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.

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

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

The target gains resist 20 to any one damage type of your choice until the end of the encounter. . Secondary Target: Each enemy in burst 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. that ally can make a melee basic attack against the target as a free action. Reflex Effect: 1d10 + Intelligence modifier damage of the type you selected for this power. Miss: Half damage. and the secondary target can not attack the primary target until the end of your next turn. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Implement Minor Action Melee Touch Primary Target: You or one ally Effect: You infuse the target’s armor with dynamic. Fire.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. Force. If a target ends its movement adjacent to one of your allies. Fortitude Hit: 2d10 + Intelligence modifier fire and force damage. 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. AC Hit: 4[W] + Intelligence modifier fire and force damage. Standard Action Close Burst 2 Special: The burst must be centered on the primary target. Weapon Standard Action Ranged Weapon Primary Target: One creature Primary Attack: Intelligence vs. Effect: Make a secondary attack. Each target can be attacked by only one of your allies as a result of this power. variable energy. and you slide the target 4 squares. Daily • Arcane. In addition. Daily • Arcane.

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

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

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

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

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

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

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

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

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

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

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

Encounter • Cold. and any enemy that ends its turn in a square adjacent to the target takes cold damage equal to your Wisdom modifier. whenever the target takes damage from an attack. Healing. Implement Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Until the end of your next turn. Divine. the target is immobilized. Fortitude Hit: 2[W] + Wisdom modifier necrotic damage. Reflex Hit: 1d10 + Wisdom modifier cold damage. and the target is leprous (save ends). but your god intercedes and spares you from the approaching doom. Level 19 Daily Prayers Leprous Wound Avenger Attack 19 Your dire strike causes your enemy to fall to pieces. While leprous. Level 22 Utility Prayers Raven Wings Avenger Utility 22 Death’s shroud falls upon you. it takes an extra 10 necrotic damage and is slowed until the end of your next turn. Miss: Half damage. and the target takes an extra 10 necrotic damage the first time an attack hits it before the start of your next turn. 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.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. . Daily • Divine. Weapon Standard Action Melee Weapon Target: One creature Attack: Wisdom vs. Necrotic. Daily • Divine.

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

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

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

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

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

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

Healing. Enemies that enter the zone or start their turns there take 2d10 + Wisdom modifier lightning damage. 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. whoever took the damage can use an immediate interrupt to spend a healing surge. Daily • Divine. Sustain Minor: The zone persists. you or an ally of your choice can spend a healing surge without taking an action to do so. Implement. . When you or an ally takes lightning or thunder damage while within the zone. Lightning. If an enemy is reduced to 0 hit points while within the zone.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.

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. Daily • Conjuration. 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. Reflex Hit: You knock the target prone. .Druid Level 1 At-Will Evocations Grasping Tide Druid Attack 1 A vortex of water appears amidst your foes. Any ally who is within the wall or being attacked through it has concealment. you can use an opportunity action to make a secondary attack against it. 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. if the target leaves the burst’s area of effect. Until the end of your next turn. 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. The wall can be up to 4 squares high. Fortitude Hit: 1d6 + Wisdom modifier damage. Secondary Attack: Wisdom vs. Increase damage to 2d6 + Wisdom modifier at 21st level.

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

Encounter • Martial. you can make a charge attack against the same target as a free action. and you knock the target prone. Daily • Martial. you gain resist 5 to all damage but grant combat advantage to all attacks. Tertiary Attack: Strength +1 vs.Level 3 Encounter Exploits Restoring Strike Fighter Attack 3 Your weapon impacts with a satisfying crunch. Miss: No damage. Until the end of your next turn. Level 5 Daily Exploits Brazen Assault Fighter Attack 5 Relying on your own resilience. Weapon Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. 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. AC (off-hand weapon) Hit: 1[W] + Dexterity modifier damage. Stance. Daily • Martial. you charge to deliver the killing blow. You gain temporary hit points equal to your Constitution modifier + the number of targets in the burst. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. Primary Target: One creature Primary Attack: Strength vs. Target: One creature Attack: Strength vs. you can use your second wind as a minor action. Any enemy inside the zone grants combat advantage to you. Effect: Until the end of the encounter. AC Hit: 1[W] + Strength modifier + Constitution modifier damage. Tertiary Target: One creature other than the primary and secondary targets. AC (main weapon or off-hand weapon) Hit: 1[W] + Strength modifier damage. Weapon Minor Action Melee Weapon Requirement: You must be wielding two melee weapons. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. allowing you to dance away. Target: One creature Attack: Strength -2 vs. Effect: Until the stance ends. Target: One creature Attack: Strength -2 vs. and you push the target 2 squares. daring your enemies to cross it. Effect: The burst creates a zone that lasts until the end of the encounter or until you leave it. and you push the target 3 squares. 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. . Effect: After the attack. Encounter • Martial. Each time your blade connects you strike again—or feint. and any enemy adjacent to you other than the target takes damage equal to your Constitution modifier. AC Hit: 2[W] + Strength modifier damage. 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. filling you with new confidence. you deal extra damage equal to your Constitution modifier. once per round when you hit with an attack using your main weapon. step. AC Hit: 1[W] + Strength modifier damage. Secondary Target: One creature other than the primary target Secondary Attack: Strength +1 vs. strike. knowing that you can maneuver for a better attack. step. bolstering your own stamina. If you hit with this attack. Effect: You shift 1 square and make a tertiary attack against a different target. AC (main weapon) Hit: 1[W] + Strength modifier + Dexterity modifier damage. and finally one last strike to end your opponents’ threat. Daily • Martial. 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. Daily • Martial. Dancing Defense Fighter Attack 5 Level 6 Utility Exploits Daring Shout Fighter Utility 6 You challenge nearby enemies to attack you. Effect: You shift 1 square and make a secondary attack. You trace a line on the ground with your weapon. Target: One creature Attack: Strength vs. Brutal Advance Fighter Attack 5 After throwing the enemy back. You can end this effect as a free action on your turn. AC Hit: 3[W] + Strength modifier + Constitution modifier damage. Weapon Standard Action Melee Weapon Prerequisite: You must be trained in Endurance. you put yourself in danger. Encounter • Martial Standard Action Close Burst 1 Requirement: You must be trained in Intimidate. Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed weapon. and you push the target 3 squares.

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

Secondary Target: One creature other than the primary target within 10 squares of you Secondary Attack: Charisma vs. part of it swirls around you as a temporary flickering shield. Lightning 5. Any enemy providing the target cover against this attack takes fire damage equal to your Charisma modifier. Special: You can use this power as a ranged basic attack. 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. Varies Standard Action Melee 1 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier lightning damage. 1. the secondary target is dazed until the end of your next turn. Effect: Reduce the damage you take from the triggering attack by an amount equal to your Charisma modifier. Reflex Hit: 1d10 + Charisma modifier damage. deal 10 damage of that same type to one enemy within 3 squares of you. Level 7 Encounter Spells One Blow. Cold 2. Fire 4. At the start of your next turn. Miss: Half damage. a d6. You deal 5 thunder damage to all creatures adjacent to the target after this teleport. Encounter • Arcane. Implement. knocking it aside and binding it to the earth. Thunder Standard Action Melee 1 Target: One creature Attack: Charisma vs. At-Will • Arcane. and if the secondary is adjacent to the primary target. and you push the target a number of squares equal to 1 + your Strength modifier. At-Will • Arcane. Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Force 4. Implement. Thunder Increase damage to 2d10 + Charisma modifier at 21st level. Reflex Hit: 2d8 + Charisma modifier thunder damage. 1. Cold 3. Roll a d6 to determine the attack’s damage type. Reflex Hit: 1d10 + Charisma modifier damage. Lightning. Implement. Poison 6. Fortitude Hit: 1d8 + Charisma modifier thunder damage. When they emerge. Fire 3. You gain resist 5 against the type of damage your attack deals until the end of your next turn. As a beam of energy lances from your hand or eyes. Chaos Sorcerer: You can choose to roll a d4. you must teleport the target that many squares. or a d8 to determine the distance of the teleport effect.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. Roll a d6. Encounter • Arcane. 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. Implement Immediate Reaction Close Burst 10 Trigger: An enemy in the area hits you with an attack Target: The triggering creature Attack: Charisma vs. Radiant 6. Increase damage to 2d8 + Charisma modifier at 21st level. Acid 2. Teleportation. Encounter • Arcane. Level 13 Encounter Spells Thunder and Strike Sorcerer Attack 13 Your surprise melee blow drives the enemy away in thunder. they erupt in thunder. and the target is slid 2 squares and slowed (save ends). Reflex Hit: 1d10 + Charisma modifier damage. 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. Daily • Arcane. Reflex Hit: 1d8 + Charisma modifier fire damage. as a lightning strike blasts a distant foe. Varies Standard Action Ranged 10 Target: One creature Attack: Charisma vs. . Effect: You make a secondary ranged attack that does not provoke opportunity attacks. Thunder Standard Action Melee 1 Primary Target: One creature Primary Attack: Charisma vs. Fire. Implement. Roll a d6 to determine the attack’s damage type. Lightning 5.

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

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

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

and you gain combat advantage for your next attack against the target. Miss: Ongoing 5 necrotic damage (save ends). 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. . and the target is restrained and cannot teleport (save ends all). and the target is restrained and cannot teleport until the end of your next turn. Daily • Arcane. Necrotic. Reflex Hit: Ongoing 10 necrotic damage. Secondary Attack: Intelligence vs. Weapon Standard Action Melee Weapon Target: One creature Attack: Intelligence vs. Effect: Make a secondary attack against the target.

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

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

consuming your own life force for a powerful attack. Fortitude Hit: 1d6 + Charisma modifier damage. Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. At-Will • Arcane. Reflex Hit: 3d8 + Constitution modifier acid damage. At-Will • Arcane. you can squeeze without penalties to your attack rolls or speed. and the target is grabbed. Miss: Half damage. Necrotic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Implement. Level 5 Daily Spells Well of Death Warlock Attack 5 You show your foes their doom. Will Hit: 3d8 + Charisma modifier necrotic damage. Weapon Standard Action Melee Weapon Target: One creature Attack: Charisma or Constitution vs. Until the end of your next turn. Polymorph Standard Action Melee Touch Effect: You shift your speed. Necrotic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. and the target is slowed (save ends). Fortitude Hit: 2d6 + Charisma modifier cold damage. This choice remains throughout the character’s life. Sustain Standard: Those this power still has grabbed take 1d6 + Charisma modifier damage when you sustain this power. whenever an enemy you have cursed drops to 0 hit points. Daily • Acid. Implement. Daily • Arcane. and you push the target 1 square. Ooze Incarnate Warlock Attack 9 Your body and items turn to caustic jelly as you slide through a throng of foes. Necrotic Free Action Personal Trigger: An enemy you have cursed drops to 0 hit points Effect: Until the end of the encounter. Effect: You can lose a healing surge to deal ongoing 5 necrotic damage (save ends). If the target attempts to escape. Will Hit: 2d8 + Charisma modifier necrotic damage. Encounter • Arcane. Fey Pact: The target is pushed a number of squares equal to 1 + your Intelligence modifier. and you slide the target 1 square. Effect: An ally within 5 squares of you can lose a healing surge to allow you to deal an additional 2d8 necrotic damage. Teleportation Move Action Personal Effect: You teleport 1 square. Implement. Miss: You push the target 1 square. Ethereal Sidestep Warlock Utility 10 Level 9 Daily Spells Consuming Ray Warlock Attack 9 You barter with your pact holder for temporary power. Fortitude Hit: 1[W] + Charisma or Constitution modifier damage.Warlock Level 1 At-Will Spells Eldritch Strike Warlock Attack 1 The dire power of your attack drives your enemy before you. 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. Daily • Arcane. Increase damage to 2[W] + Charisma or Constitution modifier at 21st level. 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. You slip through a rift in reality and appear a few feet away. Miss: Half damage. 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. Target: Each creature whose space you shift through Attack: Constitution vs. You can choose this power instead of eldritch blast as the power associated with your Eldritch Blast class feature. enemies adjacent to that target take 10 necrotic damage. Special: This power counts as a melee basic attack. Implement Standard Action Close Burst 2 Target: Each enemy in burst Attack: Charisma vs. Daily • Arcane. Cold. You may shift through squares occupied by enemies. Level 1 Daily Spells Star Shackles Warlock Attack 1 Invisible force lifts your foes from the ground and squeezes the life from them. channeling dark power from your allies’ very souls. Arcane. use your Fortitude or Reflex. When you take this power. . After you sustain this power. Daily • Arcane. you determine whether you use Charisma or Constitution for the power’s attack roll and damage roll.

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

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

striking harder the more you all are hurt. Weapon Standard Action Target: One creature Attack: Strength vs. but doing so provokes opportunity attacks when leaving a square adjacent to the enemy as normal. Encounter • Martial Move Action Personal Requirement: You must be wielding a polearm. 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. Brash impulse places you in an attack’s path to spare an ally from harm. keeping your enemy’s nerves frazzled. Polearm Vault Warlord Utility 6 You fly over the heads of friend or foe with a vault leveraged by your polearm. Encounter • Fear. 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. 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. Daily • Martial. Will Hit: 2[W] + Strength modifier damage. and the target cannot mark or gain combat advantage against your allies until the end of your next turn. Encounter • Martial. ignoring difficult and hindering terrain. Encounter • Healing. Resourceful Presence: Your allies ignore difficult terrain until the end of your next turn even if you miss. If you target an ally with inspiring word before the end of your next turn. and you or the target can spend a healing surge. Special: If you are a dragonborn. that ally can stand up as a free action. Melee Weapon You lash out at your foe. 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). Weapon Standard Action Target: One creature Attack: Strength vs. Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. . and you exhort your friends to see the advantages in the terrain. 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. Martial Immediate Interrupt Melee Touch Trigger: An attack hits an adjacent ally Target: The triggering ally Effect: You and the target switch places.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. Target: One creature Attack: Strength vs. AC Miss: Half damage. Effect: Any ally marked by the target is no longer marked. the bonus to attack rolls is +3. Effect: Move 4 squares. Daily • Martial. Encounter • Martial Minor Action Close Burst 3 Target: You and one ally in burst Effect: The target cannot be knocked prone. The attack hits you instead. Level 6 Utility Exploits Dragon’s Tenacity Warlord Utility 6 You and your companions become as fierce and indomitable as dragons. Weapon Standard Action Melee Weapon Prerequisite: You must be trained in Intimidate. Hit: 3[W] + Strength modifier damage. AC Hit: 2[W] + Strength modifier damage. Effect: As a free action. Stand Fast Warlord Utility 6 You and your companions from an immovable wall to withstand the enemy tide. pushed. Martial. and the target treats all squares as difficult terrain until the end of your next turn. pulled. or slid until the end of your next turn. You and your allies ignore difficult terrain until the end of your next turn. Hit: 3[W] + Strength modifier damage. You can use this power to move through an enemy’s space.

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

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

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

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

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

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

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