapon). and you gain a +2 power bonus to AC until the end of your next turn. Shield of Blades Ranger Attack 1 You defend with one weapon while striking with the other. AC Level 2 Utility Exploits Bending Branch Ranger Utility 2 Ranger Attack 1 You resist a foe’s attempt to move. you gain a +2 bonus to your next melee attack roll before the end of your next turn. Level 9 Daily Exploits Dire Bear Maul Ranger Attack 9 You draw your foe into a deadly bear hug with both weapons. You use a nearby ally to gain advantage with your attack. In addition. Daily • Martial. your best companion gains a bonus to its attack and damage rolls equal to your Wisdom modifier. Encounter • Martial. Ranged Weapon Hit: 1[W] + Dexterity modifier damage. You cannot otherwise attack with your weapons while you sustain the grab. you snap back. Level 6 Utility Exploits Death Threat Ranger Utility 6 You bring down your quarry and then fix your hunter eyes on another foe. jabbing.

Level 10 Utility Exploits
Blood of the Fallen
Your triumph is like a balm to you. Daily • Healing, Martial Free Action Personal Trigger: You reduce your quarry to 0 hit points Effect: You regain hit points equal to your healing surge value + your Strength modifier.

Level 16 Utility Exploits
Mirror of Steel
Daily • Martial, Stance Minor Action

Level 22 Utility Exploits
Verdant Silence Ranger Utility 22
You call on the peace and calm that lies at the heart of the forest, where the Masters of the Verdant Silence meditate. Daily • Martial Minor Action Personal

Ranger Utility 10

Ranger Utility 16

With your glittering play of blades, you deflect attacks. Personal

Effect: Until the stance ends, you gain a +1 bonus to all defenses against melee attacks and ranged attacks while you are wielding two melee weapons.

Effect: You spend a healing surge but regain no hit points. You instead end each effect on you that a save can end.

Level 13 Encounter Exploits
Storm in the Trees Ranger Attack 13
You move like a tempest among the pines, slashing at one foe and then leaping at another. Encounter • Martial, Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks Hit: 1[W] + Strength modifier damage. If both attacks hit, you can shift 2 squares and make a melee basic attack against a different creature.

Wolfjaw Blows

Ranger Utility 16

Level 23 Encounter Exploits
Crashing Blades Ranger Attack 23
You bring both of your weapons crashing down on your foe’s head so hard that it has difficulty focusing for a moment. Encounter • Martial, Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. Target: One creature Primary Attack: Strength vs. AC (main weapon) Hit: 2[W] + Strength modifier damage. Effect: Make a secondary attack against the target. Secondary Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] + Strength modifier damage. If the primary attack also hit, the target is dazed until the end of your next turn.

Unwary foes fall as you take advantage of their distraction to hook your weapons into their flesh. Daily • Martial, Stance Minor Action Personal

Effect: Until the stance ends, when you make a melee attack against a target with combat advantage, the target is knocked prone if you hit.

Level 17 Encounter Exploits
Canopy of Blades Ranger Attack 17
You whirl your blades ferociously, cutting your foe and warding off attacks. Encounter • Martial, Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks Hit: 1[W] + Strength modifier damage. Effect: You gain a +2 power bonus to all defenses until the end of your next turn. The bonus increases to 4 if either attack hits and to 6 if they both hit.

Strength of Earth

Ranger Attack 13

With a mighty heave, you leap into the air and wrap your arms around your foe, dragging it with you to the unyielding earth. Encounter • Martial, Weapon Standard Action Melee Weapon Prerequisite: You must be trained in Athletics. Effect: You jump up to 3 squares vertically and 5 squares horizontally. You can make the following attack at any point during the jump. Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage, and you knock the target prone.

Level 25 Daily Exploits
Thunderfury Charge Ranger Attack 25
You slip past your enemies, who are then overwhelmed by your beast companion. Daily • Beast, Martial, Weapon Standard Action Melee Weapon Prerequisite: You must be trained in Athletics. Primary Target: One creature Requirement: You must begin with your beast companion adjacent to you. You must charge the target and use this power in place of a melee basic attack. Your movement during this charge does not provoke opportunity attacks. Primary Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and you push the target 1 square and shift into the square it formerly occupied. Effect: Your beast companion shifts its speed to a space adjacent to you and makes the following secondary attack during its movement. Secondary Target: Each creature adjacent to your beast companion during its shift Secondary Attack: Beast’s attack bonus vs. Reflex Hit: 2[B] + beast’s Strength modifier damage, and the target is knocked prone.

Level 27 Encounter Exploits
Seeking Roots Ranger Attack 27
One of your blades finds your foe, then your other one does so. You cap the attacks by scissoring the foe with both weapons. Encounter • Martial, Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. Target: One creature Primary Attack: Strength vs. AC (main weapon) Hit: 2[W] + Strength modifier damage. Effect: Make a secondary attack against the target. Secondary Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] + Strength modifier damage. If the primary attack also hit, the target takes 5 + your Strength modifier extra damage.

Rogue
Level 1 At-Will Exploits
Clever Strike Rogue Attack 1
You can turn even a minor distraction into an opportunity for a deadly attack. At-Will • Martial, Weapon Standard Action Melee or Ranged Weapon Target: One creature Attack: Dexterity vs. AC Requirement: You must be wielding a light blade. Special: If an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack. Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.

Level 1 Encounter Exploits
Opening Move Rogue Attack 1
While your enemies fumble for weapons or stand and gape, you leap into the fray to score a deadly hit. Encounter • Martial, Weapon Standard Action Melee Weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Effect: You gain a power bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn. Artful Dodger: The bonus to your defenses equals 2 + your Charisma modifier.

Level 3 Encounter Exploits
Darting Strike Rogue Attack 3
You move your weapon with blinding speed, striking a foe who didn’t realize it was open to an attack. Encounter • Martial, Weapon Opportunity Action Melee Weapon Prerequisite: You must be trained in Acrobatics. Trigger: An enemy within 2 squares of you makes a ranged or area attack or moves without shifting or teleporting Target: The triggering enemy Effect: You shift 2 squares to a space adjacent to the target and make the following attack with combat advantage. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage.

Level 1 Daily Exploits
Duelist’s Prowess Rogue Attack 1
The way you stand appears to allow a foe an opening, but use your foe’s attack to draw it in for your own quick strike. Daily • Martial, Stance, Weapon Minor Action Personal Effect: Until the stance ends, you can use the following attack once per round. Immediate Interrupt Melee Weapon Requirement: You must be wielding a light blade. Trigger: An enemy adjacent to you attacks you Target: The triggering enemy Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage.

Level 5 Daily Exploits
Duelist’s Demand Rogue Attack 5
You hem your foe in with a series of deadly strikes. It cannot move as long as your weapon is ready to strike. Daily • Martial, Weapon Standard Action Melee Weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is immobilized and grants you combat advantage. If the target does not end its turn adjacent to you, these effects end. Miss: Half damage, and the target is immobilized and grants you combat advantage until the end of your next turn.

Duelist’s Flurry

Rogue Attack 1

You move your blade quickly, stinging your foe with a series of cuts and slashes. When combined, they form a deadly threat. At-Will • Martial, Weapon Standard Action Melee or Ranged Weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: Dexterity modifier damage, and you slide the target 1 square. You then shift 1 square. You can deal Sneak Attack damage even if you do not have combat advantage with this attack. Increase damage to 5 + Dexterity modifier at 21st level.

Probing Strike
At-Will • Martial, Weapon Standard Action Target: One creature Attack: Dexterity vs. AC

Rogue Attack 1

Level 2 Utility Exploits
Agile Footwork Rogue Utility 2
Though your foe wants to move in closely, you’d rather keep your distance, so you nimbly move away. Encounter • Martial Immediate Reaction Personal Trigger: An enemy ends its turn adjacent to you Effect: You shift 3 squares.

Level 6 Utility Exploits
Hidden Blade Rogue Utility 6
You conceal a small weapon in your hand until it’s time to strike! Encounter • Martial Minor Action Personal Prerequisite: You must be trained in Thievery. Effect: You gain combat advantage on the next attack roll you make with a weapon that has the off-hand property before the end of your turn.

As you attack, you perceive a flaw in the enemy’s defenses. Melee or Ranged Weapon

Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level. Effect: You gain a +1 power bonus to your next attack roll against the target before the end of your next turn.

Encounter • Martial. . Weapon Standard Action Melee Weapon Prerequisite: You must be trained in Acrobatics. You may shift through squares occupied by enemies. Slice Free Rogue Attack 7 You pain your grasping enemy. You shift half your speed. Tumbling Strike Rogue Attack 17 With great agility. You ignore difficult terrain and can move through enemies’ square during the shift. Encounter • Martial. Reflex Hit: 1[W} + Dexterity modifier damage. AC Hit: 2[W] + Dexterity modifier damage. you escape. Level 7 Encounter Exploits Lashing Blade Rogue Attack 7 A foe near you feels the sting of your blade as you lash out. and you slide the creature 1 square. you cross harsh terrain and weave through foes before making your enemy regret it ever confronted you in battle. AC Hit: 3[W] + Dexterity modifier damage. and the target takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn. Encounter • Martial. Effect: You shift your speed and make the following attack at any point during the shift. setting it off balance and leaving it vulnerable to your next attack. Effect: You shift your speed. Target: One creature Attack: Dexterity vs. After this shift. Weapon Standard Action Melee Weapon Requirement: You must be wielding a light blade. If you’re grabbed. Level 13 Encounter Exploits Vaulting Charge Rogue Attack 13 You rush forward and leap into the air. or Dexterity vs. Trigger: An enemy starts its turn in or moves into a square adjacent to you Target: The triggering enemy Attack: Dexterity vs. Artful Dodger: The number of squares you shift equals 4 + your Charisma modifier. Reflex if the target has not yet acted in combat Hit: 3[W} + Dexterity modifier damage. Encounter • Martial. Will Hit: 2[W] + Dexterity modifier damage. and the target grants you combat advantage until the end of your next turn. AC. Effect: You shift a number of squares equal to 2 + your Charisma modifier. Encounter • Martial Immediate Reaction Personal Prerequisite: You must be trained in Acrobatics. You gain a power bonus to AC equal to your Charisma modifier until the end of your next turn. skewering a foe that thought it was safe behind its allies. Opportunity Action Melee Weapon Requirement: You must be wielding a light blade. Encounter • Martial. but the enemy has difficulty returning the favor. and can move through enemies’ spaces during this shift. Weapon Standard Action Melee Weapon Requirement: You must be wielding a light blade.Swift Parry Rogue Utility 6 Level 10 Utility Exploits Sneaky Roll Rogue Utility 10 You take advantage of your foe’s success to somersault into a better position. Trigger: You are hit by a melee attack Target: The triggering enemy Effect: You gain a bonus to your defenses equal to your Charisma modifier. Target: One creature Attack: Dexterity vs. Trigger: You are hit by a melee attack Effect: You shift half your speed. Target: One or two creatures adjacent to you during your shift Attack: Dexterity vs. Weapon Immediate Interrupt Melee 1 Requirement: You must be wielding a light blade. You deflect your enemy’s attack. Level 17 Encounter Exploits Path of the Blade Rogue Attack 17 You slash at your enemies. Artful Dodger: The penalty to attack rolls equals 2 + your Charisma modifier. make the following attack. forcing them to part before you as you rush your intended enemy. Target: One creature Attack: Dexterity vs. allowing yourself an opening to tumble away. Artful Dodger: The bonus to your AC equals 2 + your Charisma modifier. Encounter • Martial. Weapon Standard Action Personal Effect: You can make the following attack until the end of your next turn. Weapon Minor Action Melee Weapon Prerequisite: You must be trained in Acrobatics.

Weapon Standard Action Melee Weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. starts its turn adjacent to you. Artful Dodger: The bonus to your defenses equals 2 + your Charisma modifier. Weapon Standard Action Personal Effect: You gain a power bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn. Reflex Hit: 4[W] + Dexterity modifier damage. Level 27 Encounter Exploits First and Final Strike Rogue Attack 27 As your enemy fumbles for its weapon. Daily • Martial. Level 25 Daily Exploits Reaching Blade Rogue Attack 25 Your skill allows you to take advantage of openings granted by foes even at a distance. Effect: Until the stance ends. Encounter • Martial. your blade a blur of steel as you strike again and again. you can shift your speed to a space adjacent to the target of that attack and use a rogue at-will melee attack power against that target as a free action. Effect: You shift your speed. Trigger: An enemy makes a melee attack against you.Level 23 Encounter Exploits Shimmering Blade Rogue Attack 23 You stand ready to counter each of your enemies’ moves. Artful Dodger: The bonus to your AC equals 2 + your Charisma modifier. you stride forward to deliver a deadly attack. Reflex Hit: 2[W] + Dexterity modifier damage. Encounter • Martial. You can make the following attack until the end of your next turn. You gain a power bonus to AC equal to your Charisma modifier until the end of your next turn. Opportunity Action Melee Weapon Requirement: You must be wielding a light blade. or ends its turn adjacent to you Target: The triggering enemy Attack: Dexterity vs. . Stance Minor Action Personal Prerequisite: You must be trained in Athletics. whenever an ally within 3 squares of you makes a successful opportunity attack. and can move through enemies’ spaces during this shift. or 5[W] + Dexterity modifier damage if the target has not yet acted in combat.

assaults your enemies. Spirit Minor Action Personal Effect: Until the end of the encounter. Daily • Primal. when an enemy within 2 squares of your spirit companion drops to 0 hit points. keeping them from shuffling off the mortal coil for a short while. you gain a +2 power bonus to attack rolls until the end of your next turn. Will Hit: 4d10 + Wisdom modifier necrotic damage. Spirit Free Action Personal Level 22 Utility Evocations Life and Death Struggle Shaman Utility 22 You anchor your allies’ souls to their bodies. Effect: Each ally adjacent to your spirit companion regains a healing surge. Enemies within the zone cannot regain hit points. Level 16 Utility Evocations Faces of the Fallen Shaman Utility 16 Each of your enemies sees the faces of fallen friends flicker across the visage of your spirit companion. The burst creates a zone that lasts until the end of the encounter. Zone Standard Action Area Bust 2 Within 10 Squares Effect: Each ally within the burst can spend a healing surge. Daily • Primal. While within the zone. . Primal. transferring its power to bolster the life force of an ally. Level 19 Daily Evocations Guardians of Howling Wrath Shaman Attack 19 Your spirit transforms into a howling echo of death. Necrotic. Spirit Standard Action Melee Spirit 1 Target: One creature Attack: Wisdom vs. and your spirit companion is immediately dismissed and cannot be called again until the start of your next turn. Miss: Half damage. consumes their life force.. Effect: Until the end of the encounter. you and your allies gain a +5 power bonus to death saving throws. and channels it into primal power. Daily • Healing. an enemy that starts its turn adjacent to your spirit companion is weakened until the start of its next turn.Shaman Level 10 Utility Evocations Sacrificial Spirit Shaman Utility 10 You temporarily sap your spirit companion of its strength. Daily • Primal.

Lightning 5. you must teleport the target that many squares. Lightning. At-Will • Arcane. When they emerge. Roll a d6 to determine the attack’s damage type. Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Level 7 Encounter Spells One Blow. deal 10 damage of that same type to one enemy within 3 squares of you. Roll a d6 to determine the attack’s damage type. Thunder Increase damage to 2d10 + Charisma modifier at 21st level.Sorcerer Level 1 At-Will Spells Arcing Fire Sorcerer Attack 1 You lob a blast of fire past intervening foes that scorches them on the way to your target. Fire. You deal 5 thunder damage to all creatures adjacent to the target after this teleport. Radiant 6. and the target is slid 2 squares and slowed (save ends). Fire 3. Secondary Target: One creature other than the primary target within 10 squares of you Secondary Attack: Charisma vs. they erupt in thunder. Special: You can use this power as a ranged basic attack. Reflex Hit: 2d8 + Charisma modifier lightning damage. Any enemy providing the target cover against this attack takes fire damage equal to your Charisma modifier. Poison 6. Force 4. Implement. Lightning 5. Reflex Hit: 1d10 + Charisma modifier damage. As a beam of energy lances from your hand or eyes. Cold 2. Chaos Sorcerer: You can choose to roll a d4. Implement. as a lightning strike blasts a distant foe. One Echo Sorcerer Attack 7 A simple stab or smash is never simple when its echo can spiral through your magic and blossom in fire or thunder. Reflex Hit: 1d8 + Charisma modifier fire damage. Effect: You make a secondary ranged attack that does not provoke opportunity attacks. and you push the target a number of squares equal to 1 + your Strength modifier. Implement Immediate Reaction Close Burst 10 Trigger: An enemy in the area hits you with an attack Target: The triggering creature Attack: Charisma vs. Varies Standard Action Ranged 10 Target: One creature Attack: Charisma vs. or a d8 to determine the distance of the teleport effect. the secondary target is dazed until the end of your next turn. Daily • Arcane. . and if the secondary is adjacent to the primary target. Cold 3. Thunder Standard Action Melee 1 Target: One creature Attack: Charisma vs. Encounter • Arcane. At the start of your next turn. Level 13 Encounter Spells Thunder and Strike Sorcerer Attack 13 Your surprise melee blow drives the enemy away in thunder. Thunder Standard Action Melee 1 Primary Target: One creature Primary Attack: Charisma vs. Implement. knocking it aside and binding it to the earth. a d6. At-Will • Arcane. Teleportation. Effect: Reduce the damage you take from the triggering attack by an amount equal to your Charisma modifier. part of it swirls around you as a temporary flickering shield. Increase damage to 2d8 + Charisma modifier at 21st level. Fortitude Hit: 1d8 + Charisma modifier thunder damage. You gain resist 5 against the type of damage your attack deals until the end of your next turn. Thunder Energy Strobe Sorcerer Attack 1 Level 3 Encounter Spells Teleport Bash Wizard Attack 3 A sharp blow from your staff or dagger sends your foe flickering through the gaps between worlds. and the target is slid 1 square. Implement. 1. Reflex Hit: 2d8 + Charisma modifier thunder damage. Roll a d6. Encounter • Arcane. Varies Standard Action Melee 1 Target: One creature Attack: Charisma vs. Miss: Half damage. Fire 4. Level 1 Daily Spells Grounding Rebuke Sorcerer Attack 1 You take the energy of your enemy’s attack and channel it back toward your foe. Acid 2. 1. Reflex Hit: 1d10 + Charisma modifier damage. Encounter • Arcane. Reflex Hit: 1d10 + Charisma modifier damage.

erupting on a foe of your choice. Lightning 5. Roll a d6 to determine the attack’s damage type. Acid 2.Level 17 Encounter Spells Rippling Strike Sorcerer Attack 17 Your slash opens a psychic connection. Will Hit: 2d8 + Charisma modifier psychic damage. Implement. Reflex Hit: 3d10 + Charisma modifier damage. Fortitude Hit: 3d8 + Charisma modifier thunder damage. a d6. deal 15 damage of that same type to each enemy within 3 squares of you. If no other enemy is within 5 squares. Cosmic Sorcerer: If this attack reduces one or more enemies to 0 hit points. Psychic Standard Action Melee 1 Target: One creature Attack: Charisma vs. Varies Standard Action Melee 1 Target: One creature Attack: Charisma vs. Cosmic Sorcerer: You can choose to roll a d4. you must teleport the target that many squares. Poison 6. Encounter • Arcane. Encounter • Arcane. and you can teleport yourself that many squares. Thunder Level 23 Encounter Spells Shuffling Thunder Sorcerer Attack 23 A blow from your staff unseals the walls between worlds. You deal 10 thunder damage to every creature adjacent to you and every creature adjacent to the target after these teleports. and you deal 10 psychic damage to one enemy within 5 squares of the target. Thunder Standard Action Melee 1 Target: One creature Attack: Charisma vs. . and the spell seals the connection in pain. You deal 10 psychic damage to that enemy. Cold 3. At the start of your next turn. Implement. 1. Fire 4. Encounter • Arcane. Roll a d6. this attack deals an extra 1d8 damage to the target instead. Level 27 Encounter Spells Sonorous Echo Sorcerer Attack 27 What seems like a relatively weak slash of your dagger turns into a blossom of acid or lightning. or a d8 to determine the distance of the teleport effects. Thunderous magic announces your arrival and the arrival of the enemy you have teleported. Implement. Teleportation. choose an enemy within 10 squares not damaged by the attack.

lightning. Implement Standard Action Area Burst 1 Within 5 Squares Requirement: You must throw your melee weapon at the origin square. it explodes and consumes the area in flames. Encounter • Arcane Immediate Interrupt Close Burst 10 Trigger: An enemy you have marked attacks an ally Target: One ally in burst Effect: Choose a damage type: acid. Effect: Each enemy adjacent to you gains ongoing 5 thunder damage (save ends). Increase damage to 2[W] + Intelligence modifier at 21st level. AC Hit: 1[W] + Intelligence modifier force damage. and you slide the target 2 squares. Level 3 Encounter Spells Incendiary Sword Swordmage Attack 3 Your weapon ignites with flames as you launch it toward your enemies. Upon striking the ground. you leave in your wake a thunderous roar that bombards enemies upon your arrival. it takes a penalty to speed equal to your Constitution modifier until the end of its next turn. the target cannot enter a square adjacent to any of your allies. Level 1 Daily Spells Dimensional Thunder Swordmage Attack 1 As you pass unseen through dimensional space. Effect: Until the end of your next turn. AC Hit: 1[W] + Intelligence modifier cold damage. This does not end existing marks placed by your Swordmage Aegis power. Teleportation. Weapon Standard Action Melee Weapon Target: One creature Attack: Intelligence vs. Encounter • Arcane. Fire. Frostwind Blade Swordmage Attack 1 You slice into your foe. Cold. Daily • Arcane. Level 7 Encounter Spells Sleet Strike Swordmage Attack 7 Your chill blade sends a rain of frozen rain cascading over your enemy. inhibiting its ability to move without slipping. Weapon Standard Action Melee Weapon Target: One creature Attack: Intelligence vs. infusing the shield with elemental energy to help defend against certain attacks. Another creature’s mark supersedes this one. the target takes fire damage equal to the amount of damage your aegis of shielding power prevents. Effect: Your weapon returns to your hand. At-Will • Arcane. Weapon Standard Action Melee Weapon Target: One creature Special: You can teleport a number of squares equal to your Constitution modifier before the attack. Will Hit: 2d6 + Intelligence modifier fire damage. if an ally moves adjacent to the target and hits it with an attack. Daily • Arcane. Level 2 Utility Spells Elemental Aegis Swordmage Utility 2 You raise an aegis in your ally’s defense. and using your Swordmage Aegis power to mark another enemy does not end this mark. or thunder. Fortitude Hit: 2d10 + Constitution modifier fire damage. cold. Effect: The creature is marked as if from your Swordmage Aegis power until the end of the encounter. Encounter • Arcane. A different enemy marked by you within 3 squares of you takes cold damage equal to your Constitution modifier. . and the target takes 5 fire damage if it makes an attack that does not include you on its next turn. searing your enemy and threatening to consume it in deadlier flames. Weapon Standard Action Melee Weapon Target: One creature Attack: Intelligence vs. Fancy bladework creates a magical buffer between your foes and your friends. Thunder. At-Will • Arcane. Your ally gains resistance to that damage type equal to 5 + your Constitution modifier until the end of your next turn. Fortitude Hit: 2[W] + Intelligence modifier thunder damage. Weapon Standard Action Melee Weapon Target: One or two creatures Attack: Intelligence vs. fire. Implement Standard Action Close Burst 10 Target: One creature in burst Attack: Intelligence vs. Until then. The target and each enemy adjacent to the target fall prone after shifting until the end of your next turn. AC Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you. AC Hit: 2[W] + Strength modifier cold damage. Cold. Fire. Attack: Intelligence vs. Target: Each creature in burst Attack: Intelligence vs. the ally can push the target 1 square. and a freezing wind of the Elemental Chaos howls from the wound. when you reduce the damage the target deals using aegis of shielding. Aegis of Shielding: Until the end of the encounter.Swordmage Level 1 At-Will Spells Frigid Blade Swordmage Attack 1 Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winter’s wrath. Warding Flourish Swordmage Attack 1 Level 5 Daily Spells Shielding Fire Swordmage Attack 5 A gout of flame springs from your sword. Force. Daily • Arcane. Cold.

Level 19 Daily Spells Death’s Resurgence Swordmage Attack 19 Death’s power turns your foe’s triumph into a victory of your own. Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. . They can reappear if that creature saves against the ongoing damage. AC Hit: 1d10 + Intelligence modifier fire damage. and then make a secondary attack. Tertiary Target: One creature other than the primary and secondary targets. AC Hit: 2[W] + Constitution modifier cold damage. Your body becomes like a bolt of lightning as you shoot from enemy to enemy. AC Hit: 1[W] + Strength modifier lightning damage. Daily • Arcane. The flames can move 1 square at the start of your turn. Necrotic Immediate Interrupt Close Burst 2 Trigger: You become bloodied or drop to 0 or fewer hit points Target: Each enemy in burst Attack: Intelligence vs. Effect: You can spend a healing surge. Weapon Standard Action Melee Weapon Target: One creature Attack: Intelligence vs. Effect: When a creature saves against ongoing damage from this power. Fire. Encounter • Arcane. and then make a tertiary attack.Level 9 Daily Spells Leaping Flames Swordmage Attack 9 Your attack gives life to a tenacious flame that pursues and burns your enemies long after the initial foe shakes it off. AC Hit: 1[W] lightning damage. you regain the use of this power. AC Hit: 3[W] + Intelligence modifier damage. Miss: Half damage. Will Hit: 2d6 + Intelligence modifier necrotic damage. Implement. and as others fall. and you do not slide the target. Weapon Standard Action Melee Weapon Target: One creature Attack: Intelligence vs. Weapon Standard Action Melee Weapon Primary Target: One creature Special: You can teleport 4 squares before the attack. and ongoing 5 fire damage (save ends. Implement. AC Hit: 1[W] lightning damage. Cold. Daily • Arcane. Effect: You can teleport 3 squares. Necrotic Immediate Interrupt Close Burst 5 Trigger: A creature in burst attacks an ally Target: The triggering creature Attack: Intelligence vs. but they can only affect a creature once per encounter. Level 15 Daily Spells Reaper’s Challenge Swordmage Attack 15 You intercede for an ally. launching attack after attack. Your pain explodes from you. see below). place magical flames in a square adjacent to that creature. it creates an icy patch along the ground that sends your enemy slipping toward another nearby patch of ground. Miss: Half damage. Effect: You can teleport 2 squares. Daily • Arcane. you regain 1d6 additional hit points for each enemy bloodied or reduced to 0 hit points by this attack. If a creature is in the same square as these flames. and they disappear at the end of the encounter. Icy Sweep Swordmage Attack 9 As your weapon sweeps toward your enemy’s feet. Tertiary Attack: Intelligence vs. Lightning Strider Swordmage Attack 9 Level 17 Encounter Spells Necromantic Disruption Swordmage Attack 15 A burst of light from your soul ensures that each enemy’s death brings you greater opportunities to strike them down. Miss: Half damage. This damage is not reduced if the target is insubstantial. the target is weakened until the end of your next turn. enshrouding your foe in a specter of death that can only be exorcised by facing you. Secondary Target: One creature other than the primary target. Daily • Arcane. If you do. Reflex Hit: 3d8 + Intelligence modifier necrotic damage. Secondary Attack: Intelligence vs. you draw strength from their defeat. it suffers ongoing 5 fire damage (save ends). Lightning. if the target makes an attack that does not include you as a target. Special: If this attack reduces your target to 0 hit points. and you slide the target into any square adjacent to you. and the flames disappear. Healing. Attack: Intelligence vs. and no ongoing fire damage. Effect: Until the end of the encounter. and the target is weakened until the end of your next turn. Daily • Arcane.

and the target is restrained and cannot teleport (save ends all). Miss: Ongoing 5 necrotic damage (save ends). Effect: Make a secondary attack against the target. AC Hit: 2[W] + Intelligence modifier damage.Level 25 Daily Spells Death Grip Swordmage Attack 25 You assail your foe as a distraction while a crushing hand of shadows closes its grip around your enemy. . Daily • Arcane. Weapon Standard Action Melee Weapon Target: One creature Attack: Intelligence vs. Secondary Attack: Intelligence vs. Necrotic. Reflex Hit: Ongoing 10 necrotic damage. and the target is restrained and cannot teleport until the end of your next turn. and you gain combat advantage for your next attack against the target.

you knock the target prone. AC Hit: 4[W] + Strength modifier damage. Level 16 Utility Evocations Vine Poultice Warden Utility 16 You summon healing vines from the ground and pack the wound with them. and you knock both you and the target prone. and you gain resist 10 lightning until the end of your next turn. Miss: Half damage. and you knock the target prone. Level 13 Encounter Evocations Stalactite Hook Warden Attack 13 Your weapon arm transforms into a spike of rock that skewers your foe and pulls it closer. If the triggering attack misses. AC Level 10 Utility Evocations Entangling Shield Warden Utility 10 Your shield sprouts vines that grab at your enemy. Target: One creature Attack: Strength vs. Weapon Standard Action Melee Weapon Requirement: You must charge and use this power in place of a basic melee attack. the target is immobilized until the end of your next turn or until you move away from the creature. Target: One creature Attack: Strength vs. Effect: You mark the target until the end of your next turn.Warden Level 1 At-Will Evocations Warden’s Lunge At-Will • Primal. Weapon Standard Action Melee 2 Target: One creature Attack: Strength vs. and you pull the target one square. Daily • Primal. AC Hit: 4[W] + Strength modifier damage. whichever comes first. you hurl your electrified weapon at your foe. Effect: The target can spend a healing surge and make a saving throw against each effect it is suffering from that a save can end. and skewer it with your weapon. Encounter • Lightning. you can use this power in place of a melee basic attack. reemerge under your foe. Primal Minor Action Target: You or one creature Melee Touch Level 7 Encounter Evocations Limbs of the Tree Spider Warden Attack 7 You stab your weapon arm straight up. Encounter • Primal. Level 17 Encounter Evocations Reckless Ram Assault Warden Attack 17 You grow massive ram’s horns and bound at your foe. Level 19 Daily Evocations Land Shark Charge Warden Attack 19 You sink into the earth. and it sprouts long. Encounter • Primal. The target is slowed until the end of your next turn. tunnel under the ground. . Melee Weapon Hit: 1[W] + Strength modifier damage. Warden Attack 1 You lunge at your foe. Trigger: You are hit with a melee attack Target: The triggering creature Effect: You gain a +4 bonus to the defense targeted by the triggering attack until the end of your next turn. AC Hit: 3[W] + Strength modifier damage. Daily • Healing. Weapon Standard Action Melee Weapon Requirement: You must charge and use this power in place of a melee basic attack. Target: One creature Attack: Strength vs. Special: When you charge. Effect: Your weapon returns to your hand. Special: You receive a +2 bonus to the attack roll instead of the normal +1 bonus for a charge. You do not provoke opportunity attacks for movement made during this charge. Daily • Primal Immediate Interrupt Personal Requirement: You must be wielding a shield. Fortitude Hit: 1[W] + Strength modifier damage + 1d8 lightning damage. creating an efficacious bandage. Effect: You gain a +2 power bonus to your AC and Fortitude until the end of your next turn. sharp wooden protrusions that stab out at your enemies like spider legs. sending both him and you flying. Primal. Weapon Standard Action Target: One creature Attack: Strength vs. Weapon Standard Action Close Burst 3 Target: Two creatures in burst Attack: Strength vs. Increase damage to 2[W] + Strength modifier at 21st level. AC Hit: 1[W] + Strength modifier damage. Encounter • Primal. Level 3 Encounter Evocations Storm Throw Warden Attack 3 Calling lightning down from the clouds. making an attack it cannot ignore. Weapon Standard Action Ranged 5 Requirement: You must throw your weapon at the target. and the target grants combat advantage (save ends).

While in this form. Any enemy you have marked that is adjacent to you when you start this move takes lightning damage equal to your Strength modifier. Once during this encounter.Level 22 Utility Evocations Primal Cascade Warden Utility 22 You transform into a cascade of rushing water. the world slows down around you. Encounter • Polymorph. Teleportation Minor Action Personal Effect: You assume the form of the lightning lord until the end of the encounter. Standard Action Ranged 10 Target: One enemy Attack: Strength +6 vs. and you teleport the target 10 squares to a square adjacent to you. Level 29 Daily Evocations Form of the Lightning Lord Warden Attack 29 As you speed up. You become living lightning. Polymorph. . Primal. you can make the following attack while you are in this form. Primal Move Action Personal Effect: You shift your speed. Fortitude Hit: 3d10 lightning damage. and you teleport the target 10 squares to a square adjacent to you. flowing over the earth to a nearby location where you reform. ignoring difficult terrain and water. The target is slowed and dazed until the end of your next turn. you can teleport up to your speed as a move action. Daily • Lightning. leaving your sting where you will. You dart around the landscape. Miss: Half damage.

Implement. Polymorph Standard Action Melee Touch Effect: You shift your speed. Necrotic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. After you sustain this power. Sustain Standard: Those this power still has grabbed take 1d6 + Charisma modifier damage when you sustain this power. use your Fortitude or Reflex. Target: Each creature whose space you shift through Attack: Constitution vs. . Miss: Half damage. Until the end of your next turn. At-Will • Arcane. you determine whether you use Charisma or Constitution for the power’s attack roll and damage roll. Effect: An ally within 5 squares of you can lose a healing surge to allow you to deal an additional 2d8 necrotic damage. Level 7 Encounter Spells Lash of the Long Night Warlock Attack 7 You lash out with a frigid wind to hold your foe at bay. and you slide the target 1 square. Reflex Hit: 3d8 + Constitution modifier acid damage. Necrotic Free Action Personal Trigger: An enemy you have cursed drops to 0 hit points Effect: Until the end of the encounter. consuming your own life force for a powerful attack. Fortitude Hit: 1[W] + Charisma or Constitution modifier damage. Arcane. channeling dark power from your allies’ very souls. and the target is grabbed. Increase damage to 2[W] + Charisma or Constitution modifier at 21st level. Miss: You push the target 1 square. Fey Pact: The target is pushed a number of squares equal to 1 + your Intelligence modifier. Special: This power counts as a melee basic attack. If the target attempts to escape. Miss: Half damage. enemies adjacent to that target take 10 necrotic damage. Level 10 Utility Spells Accursed Souls Warlock Utility 10 The souls of those who fall while bearing your curse explode from their bodies to slay more of your foes. Implement. Fortitude Hit: 1d6 + Charisma modifier damage. Effect: You can lose a healing surge to deal ongoing 5 necrotic damage (save ends). At-Will • Arcane. Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. and the target is slowed (save ends). you can squeeze without penalties to your attack rolls or speed. and you push the target 1 square. Teleportation Move Action Personal Effect: You teleport 1 square. Daily • Arcane. whenever an enemy you have cursed drops to 0 hit points. Encounter • Arcane. Will Hit: 3d8 + Charisma modifier necrotic damage. Cold. Level 5 Daily Spells Well of Death Warlock Attack 5 You show your foes their doom. You can choose this power instead of eldritch blast as the power associated with your Eldritch Blast class feature. When you take this power. Ethereal Sidestep Warlock Utility 10 Level 9 Daily Spells Consuming Ray Warlock Attack 9 You barter with your pact holder for temporary power. you can use a minor action to use this power’s attack on one target the power doesn’t have grabbed within 2 squares of a target the power does have grabbed. Implement Standard Action Close Burst 2 Target: Each enemy in burst Attack: Charisma vs. Necrotic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier necrotic damage. Level 1 Daily Spells Star Shackles Warlock Attack 1 Invisible force lifts your foes from the ground and squeezes the life from them. Daily • Arcane. Daily • Acid. Weapon Standard Action Melee Weapon Target: One creature Attack: Charisma or Constitution vs. You slip through a rift in reality and appear a few feet away. Daily • Arcane. This choice remains throughout the character’s life. Fortitude Hit: 2d6 + Charisma modifier cold damage. You may shift through squares occupied by enemies. Ooze Incarnate Warlock Attack 9 Your body and items turn to caustic jelly as you slide through a throng of foes. Daily • Arcane. Implement.Warlock Level 1 At-Will Spells Eldritch Strike Warlock Attack 1 The dire power of your attack drives your enemy before you.

Fortitude Hit: 2d10 + Charisma modifier necrotic damage. Will Hit: 3d10 + Constitution modifier necrotic and fire damage. you set a foe’s soul afire. Necrotic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Implement. Level 19 Daily Spells Dread Briars Warlock Attack 19 Oily black vines bristling with thorns erupt around your foe and swiftly shroud it in life-draining tangles. Fey Pact: This attack ignores necrotic resistance. Effect: If this attack would reduce the target to 0 hit points or fewer. Necrotic Standard Action Ranged 10 Target: One creature Attack: Constitution vs. . and ongoing 10 necrotic damage and the target is immobilized (save ends both).Level 15 Daily Spells Hellfire Soul Warlock Attack 15 Drawing upon your infernal ties. you can instead reduce the target to 1 hit point and the target is dominated by you until the end of the encounter. Daily • Arcane. Daily • Arcane. Miss: Half damage. Miss: Half damage. Fire. and the target is slowed until the end of your next turn. Implement.

Effect: You can slide one ally adjacent to you or the target 1 square to a square adjacent to no enemies. Effect: If you target an ally with inspiring word before the end of your next turn. Your bold attack lends strength to your words of inspiration. and one ally adjacent to you or the target can shift 1 square as a free action. AC Melee Weapon Level 1 Encounter Exploits Coordinated Offensive Warlord Attack 1 You draw the enemy’s attention long enough for one ally to move to safety and another to move into position. Will Hit: You pull the target 5 squares. Increase damage to 2[W] + Strength modifier at 21st level. Provocative Order Warlord Attack 1 You prompt an ally to take the fight to the enemy. Encounter • Martial. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Weapon Standard Action Melee 5 Target: One creature Attack: Strength vs. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Resourceful Presence: The ally gains a power bonus to its attack roll equal to one-half your Charisma modifier (minimum +1). Until the end of your next turn. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. At-Will • Martial. Weapon Standard Action Target: One creature Attack: Strength vs. Reflex Hit: 1[W] + Strength modifier damage. any ally who charges the target deals extra damage equal to your Intelligence modifier. Encounter • Martial. and leaves open the option for more movement. Hit: 1[W] + Strength modifier damage. Melee Weapon Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Reliable. you can use this power in place of a melee basic attack. and an ally you can see can either shift 1 square or move 3 squares as a free action. Diabolic Stratagem Warlord Attack 1 Rousing Assault At-Will • Martial. AC Warlord Attack 1 A feint and attack marks a foe and seemingly leaves you defenseless. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. AC Hit: 2[W] + Strength modifier damage. The first attack the target makes against you before the start of your next turn provokes opportunity attacks from you and your allies. and up to three allies within 5 squares of you that can see and hear you can make a charge attack against the target as a free action. You slide the target 1 square and slide one ally adjacent to you up to 3 squares to the square the target vacated. .Warlord Level 1 At-Will Exploits Inevitable Wave Warlord Attack 1 You and your allies charge a foe with the relentless power of the incoming tide. If the attack hits. but it’s just a cunning move to allow you to make other attacks. Hit: 1[W] + Strength modifier damage. and you add your Charisma modifier to the hit points restored with any warlord healing power you use before the end of your next turn. Road to Victory Warlord Attack 3 Your sudden strike clears a path through the battlefield for your ally. Level 1 Daily Exploits Lamb to the Slaughter Warlord Attack 1 The enemy succumbs to your challenge and engages you—only to find more opponents than it expected. Encounter • Martial. you gain a +2 power bonus to the attack roll. Encounter • Martial. Tactical Presence: The ally gains a power bonus to its damage roll equal to your Intelligence modifier. Effect: You grant the target of this attack combat advantage until the start of your next turn. and the target is marked until the end of your next turn. The ally can then make a melee basic attack against the target as a free action. Special: When charging. Weapon Standard Action Target: One creature Attack: Strength vs. AC Special: If you used inspiring word on this turn. it deals an extra 1[W] damage. Daily • Martial. Level 3 Encounter Exploits Devastating Offensive Warlord Attack 3 You knock the enemy aside and call forth a nearby ally for a combined assault. Encounter • Martial Standard Action Close Burst 5 Target: One ally who can see and hear you Effect: The target makes a charge attack as a free action. that ally can either shift 1 square or move a number of squares equal to your Intelligence modifier as a free action.

Encounter • Martial Move Action Personal Requirement: You must be wielding a polearm. ignoring difficult and hindering terrain. Daily • Martial. Effect: As a free action. Hit: 3[W] + Strength modifier damage. Encounter • Healing. Will Hit: 2[W] + Strength modifier damage. If you target an ally with inspiring word before the end of your next turn. pulled. Weapon Standard Action Melee Weapon Prerequisite: You must be trained in Intimidate. Resourceful Presence: Your allies ignore difficult terrain until the end of your next turn even if you miss.Level 5 Daily Exploits Bait the Hook Warlord Attack 5 You give your champion the encouragement and strength needed to respond to the foe’s attacks. and you exhort your friends to see the advantages in the terrain. pushed. Weapon Standard Action Target: One creature Attack: Strength vs. Special: If you are a dragonborn. and you or the target can spend a healing surge. Effect: Move 4 squares. and the target cannot mark or gain combat advantage against your allies until the end of your next turn. Brash impulse places you in an attack’s path to spare an ally from harm. Hit: 3[W] + Strength modifier damage. each unconscious or dying ally within 5 squares of you can make a saving throw and each prone ally within 5 squares of you can stand up. Encounter • Martial Minor Action Close Burst 5 Target: You and each bloodied ally in burst Effect: Each target gains a +2 power bonus to attack rolls until the end of your next turn. Level 6 Utility Exploits Dragon’s Tenacity Warlord Utility 6 You and your companions become as fierce and indomitable as dragons. You and your allies ignore difficult terrain until the end of your next turn. Effect: Any ally marked by the target is no longer marked. . Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Melee Weapon Leader’s Intercession Warlord Utility 6 Level 7 Encounter Exploits Threatening Presence Warlord Attack 7 You constantly move as though ready to attack. AC Miss: Half damage. Stand Fast Warlord Utility 6 You and your companions from an immovable wall to withstand the enemy tide. Weapon Standard Action Target: One creature Attack: Strength vs. or slid until the end of your next turn. keeping your enemy’s nerves frazzled. the bonus to attack rolls is +3. but doing so provokes opportunity attacks when leaving a square adjacent to the enemy as normal. The attack hits you instead. Martial. Martial Immediate Interrupt Melee Touch Trigger: An attack hits an adjacent ally Target: The triggering ally Effect: You and the target switch places. Encounter • Fear. Effect: The target grants combat advantage to one of your allies within 5 squares of it and gains vulnerability to that ally’s attacks equal to your Charisma modifier (save ends both). Encounter • Martial Minor Action Close Burst 3 Target: You and one ally in burst Effect: The target cannot be knocked prone. Polearm Vault Warlord Utility 6 You fly over the heads of friend or foe with a vault leveraged by your polearm. Melee Weapon You lash out at your foe. Encounter • Martial. that ally can stand up as a free action. and the target treats all squares as difficult terrain until the end of your next turn. Daily • Martial. Target: One creature Attack: Strength vs. striking harder the more you all are hurt. AC Hit: 2[W] + Strength modifier damage. You can use this power to move through an enemy’s space. Rousing Call Warlord Attack 5 Wild Runner Strike Warlord Attack 7 Fallen comrades cannot help but answer your call because your battle cry stirs the most melancholy hearts.

Whenever you use inspiring word on an ally before the end of your next turn. and you slide one ally within 5 squares of you up to six squares to a square adjacent to the target. Weapon Standard Action Melee Weapon Prerequisite: You must be trained in Intimidate. Miss: Half damage. but it must end this movement closer to you. . Level 13 Encounter Exploits Fearsome Thrust Warlord Attack 13 Your enemy recoils before you—and right into the blades of your waiting allies. AC Hit: 2[W] + Strength modifier damage. Bravura Presence: Any ally adjacent to you gains a power bonus to damage rolls against the target equal to your Charisma modifier until the end of your next turn. and your failures show them where it is too strong. Invitational Assault Warlord Attack 13 Your attack invites a nearby ally to join your struggle. Tactical Presence: The ally gains a bonus to its attack roll equal to your Intelligence modifier. Will Hit: 2[W] + Strength modifier damage. devoting yourself to defeating the foe at any cost.Withering Courage Warlord Attack 7 Caging Glaive Warlord Attack 9 Warlord’s Denial Warlord Utility 10 One strike from your weapon knocks the enemy off balance. Target: One creature Attack: Strength vs. Weapon Standard Action Melee Weapon Requirement: You must be wielding a reach weapon. and each ally who hits the target before the end of your next turn gives it a cumulative -1 penalty to its attack rolls (maximum -5) until the end of your next turn. You use the advantage of your reach to position your foe and then cage him with a myriad of minor swings. Martial. and your target is slowed and grants combat advantage to all creatures until it starts its turn in a square outside your melee reach. Effect: Whenever you hit with a melee attack before the end of the encounter. Daily • Martial Immediate Reaction Close Burst 5 Trigger: You are bloodied by an attack Target: One ally that can see you Effect: The target makes a melee basic attack against each enemy adjacent to him or her as a free action. Daily • Martial. Melee Weapon Hit: 2[W] + Strength modifier damage. you grant combat advantage to and are marked by one enemy adjacent to you until the end of your next turn. Encounter • Martial Move Action Personal Effect: Move your speed. Target: One creature Effect: Before making the attack. Daily • Martial. and those who answer are the better for it. With your stirring words. and target is slowed and grants combat advantage to all creatures until the end of your next turn. Inspiring Presence: Any ally adjacent to you gains combat advantage against the target until the end of your next turn. The target can then shift 1 square for each enemy it hit. one ally that can see you gains a +2 power bonus to its next attack roll. Encounter • Fear. Attack: Strength vs. one ally that can see you gains a +3 power bonus to its next damage roll. and you slide the target 3 squares to a space adjacent to one of your allies. Whenever you miss with a melee attack. Encounter • Martial. you prove that the enemy has no hold on you and your allies. The ally can then make a melee basic attack against the target as a free action. Your successes show your allies where the enemy is weak. slide your target to any space adjacent to you. and each strike from an ally pushes it farther over the edge. Weapon Standard Action Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. AC Miss: Half damage. Teachable Moment Warlord Attack 9 Level 9 Daily Exploits Awakened Wrath Warlord Attack 9 Seeing your injuries. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. While you are marked by this enemy. Encounter • Martial. Level 10 Utility Exploits Draw Their Eyes Warlord Utility 10 You fix the enemy in your eyes. an ally explodes with unexpected violence. The target grants combat advantage to that ally until the start of your next turn. At the end of this movement. Bravura Presence: The ally can choose to grant combat advantage to the target until the end of your next turn to deal extra damage equal to your Strength modifier with its basic attack. that ally can make a saving throw. AC Hit: 3[W] + Strength modifier damage. Daily • Martial Minor Action Close Burst 2 Target: You and one ally in burst Effect: The target makes a saving throw. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. you gain a power bonus to damage rolls against the enemy equal to your Strength modifier.

Encounter • Martial. Weapon Standard Action Melee Weapon Requirement: You must be wielding a reach weapon. the target is knocked prone. it grants combat advantage to that ally until the start of its next turn. Effect: Once a turn. The follow-up pull has it groveling in pain. Weapon Standard Action Melee Weapon Prerequisite: You must be trained in Intimidate. Miss: Half damage. this exploit wreaks havoc among large groups of enemies. Your fierce strike damages your foe’s ability to fight back. Stance Minor Action Personal Level 23 Encounter Exploits Pit Fiend’s Fury Warlord Attack 23 True power is the ability to prostrate the unwilling. Targets: A number of creatures within your melee reach at any point during your move. Target: Each enemy in burst Attack: Strength vs. You gain a +1 power bonus to melee attack rolls per ally adjacent to a target of your melee attacks. AC. Malebranche’s Pull Warlord Attack 13 The painful stab puts your foe off balance. Effect: Until the end of your next turn. it grants combat advantage to that ally until the start of its next turn. Weapon Standard Action Close Burst 2 Requirement: You must be wielding a polearm. Effect: Until the stance ends. Will Hit: 6[W] + Strength modifier damage. enemies making a melee attack against you provoke opportunity attacks from your allies. Level 22 Utility Exploits Harrying Warhound Warlord Utility 22 Foes within your reach dare not ignore you. Opportunity attacks against the target gain a power bonus to damage rolls equal to your Intelligence modifier (save ends). and until the end of the encounter. AC Hit: 2[W] + Strength modifier damage. whenever the target hits or misses one of your allies.Jarring Assault Warlord Attack 13 Level 19 Daily Exploits Glasya’s Stride Warlord Attack 19 As manipulative as the mistress of Malbolge. Miss: Strength modifier damage. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and knock the target prone. up to your Intelligence modifier (minimum 1) Attack: Strength vs. Daily • Martial. AC Hit: 2[W] + Strength modifier damage. and slide the target 1 square. Weapon Standard Action Melee Weapon Special: Before the attack. Daily • Martial. you grant combat advantage to all your enemies until the start of your next turn. and slide the target 1 square. and until the end of your next turn. you can spend a minor action to shift 1 square. and slide the target 3 squares to a space adjacent to you. AC Hit: 4[W] + Strength modifier damage. Effect: The target takes a -2 penalty to attack rolls until the start of your next turn. Level 25 Daily Exploits Lingering Fear Warlord Attack 25 So fearsome is your assault that your foe becomes timid about attacking your allies. Weapon Standard Action Melee Weapon Effect: Shift your speed. and you mark the target. Daily • Fear. enemies within your reach grant combat advantage to your allies. this stance has you weaving through the enemy forces with diabolical grace. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. . Inspiring Presence: If the target attacks one of your allies. Martial. whenever the target hits or misses one of your allies. Target: One enemy Attack: Strength vs. Daily • Martial. Target: One creature Attack: Strength vs. the ally gains temporary hit points equal to your Charisma modifier before the attack hits or misses. prompting them to drop their guard and allowing you to aim your strikes. Stance Move Action Personal Level 29 Daily Exploits Asmodeus’s Gambit Warlord Attack 29 Sometimes a minor sacrifice by a commander can yield swift and terrible action from the troops. Daily • Martial. Encounter • Martial. Resourceful Presence: The target’s penalty to attack rolls is equal to your Intelligence modifier. Encounter • Martial. After the slide. one attack per target Hit: 1[W] + Strength modifier damage. to a maximum of +4. Level 16 Utility Exploits Kyton’s Battledance Warlord Utility 16 Inspired by the weaving tactics of chain devils.

Cold. Level 1 Daily Spells Wizard’s Fury Wizard Attack 1 You begin to fling force bolts with a flick of your wrist. Will Hit: 1d6 + Intelligence modifier psychic damage. defusing a dangerous situation through the fine art of diplomacy. Implement. and you slide it 3 squares. Psychic Standard Action Area Burst 1 Within 10 Target: Each enemy in burst Squares Attack: Intelligence vs. Level 1 Encounter Spells Charm of Misplaced Wrath Wizard Attack 7 You bend your foe’s mind. Fortitude Hit: Intelligence modifier cold damage. Memory to Mist Wizard Utility 2 Your magic settles into a creature’s mind. Will Hit: 1d8 + Intelligence modifier psychic damage. The sketch takes on a semblance of reality. It can make sounds and move within its square without leaving it. The illusion lasts until the end of the encounter. Encounter • Arcane Minor Action Personal Radiant Pillar Wizard Attack 3 Winged Horde Wizard Attack 1 You conjure a cylinder of light that illuminates the battlefield. and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier. Encounter • Arcane. until an attack hits it. Encounter • Arcane. Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Force. Encounter • Arcane. and the target cannot take opportunity actions until the end of your next turn. It then attacks a creature of your choice with a basic attack with a bonus to its attack and damage rolls equal to your implement’s enhancement bonus. Nightmare Eruption Wizard Attack 1 You bring forth a nightmare in your foe’s mind and project it out for its comrades to see. any enemy in the power’s area takes a -2 penalty to attack rolls. A horde of flesh-devouring sprites appear in your foes’ minds. filling it with wrath as you twist and turn its senses. Implement. Illusion Minor Action Ranged 10 Effect: You create the illusion of a Medium or smaller object or creature in an unoccupied square within range. Implement Standard Action Area Burst 1 Within 10 Target: Each enemy in burst Squares Attack: Intelligence vs. Radiant. Force. Illusion. Effect: Until the end of your next turn. Increase damage to 2d8 + Intelligence modifier at 21st level. . At-Will • Arcane. it takes damage equal to double its vulnerability. If a creature vulnerable to radiant damage starts its turn within the zone. Encounter • Arcane. causing it to forget what it just witnessed. Increase damage to 2d6 + Intelligence modifier at 21st level. leaving them unable to react to your allies’ maneuvers. searing the eyes of your foes. Daily • Arcane Minor Action Ranged 2 Target: One creature not involved in combat of a lower level than you Effect: The target forgets everything that happened in the past 10 minutes and for the next 1 minute. Implement Standard Action Ranged 10 Target: One creature Effect: The target takes force damage equal to 5 + your Intelligence modifier + your implement’s enhancement bonus. Your enemies swat at the menace. Zone Standard Action Area Burst 1 Within 10 Squares Effect: The burst creates a zone of bright light until the end of your next turn. Charm. you can cast magic missile once per turn as a minor action. Level 3 Encounter Spells Arcane Bolt Wizard Attack 3 A silver arrow of force appears next to you. Level 2 Utility Spells Glib Tongue Wizard Utility 2 You weave magic into your words. Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. At-Will • Arcane. Will Effect: The target is dazed until the end of your next turn. Each of its defenses is 10. Spectral Image Wizard Utility 2 With a few mystical passes. you sketch the outline of an object or creature. Effect: Until the end of the encounter. or until a creature touches it. Increase damage to twice Intelligence modifier at 21st level. Implement Minor Action Personal Prerequisite: You must know the magic missile at-will wizard power. Effect: You gain a +5 power bonus to Diplomacy checks and a +2 power bonus to charm attack rolls until the end of your next turn. An Insight or Perception check (DC 15 + one-half your level + your Intelligence modifier) allows a creature to determine the illusion is a fake. Daily • Arcane. Implement. sending the arrow on an unerring path toward that enemy. At-Will • Arcane. You gesture toward a foe. Creatures are blinded while within the zone.Wizard Level 1 At-Will Spells Chilling Cloud Wizard Attack 1 A lingering swarm of ice crystals chills foes to the bone.

Necrotic. Daily • Arcane. When an ally starts its turn adjacent to the companion. Effect: You push the target 5 squares. Zone Standard Action Area Burst 2 Within 20 Target: Each enemy in burst Squares Attack: Intelligence vs. causing fear and doubt into your foes. An enemy that enters or starts its turn in the zone takes 5 necrotic damage and is dazed until the end of your next turn. Conjuration Minor Action Ranged 10 Effect: You conjure an able companion in an unoccupied square within range. that ally can stand or shift 1 square as a free action. . and an ominous rumble begins at your enemy’s slightest move. Miss: Half damage. Refocus Wizard Utility 6 You take a deep breath and picture the pages of your spellbook in your mind. If the target leaves the space it currently occupies before the start of your next turn. Encounter • Arcane. and it is immobilized until the end of your next turn. Encounter • Arcane Minor Action Personal Thunderstaff Wizard Attack 5 Thunder Cage Wizard Attack 7 You slam the butt of your staff into the ground. You gain a +1 power bonus to attack rolls with that power until the end of your next turn.Level 5 Daily Spells Grasp of the Grave Wizard Attack 5 Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes. Daily • Arcane. Reflex Hit: 1d10 + Intelligence modifier necrotic damage. Encounter • Arcane. Miss: 1d10 + Intelligence modifier necrotic damage. Implement. In addition. The companion lasts until the end of the encounter. Fortitude Hit: 2d6 + Intelligence modifier thunder damage. Daily • Arcane Minor Action Personal Effect: You can replace an unused wizard utility or daily power with another power of the same level that is in your spellbook. You can move the companion 2 squares as a minor action or 6 squares as a move action. and the target is deafened and dazed until the end of your next turn. Charm. Level 6 Utility Spells Able Companion Wizard Utility 6 You conjure a creature of many hands and feed that aids your allies. Effect: The burst creates a zone that lasts until the end of the encounter. Level 7 Encounter Spells Charm of the Defender Wizard Attack 7 You weave a skein of deceitful magic. it takes an extra 1d10 + Intelligence modifier thunder damage. Thunder Immediate Interrupt Melee 2 Requirement: You must be wielding a staff. Will Hit: You slide the target 3 squares. Implement. Fortitude Hit: 2d10 + Intelligence modifier thunder damage. Daily • Arcane. Glowering Wrath Wizard Utility 6 Your voice thunders above the din of the battlefield. and the target is deafened until the end of your next turn. the target must make a melee basic against that enemy as a free action with a bonus to its attack and damage rolls equal to your implement’s enhancement bonus. Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. tricking your foe to become a hero to its enemies. Implement. Effect: You gain a +5 power bonus to Intimidate checks and increase the distance of any forced movement you cause by 2 squares until the end of your next turn. Trigger: An enemy moves within 2 squares of you Target: The triggering enemy Attack: Intelligence vs. Your foe is rocked by thunderous noise. and the target is dazed until the end of your next turn. the first time an enemy starts its turn in or moves into a square adjacent to the target before the end of your next turn. Thunder Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. causing a shockwave that knocks your enemy off its feet and far away from you.

Further. you gain a +5 power bonus to Bluff checks. Level 10 Utility Spells Repelling Shield Wizard Utility 10 A sudden shield of arcane energy blocks an attack and pushes the enemy away. Charm. causing its weak brain to overload. No amount of armor or arcane defenses can protect it. Reflex. Intelligence vs. imbuing it with arcane strength. has a reach equal to the target’s reach. An undead target takes no damage and is dominated (save ends) instead of immobilized. Force. 1d10 + Intelligence modifier necrotic damage. Encounter • Arcane. magic portals fail to function and creatures cannot access other planes or extradimensional spaces. Miss: Half damage. You weave a magical attack into them that remains in your grasp should your foes’ minds prove too strong to overcome. • Opportunity Attack: Targets one enemy in reach. Daily • Arcane. Encounter • Arcane Minor Action Personal Level 16 Utility Spells Dimension Switch Wizard Utility 16 You and your ally teleport into each other’s locations. within the zone. pulling upon their limbs like a puppeteer. Level 15 Daily Spells Soul Puppets Wizard Attack 15 You reach out and crush the animating spirits of your foes. Words of Deceit Wizard Utility 10 Your words move in a spiral. Tome of Transposition Wizard Attack 9 Effect: Until the end of your next turn. Immediately cast that spell. Necrotic Standard Action Area Burst 2 Within 20 Target: Each enemy in burst Squares Attack: Intelligence vs. If any creature makes a melee attack against you while this effect lasts. Encounter • Arcane. 1d10 + Intelligence modifier necrotic damage. or two creatures adjacent to each other Effect: The target takes force damage equal to 10 + your Intelligence modifier + your implement’s enhancement bonus. It gains a +2 bonus to AC. • Standard Action: Targets one enemy in reach. Reflex Hit: 4d6 + Intelligence modifier psychic damage. Teleportation Move Action Close Burst 10 Target: One ally in burst Effect: You switch places with the target. Spatial Lock Wizard Utility 16 A silver light flashes and an unseen pulse ripples through the air. Implement. The summoned creature is the same size as the target. and the undead keyword. Sustain Minor: The zone persists. Psychic Standard Action Ranged 20 Requirement: You must be wielding a tome. Enemies within the zone cannot teleport. Zone Standard Action Area Burst 3 Within 20 Squares Effect: The burst creates a zone that lasts until the end of your next turn. and you retain the use of any singletarget encounter charm spells that miss. You can give the animated creature the following special commands. Implement. . Reflex. Level 13 Encounter Spells Arcane Arrows Wizard Attack 13 You create a pair of arcane darts and send them speeding toward your enemy. Intelligence vs. deceiving your enemies. Encounter • Arcane Immediate Interrupt Personal Trigger: You are hit by a melee attack Effect: You gain a +4 bonus to AC and Reflex until the end of your next turn. Daily • Arcane. Implement Standard Action Ranged 10 Target: One creature.Level 9 Daily Spells Animate Dead Wizard Attack 9 You flood a fallen foe’s animus with shadow. Your foes aren’t going anywhere. Summoning Minor Action Ranged 10 Target: One dead enemy Effect: You summon the animated corpse of one of your fallen enemies in an unoccupied square within range. Daily • Arcane. You open your tome to a page of secrets and flood your foe’s mind with them. It must target your original target. Daily • Arcane. Implement. use teleportation powers. and the target is dazed (save ends). you can push it 1 square after the attack resolves. and has speed 6. Necrotic. Miss: Choose another ranged daily spell of equal or lower value to this power from your spellbook. Will Hit: 4d8 + Intelligence modifier necrotic damage and the target is immobilized (save ends). and it only deals half damage. or benefit from phasing. Target: One creature Attack: Intelligence vs. a +2 bonus to Fortitude.

Encounter • Arcane. targets one creature. it shrieks in fury and leaps from one of its allies to the next. Force. • Standard Action: Melee 1. Intelligence vs. Will Hit: The target is dominated until the end of your next turn. Reflex. cannot teleport. • Opportunity Attack: Melee 1. Miss: Half damage. increase the damage it takes by 10. Intelligence vs. Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Encounter • Arcane. and as that energy flows outward. you can use that power as a free action. targets one creature. Reflex Hit: 2d10 + Intelligence modifier necrotic damage. • Standard Action: Close blast 3. the target takes ongoing 20 poison damage (save ends). Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. You create a replica of your orb around your foes. Daily • Arcane. and it must answer truthfully. increase the damage each target takes by 5. Your magic twists its sight and mind. In addition. Will Hit: You slide the target a number of squares equal to its speed. Daily • Arcane Minor Action Ranged 2 Target: One creature not involved in combat of a lower level than you Effect: You ask the creature one question. Will Effect: The target is restrained. Fortitude Effect: 3d6 + Intelligence modifier damage. Reflex. and the target takes ongoing 10 necrotic damage (save ends). Level 17 Encounter Spells Charm of False Glory Wizard Attack 17 Your foe shouts in triumph as it suddenly turns against it allies. causing it to see enemies where allies stand. Daily • Arcane. the target must make a melee basic against that enemy as a free action with a bonus to its attack and damage rolls equal to your implement’s enhancement bonus. and the target takes ongoing 10 necrotic damage and is stunned (save ends both). hewing at them with a madman’s fury. If you are wielding a magic wand implement with an unexpended encounter power. Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Implement Standard Action Area Burst 3 Within 20 Squares Requirement: You must be wielding an orb. and it is immobilized until the end of your next turn. Poison. Wand Coupling Wizard Attack 17 You release a blast of energy from your wand. Necrotic. If you have selected only one target. Charm. Charm. Implement Standard Action Ranged 20 Target: One creature.Words of Truth Wizard Utility 16 Level 19 Daily Spells Entombing Earth Wizard Attack 19 A maw of moaning grave dirt appears around your foe and slams shut with echoing finality. Whenever this attack hits. You can give the angel wretch the following special commands. In addition. Arcane magic infuses your demands. Implement Standard Action Ranged 10 Requirement: You must be wielding a wand. you can slide the target 2 squares. A spectral creature composed of numerous wispy black-feathered wings. Target: Each enemy in burst Attack: Intelligence vs. all joined together at the pinions. forcing the creature cowering before you to answer them without hesitation. and you push the target 3 squares. Implement. it pulses briefly and brightly with a secondary surge of magic. Encounter • Arcane. Daily • Arcane. 2d8 + Intelligence modifier necrotic damage. Encounter • Arcane. or up to three creatures adjacent to at least one other target Effect: Each target takes force damage equal to 5 + your Intelligence modifier + your implement’s enhancement bonus. Fortitude. attacks with gouts of shadowy noxious gas. 2d8 + Intelligence modifier necrotic damage. It has a +4 bonus to AC and Fortitude. If you have selected only two targets. The angel wretch has a fly speed of 8. No amount of armor or arcane defenses can protect your foes. Summoning Minor Action Ranged 20 Effect: You summon a Large angel wretch in an unoccupied space within range. Target: One creature Attack: Intelligence vs. whenever an enemy starts its turn in or moves into a square adjacent to the target before the end of your next turn. and you can slide it its speed at the beginning of its next turn as a free action. Implement. trapping them in a crystalline prison. Orb of Doom Wizard Attack 27 Level 22 Utility Spells Dimensional Journey Wizard Utility 22 You take a step and reappear well away from your starting point. You do not need line of sight to your destination. Encounter • Arcane. Teleportation Move Action Personal Effect: You teleport 20 squares. Intelligence vs. . targets each creature in blast. Other creatures cannot gain line of sight or line of effect to the target while it is stunned. Summon Angel Wretch Wizard Attack 19 Level 27 Encounter Spells Charm of Puppet Strings Wizard Attack 27 As your magic clouds your foe’s mind. Level 23 Encounter Spells Arcane Volley Wizard Attack 23 You launch a fusillade of arcane darts and send them speeding toward your enemies. and takes a -5 penalty to attack rolls against creatures outside the burst area until the end of your next turn. the target must make a melee basic against that enemy as a free action with a bonus to its attack and damage rolls equal to your implement’s enhancement bonus. whenever an enemy starts its turn in or moves into a square adjacent to the target before the end of your next turn.