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Powers Unbalancing Force Artificer Attack 1

You point your implement and blast a foe so that it reels from
Level 1 Daily Spells
Flameburst Armor Artificer Attack 1
Artificer your ally’s attack.
At-Will • Arcane, Force, Implement
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
Class Features Standard Action Ranged 5 periodically.
Target: One creature Daily • Arcane, Fire, Implement
Healing Infusion: Shielding Elixir Artificer Feature Attack: Intelligence vs. Fortitude Minor Action Melee Touch
You carefully prepare a formula that inoculates your target’s body Hit: 1d8 + Intelligence modifier force damage. The next ally Primary Target: You or one ally
against damage of a certain type. who hits the target before the end of your next turn also Effect: You infuse the target’s armor with an elemental fire
Encounter (Special) • Arcane pushes the target 1 square. spirit. Until the end of the encounter, the target gains
Minor Action Close Burst 5 (10 at 11th Increase damage to 2d8 + Intelligence modifier at 21st level. resist 5 fire. In addition, you can use the following attack
level, 15 at 21st level) once per round until the end of the encounter if the
Target: You or one ally in burst Level 1 Encounter Spells primary target is within 5 squares of you.
Effect: The target gains resist 5 to one of the following Drain Speed Artificer Attack 1 Standard Action Close Burst 1
damage types until the end of the encounter: cold, fire, Special: The burst must be centered on the primary target.
lightning, necrotic, poison radiant, or thunder. The target You bind the quickness of your enemy to the enchantments you
placed on your ally, transferring speed from one to the other. Secondary Target: Each enemy in burst
can end the bonus as a free action to become immune to
that damage type until the end of their next turn. Encounter • Arcane, Implement, Necrotic Effect: The secondary target takes fire damage equal to 5 +
Standard Action Ranged 10 your implement’s enhancement bonus and is marked by
Increase the resistance granted to 10 at 11th level and 15 at the primary target until the end of your next turn.
21st level. Target: One creature
Attack: Intelligence vs. AC
Special: You can use two Healing Infusion powers per Punishing Eye Artificer Attack 1
encounter, but only one per round. At 16th level, you can Hit: 1d10 + Intelligence modifier necrotic damage, and the
target is slowed until the end of your next turn. One ally An arcane construct of an eye appears in the air, revealing your
use three Healing Infusion powers per encounter, but only
within 5 squares of the target gains a +2 bonus to speed enemies and striking them when they show weaknesses.
one per round.
until the end of your next turn and 5 temporary hit points. Daily • Arcane, Conjuration, Implement, Psychic
Level 1 At-Will Spells Standard Action Ranged 5
Halo of Thorns Artificer Attack 1 Effect: You conjure an eye in a square within range. It lasts
Ethereal Chill Artificer Attack 1
You enchant your ammunition with poisoning magic, then transfer until the end of the encounter. Enemies within 3 squares
You align your spell with those you wove over your ally’s armor, that enchantment onto one of your allies close to the target. of the eye do not benefit from concealment, and when an
causing them to radiate an unnatural cold. ally attacks an enemy within 3 squares of the eye and hits,
Encounter • Arcane, Poison, Weapon
At-Will • Arcane, Cold, Implement Standard Action Ranged Weapon that enemy takes psychic damage equal to your Intelligence
Standard Action Area Burst 1 Within 10 Target: One creature modifier. You can move the eye 3 squares as a move action.
Squares Attack: Intelligence vs. AC
Special: The burst must be centered on an ally.
Target: One enemy in burst Hit: 2[W] + Intelligence modifier poison damage. Until the
Attack: Intelligence vs. Reflex end of your next turn, any creature that hits one ally
within 5 squares of the target with a melee attack takes
Hit: 1d8 + Intelligence modifier cold damage. Until the end poison damage equal to your Wisdom modifier.
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.
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, The runes carved on your armor and implement flow hypnotically, You conjure a minor thunder elemental, binding it to your ally’s
causing your attacks to spring forth from small portals that drawing the attention of one of your enemies. armor while retaining control of its arcane power.
appear next to your ally. Encounter • Arcane, Implement, Psychic Daily • Arcane, Implement, Thunder
Daily • Arcane, Weapon Standard Action Ranged 10 Minor Action Melee Touch
Standard Action Area Burst 3 Within 5 Target: One creature Primary Target: You or one ally
Squares Attack: Intelligence vs. Will Effect: You infuse the target’s armor with an elemental
Special: The burst must be centered on an ally. Hit: 2d10 + Intelligence modifier psychic damage, and the thunder spirit. Until the end of the encounter, the target
Target: One creature in burst target takes a penalty to attack rolls equal to your Wisdom gains resist 5 thunder, and any enemy that ends its turn
Attack: Intelligence vs. AC modifier until the end of your next turn. adjacent to the target takes 5 thunder damage. In addition,
Hit: 3[W] + Intelligence modifier damage. you can use the following attack once per round until the
Miss: Half damage. Level 5 Daily Spells end of the encounter if the primary target is within 5
squares of you.
Effect: Until the end of the encounter, if the ally on which Warweaver’s Tether Artificer Attack 5
you centered your burst is within 10 squares of you and Standard Action Close Burst 2
You trigger the enchantments on your ally’s armor, opening up Special: The burst must be centered on the primary target.
you have line of effect to the ally, you can use that ally as a connection between you and that ally that bends space with
the origin square for your ranged weapon attacks. arcane power. Secondary Target: One creature in burst
Daily • Arcane, Force, Weapon Secondary Attack: Intelligence vs. Reflex
Level 2 Utility Spells Standard Action Ranged Weapon Hit: 1d10 + Intelligence modifier thunder damage, and you
Arcane Anchor Artificer Utility 2 Special: Choose one ally within 5 squares of you. That ally’s push the secondary target 2 squares away from the
You trigger latent enchantments placed on yourself or an ally to square is the point of origin for this attack. primary target.
resist being pushed around the area. Target: One creature

Encounter • Arcane
Attack: Intelligence vs. AC Level 6 Utility Spells
Immediate Interrupt Ranged 10 Hit: 3[W] + Intelligence modifier force damage, and you push Energy Conversion Artificer Utility 6
Trigger: You or an ally within range are affected by a push, the target a number of squares equal to 1 + your Wisdom
modifier. Your spell absorbs the energy of your enemy’s attacks, turning it
pull, or slide effect into a protective ward for your ally.
Target: The triggering creature Miss: Half damage, and you push the target 2 squares.
Encounter • Arcane
Effect: You negate the forced movement. Effect: Until the end of the encounter, you can use the Immediate Interrupt Ranged 10
following power once per round. Trigger: An ally in range takes damage from an attack
Level 3 Encounter Spells Minor Action Personal Target: The triggering ally
Shocking Feedback Artificer Attack 3 Effect: You teleport into an unoccupied square adjacent Effect: The target gains resist to all damage equal to 5 + your
You quickly fire an enchanted shot at an attacking enemy, then to the ally you chose for this power if the ally is within 10 Wisdom modifier against the triggering attack. After the
cause the magic from the enchantment to leap onto your ally as a squares of you. attack is resolved, the ally gains temporary hit points equal
protective ward. to 5 + your Wisdom modifier.
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 Static Shell Artificer Attack 5 Wind of Swirling Flames Artificer Attack 13
Debilitating Intercession Artificer Attack 7 You create an enchantment of arcane static that you lay on your A burning wind flows behind your arrow as it streaks away from
You fire a snap shot at an attacking enemy in retribution for an ally’s armor. you, then swirls around your target, drawing your allies closer.
attack, then transfer the energy from your attack to create a Daily • Arcane, Implement, Lightning Encounter • Arcane, Fire, Weapon
weakening ward around your ally. Minor Action Melee Touch Standard Action Ranged Weapon
Encounter • Arcane, Necrotic, Weapon Primary Target: You or one ally Target: One creature
Immediate Reaction Ranged Weapon Effect: You infuse the target’s armor with a static charge. The Attack: Intelligence vs. AC
Trigger: An enemy hits and deals damage to one of your allies target gains resist 5 lightning until the end of the Hit: 3[W] + Intelligence modifier fire damage. Until the end
with an attack encounter. In addition, you can use the following attack of your next turn, one ally within 5 squares of the target
Target: The triggering enemy once per round until the end of the encounter if the can shift 1 square as a minor action, as long as that shift
Attack: Intelligence vs. AC primary target is within 5 squares of you. does not move the ally farther away from the target.
Hit: 2[W] + Intelligence modifier necrotic damage, and until Standard Action Close Burst 2
the end of your next turn, any enemy adjacent to the ally Special: The burst must be centered on the primary target. Level 15 Daily Spells
suffers a -2 penalty to attack rolls. Secondary Target: Each enemy in burst Ice Archon’s Armor Artificer Attack 15
Secondary Attack: Intelligence vs. Fortitude You bind a fragment of an ice archon’s power to your ally’s armor,
Sphere of Reality Artificer Attack 7 transforming it into similar armor.
Hit: 1d10 + Intelligence modifier lightning damage, and
You hurl a glass orb that warps reality when it cracks open, blasting Daily • Arcane, Cold, Implement
you pull the secondary target 1 square to a space adjacent
your enemy and opening a rift through which you can attack. Minor Action Melee Touch
to the primary target.
Encounter • Arcane, Implement, Thunder Primary Target: You or one ally
Standard Action Ranged 10 Level 10 Utility Spells Hit: You infuse the target’s armor with an elemental cold
Target: One creature spirit. Until the end of the encounter, the target gains
Attack: Intelligence vs. Will Recuperative Enchantment Artificer Utility 10
resist 10 cold, and any enemy that starts its turn adjacent
Hit: 2d10 + Intelligence modifier thunder damage, and you You trigger enchantments placed on your ally’s armor that to the target gains vulnerable 5 cold until the start of its
can treat one square adjacent to the target as the point of temporarily infuses then with healing energy. next turn. In addition, you can use the following attack
origin for your attacks until the end of your next turn. Encounter • Arcane, Healing once per round until the end of the encounter if the
Free Action Close Burst 10 primary target is within 5 squares of you.
Level 9 Daily Spells Trigger: An ally in range spends a healing surge Standard Action Close Burst 3
Target: The triggering ally Special: The burst must be centered on the primary target.
Healer’s Momentum Artificer Attack 9
Effect: The target heals additional hit points equal to its Secondary Target: One creature in burst
You draw upon the force of your enemy’s attacks, transforming healing surge value.
them into a curative infusion on the fly. Secondary Attack: Intelligence vs. Fortitude
Daily • Arcane, Healing, Weapon Level 13 Encounter Spells Hit: 2d8 + Intelligence modifier cold damage, and the
Immediate Reaction Ranged Weapon target is immobilized until the end of your next turn.
Trigger: An enemy hits and deals damage to an ally within 5 Bond of Transference Artificer Attack 13
squares of you with an attack You create an arcane connection between enemy and ally, drawing
Target: The triggering enemy effects from your ally to your enemy.
Attack: Intelligence vs. AC Encounter • Arcane, Force, Implement
Hit: 2[W] + Intelligence modifier damage. Standard Action Ranged 10
Miss: Half damage. Target: One creature
Attack: Intelligence vs. Fortitude
Effect: The ally hit by the triggering attack can spend a
healing surge. Two other allies within squares of the target Hit: 2d8 + Intelligence modifier force damage. If an ally
gain temporary hit points equal to their healing surge within 5 squares of the target is suffering from any effects
value. 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.
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 You lend your arcane knowledge to an ally, briefly letting him or You bestow an enchantment of radiant enemy upon the armor of
your allies, causing your attacks to emanate from them. her make use of your enchantments. your ally, warding them against oncoming attackers.
Daily • Arcane, Force, Weapon Encounter • Arcane Daily • Arcane, Implement, Radiant
Standard Action Area Burst 3 Within 10 Immediate Reaction Ranged 10 Minor Action Melee Touch
Squares Trigger: An ally within 10 squares of you is hit and damaged Primary Target: You or one ally
Special: The burst must be centered on an ally. by an attack Effect: You infuse the target’s armor with radiant energy.
Requirement: You must be wielding a ranged weapon. Target: The triggering ally The target gains resist 10 radiant until the end of the
Target: One creature in burst Effect: You can use an at-will artificer attack power, using encounter. In addition, you can use the following attack
Attack: Intelligence vs. AC the target’s as the origin square for the attack. The attack once per round until the end of the encounter if the
Hit: 4[W] + Intelligence modifier force damage. deals extra damage equal to your Wisdom modifier. primary target is within 5 squares of you.
Miss: Half damage. Standard Action Close Burst 2
Effect: Until the end of the encounter, you can use the ally
Level 19 Daily Spells Special: The burst must be centered on the primary target.
on which you centered your burst as the origin square for Planestorm Anchor Artificer Attack 19 Secondary Target: Each enemy in burst
your arcane ranged attack powers. You weave enchantments used by powerful planeswalkers over Secondary Attack: Intelligence vs. Reflex
your ally, transforming them into a focal point for teleportation.
Level 16 Utility Spells Effect: The target takes radiant damage equal to 10 + your
Daily • Arcane, Lightning, Thunder, Weapon implement’s enhancement bonus and grants combat
Dimensional Mooring Artificer Utility 16 Standard Action Ranged Weapon advantage until the end of your next turn.
You use the enchantments on your ally’s armor to moor them to Primary Target: One creature
your current plane, making them a part of the fabric of reality. Primary Attack: Intelligence vs. AC Level 22 Utility Spells
Encounter • Arcane Hit: 3[W] + Intelligence modifier lightning and thunder Opportunistic Enchantment Artificer Utility 22
Minor Action Ranged 10 damage, and the target is dazed (save ends).
You quickly trigger the enchantments on your ally’s weapons,
Target: You or one ally in range Miss: Half damage, and the target is dazed until the end of altering their attack.
Effect: The target cannot be pushed, pulled, slid, knocked your next turn.
Encounter • Arcane
prone, or teleported against its will until the end of your Effect: Choose an ally within 5 squares of the primary Opportunity Action Ranged 10
next turn. target. Until the end of the encounter, you can use the Trigger: An ally within range makes an opportunity attack
following attack if the primary target is within 10 squares Target: The triggering ally
Level 17 Encounter Spells of you.
Effect: The target can make two attack rolls, keeping either
Addling Pattern Artificer Attack 17 Standard Action Melee Touch result. If the ally’s opportunity attack hits, the attack deals
Effect: You teleport into an unoccupied square adjacent your choice of cold, fire, force, lightning, or thunder
You weave an enchantment over your allies’ armor that confuses
to the primary target and make the following secondary damage instead of any damage type it normally deals.
foes, causing them to attack their friends.
attack.
Encounter • Arcane, Charm, Implement, Psychic
Secondary Target: Each adjacent enemy
Standard Action Close Blast 5
Target: One or two enemies in blast Secondary Attack: Intelligence vs. Reflex
Attack: Intelligence vs. Will Hit: 2d8 + Intelligence modifier lightning and thunder
Hit: 2d8 + Intelligence modifier psychic damage, and if the damage.
target attacks you or an ally adjacent to you before the end
of the next turn, it must also make a basic attack against a
creature of your choice.
Level 23 Encounter Spells Level 25 Daily Spells Level 27 Encounter Spells
Mental Beacon Artificer Attack 23 Armor of Storms Artificer Attack 25 Retribution Magnet Artificer Attack 27
You transform something your enemy is carrying or wearing into You wreathe your ally in elemental lightning, transforming their You weave enchantments of revenge and retribution on your
a psychic beacon that calls out for your allies’ attacks. armor into a battery of arcane energy. weapon, firing off a quick shot to punish those who would hurt
Encounter • Arcane, Implement, Psychic Daily • Arcane, Implement, Lightning your allies.
Standard Action Ranged 10 Minor Action Melee Touch Encounter • Arcane, Force, Weapon
Target: One creature Primary Target: You or one ally Immediate Reaction Ranged Weapon
Attack: Intelligence vs. Will Effect: You infuse the target’s armor with an elemental Trigger: An enemy hits and deals damage to one of your allies
Hit: 3d8 + Intelligence modifier psychic damage, and each lightning spirit. The target gains resist 15 lightning until with an attack
one of your allies making a ranged attack against the the end of the encounter. In addition, you can use the Target: The triggering enemy
target before the end of your next turn can roll twice and following attack once per round until the end of the Attack: Intelligence vs. AC
use either result. encounter if the primary target is within 5 squares of you. Hit: 3[W] + Intelligence modifier force damage, and the ally
Standard Action Close Burst 4 hit by the triggering attack gains a +4 power bonus to
Rejuvenating Intercession Artificer Attack 23 Special: The burst must be centered on the primary target. attack rolls against the target until the end of their next
turn.
You flare the enchantments on your ally, damaging their attacker Secondary Target: One creature in burst
and transferring rejuvenating energy to them.
Secondary Attack: Intelligence vs. Fortitude Vitality Siphon Artificer Attack 27
Encounter • Arcane, Healing, Weapon
Effect: 1d10 + Intelligence modifier lightning damage, and You drain the life energy from your enemy, infusing your allies
Immediate Reaction Ranged Weapon
the target is dazed until the end of your next turn. Each with its lost health.
Trigger: An enemy hits and deals damage to one of your allies
enemy adjacent to the secondary target takes lightning
with an attack Encounter • Arcane, Implement, Necrotic
damage equal to 5 + your implement’s enhancement bonus.
Target: The triggering enemy Standard Action Ranged 10
Attack: Intelligence vs. AC Target: One creature
Brittle Frost Artificer Attack 25 Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence modifier damage, and the ally hit by
the triggering attack can spend a healing surge and gains You freeze your enemy with a chilling cold, making it hard for it to Hit: 3d8 + Intelligence modifier necrotic damage. Each time
an additional number of hit points equal to 5 + your attack effectively while transferring its lost potential to your allies. the target takes damage before the end of your next turn,
Wisdom modifier. Daily • Arcane, Cold, Implement one ally within 5 squares of the target gains temporary hit
Standard Action Ranged 10 points equal to 10 + your Wisdom modifier.
Target: One creature
Attack: Intelligence vs. Will
Hit: 4d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The target is weakened (save ends). As long as the
target remains weakened, your allies within 5 squares of
the target gain a +5 power bonus to attack rolls.
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.
Daily • Arcane, Implement
Minor Action Melee Touch
Primary Target: You or one ally
Effect: You infuse the target’s armor with dynamic, variable
energy. The target gains resist 20 to any one damage type
of your choice 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. Reflex
Effect: 1d10 + Intelligence modifier damage of the type
you selected for this power, and the secondary target can
not attack the primary target until the end of your next
turn.

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.
Daily • Arcane, Fire, Force, Weapon
Standard Action Ranged Weapon
Primary Target: One creature
Primary Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier fire and force damage.
Miss: Half damage.
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary
target
Secondary Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier fire and force damage,
and you slide the target 4 squares. If a target ends its
movement adjacent to one of your allies, that ally can make
a melee basic attack against the target as a free action. Each
target can be attacked by only one of your allies as a result
of this power.
Assassin Shadow Step Assassin Feature Leaping Shade Assassin Attack 1
You vanish into the shadow energy around one creature and then As your weapon makes contact, the shrouds you have placed on
Class Features step out of it near another creature. your victim dig cruelly into its flesh.
Assassin’s Shroud Assassin Feature At-Will • Shadow, Teleportation At-Will • Shadow, Weapon
Move Action Personal Standard Action Melee Weapon
You cause invisible shrouds to settle on your foe. At your command, Requirement: You must be adjacent to a creature. Target: One creature
the shrouds reveal the target’s weak points to your keen gaze. Attack: Dexterity vs. AC
Effect: You teleport 3 squares to a space adjacent to a
At-Will • Shadow different creature. Hit: 1[W] + Dexterity modifier damage. If you didn’t invoke
Free Action (Special) Close Burst 10 your shrouds on the target, it takes 1 extra damage for
Target: One enemy you can see in burst Increase teleportation to 4 squares at 11th level and 5
squares at 21st level. each of your shrouds on it.
Effect: You subject the target to your shroud. If any of your Increase damage to 2[W] + Dexterity modifier plus 2 extra
shrouds are already on the target, you submit it to an
additional shroud, up to a maximum of four. The shrouds
Level 1 At-Will Hexes damage for each of your shrouds on the target at 21st level.
last until you use this power against a different enemy or Executioner’s Noose Assassin Attack 1
until the end of the encounter. Shadow Storm Assassin Attack 1
You gather shadows into the form of a noose, cast it around your
Before you make an attack roll against the target, you foe’s neck, and pull. Your tie to the Shadowfell calls on the living shadows around your
choose to invoke either all your shrouds on it or none of foe, causing them to claw at it as you make your attack.
them. If you invoke your shrouds, the attack deals 1d6 At-Will • Force, Implement, Shadow
Standard Action Ranged 5 At-Will • Shadow, Weapon
damage per shroud, minus one shroud if the attack misses, Standard Action Melee Weapon
and all your shrouds then vanish from the target. This Target: One creature
Attack: Dexterity vs. Fortitude Target: One creature
damage roll never benefits from bonuses to damage Attack: Dexterity vs. AC
rolls, and is in addition to the attack’s damage, if any. Hit: 1d6 + Dexterity modifier force damage, you pull the
target 2 squares, and the target is slowed until the end of Hit: 1[W] + Dexterity modifier damage, plus 1 damage for
Increase damage to 1d6 + 3 per shroud at 11th level and 1d6 each creature adjacent to the target.
+ 6 per shroud at 21st level. your next turn.
Increase damage to 2d6 + Dexterity modifier at 21st level. Increase damage to 2[W] + Dexterity modifier plus 2 damage
Special: You can use this power only on your turn and only for each creature adjacent to the target at 21st level.
once per turn.
Inescapable Blade Assassin Attack 1 Level 1 Encounter Hexes
Shade Form Assassin Feature You stop several feet away from your foe and slash with your
weapon. Your weapon’s shadow closes the distance, and mundane Gloom Thief Assassin Attack 1
You transform yourself into a being of shadow, becoming more
difficult to notice and to harm. obstacles do not slow it. As you slash at your foe, you seize part of its shadow, which you
At-Will • Shadow, Weapon use to hide yourself from your enemies’ eyes.
Encounter • Shadow
Minor Action Personal Standard Action Melee Weapon + 2 Reach Encounter • Shadow, Weapon
Target: One creature Standard Action Melee Weapon
Effect: You assume a shadowy form that lasts until you make Attack: Dexterity vs. AC. The attack ignores cover and Target: One creature
an attack roll or until the end of your next turn. While in superior cover. Attack: Dexterity vs. AC
this form, you are insubstantial, and you gain vulnerable 5
radiant. In addition, you can make Stealth checks to Hit: 1[W] damage. Hit: 2[W] + Dexterity modifier damage, and until the end of
become hidden if you have any cover or concealment, and Increase damage to 2[W] at 21st level. your next turn, you are invisible while within 2 squares of
you can use cover granted by your allies both to become the target.
hidden and to remain hidden.
Sustain Minor: The form persists.
Nightmare Shades Assassin Attack 1 Level 1 Daily Hexes Terrifying Visage Assassin Attack 1
The darkness in the corner of your foe’s eyes shifts and moves, Grave Spike Assassin Attack 1 Your face distorts into a horrid visage, which drives your foes
causing it to glance about in terror. In its panic, it forgets the true As you strike your foe, your weapon shoots hundreds of tiny before your but leaves one victim rooted in place.
threat to its life. shadow spikes into it, wracking it with pain. Daily • Fear, Implement, Psychic, Shadow
Encounter • Fear, Implement, Psychic, Shadow Daily • Shadow, Weapon Standard Action Close Blast 5
Standard Action Ranged 5 Standard Action Melee Weapon Primary Target: One creature in blast adjacent to you
Target: One creature Target: One creature Primary Attack: Dexterity vs. Will
Attack: Dexterity vs. Will Attack: Dexterity vs. AC Hit: 2d8 + Dexterity modifier psychic damage, and the target
Hit: 2d8 + Dexterity modifier psychic damage, and the target Hit: 2[W] + Dexterity modifier damage, and ongoing 5 is immobilized (save ends).
grants combat advantage to you until the end of your next damage (save ends). Whenever the target takes this Miss: Half damage, and the target is immobilized until the
turn. ongoing damage, it falls prone. end of your next turn.
Night Stalker: You gain a power bonus to damage rolls Miss: Half damage. Effect: Make a secondary attack.
against the target equal to your Charisma modifier until
the end of your next turn. Effect: Until the end of the encounter, you gain a +2 power Secondary Target: Each creature other than the primary
bonus to attack rolls against the target while your shrouds target in blast
are on it. Secondary Attack: Dexterity vs. Will
Shadow Darts Assassin Attack 1
You launch a volley of chilling darts of shadow energy at your foe. Hit: You push the secondary target 4 squares.
Strangling Shadow Assassin Attack 1
Encounter • Cold, Implement, Shadow Miss: You push the secondary target 2 squares.
Your attack distracts your foe with pain just long enough for you
Standard Action Ranged 5 to weave a noose of shadows around its neck.
Target: One creature
Daily • Shadow, Weapon
Level 2 Utility Hexes
Attack: Dexterity vs. Reflex. Make three attack rolls, and if
any of them hit, resolve them as a single hit. Standard Action Melee Weapon Cat’s Trickery Assassin Utility 2
Target: One creature As your eyes begin to pierce the shadows, you plunge the room
Hit: 1d8 cold damage if one attack roll hits, 2d8 cold damage Attack: Dexterity vs. Fortitude
if two hit, or 3d8 cold damage if three hit. into darkness.
Hit: 1[W] + Dexterity modifier damage, and the target takes Encounter • Shadow
ongoing 5 damage and is immobilized (save ends both). Minor Action Personal
Smothering Shadow Assassin Attack 1
Miss: Half damage, and the target is immobilized (save Effect: Until the end of your next turn, you gain darkvision
You stab at your foe and channel shadow magic into its body, ends).
causing its own shadow to hinder it. and douse one light source no larger than a lantern within
Effect: Until the target saves against the effects bestowed 10 squares of you.
Encounter • Illusion, Shadow, Weapon by this power, you can pull it 3 squares as a free action once
Standard Action Melee Weapon during each of your turns.
Target: One creature Cloak of Shades Assassin Utility 2
Attack: Dexterity vs. AC A shadowy haze swirls around you, hiding you from view.
Targeted for Death Assassin Attack 1
Hit: 2[W] + Dexterity modifier damage, and the target is Encounter • Shadow
slowed until the end of your next turn. A black dart streaks from your hand to strike the target, Minor Action Personal
surrounding it in a warmth-stealing gloom.
Bleak Disciple: The target takes extra damage equal to Effect: Until the end of your next turn, you gain concealment
your Constitution damage. Daily • Cold, Implement, Shadow against all creatures and are invisible to creatures more
Standard Action Ranged 5 than 5 squares away from you.
Target: One creature
Attack: Dexterity vs. Will
Hit: 3d8 + Dexterity modifier cold damage.
Miss: Half damage.
Effect: Whenever you use assassin’s shroud against the target,
you subject it to two shrouds instead of one.
Lurking Shadow Assassin Utility 2 Cloaking Mist Assassin Attack 3 Level 5 Daily Hexes
You meld with the shadows, allowing you to spy on your enemies You draw the stuff of shadows to your hands and cast it forth, Heart of Dust Assassin Attack 5
without fear of discovery. creating cold, black mist that chokes your enemies and gives you a Shadow venom courses through your target, causing it to shed a
Daily • Shadow chance to vanish. gray dust that chokes nearby enemies.
Standard Action Personal Encounter • Cold, Implement, Shadow Daily • Poison, Shadow, Weapon
Requirement: You must be in dim light or darkness. Standard Action Close Blast 3 Standard Action Melee Weapon
Effect: You become invisible and silent until the end of your Target: Each creature in blast Target: One creature
next turn, until you move more than 2 squares on your Attack: Dexterity vs. Fortitude Attack: Dexterity vs. AC
turn, or until you enter a square of bright light. If a Hit: 2d6 + Dexterity modifier cold damage. Hit: 2[W] + Dexterity modifier damage, and ongoing 5
creature tries to enter your square before the effect ends, Effect: Until the end of your turn, you can make a Stealth poison damage (save ends). Whenever the target takes this
you can either shift 1 square as a free action or remain check to hide from any target even if you have only cover ongoing damage, each enemy within 2 squares of it takes 5
where you are, ending the effect. or concealment against them. poison damage.
Sustain Standard: The effect persists. Miss: Half damage, and each enemy within 2 squares of the
Inescapable Shadow Assassin Attack 3 target takes 3 poison damage.
Shadowed Legion Assassin Utility 2 You step from your foe’s shadow, driving your blade into the foe
Your shadow lengthens to veil your allies from your foes. before it can make a sound. Shadow Soul Assassin Attack 5
Daily • Shadow, Stance Encounter • Shadow, Teleportation, Weapon You tear away a piece of your foe’s shadow and tuck it into the
Minor Action Personal Standard Action Melee Weapon hollow in your soul. You can sense your foe now and step from its
Effect: Until the stance ends, allies within 5 squares of you Target: The target of your assassin’s shroud power shadow at will.
can use your Stealth modifier for their Stealth checks. Effect: Before the attack, you teleport 5 squares to a square Daily • Shadow, Teleportation, Weapon
adjacent to the target. Standard Action Melee Weapon
Attack: Dexterity vs. AC
Level 3 Encounter Hexes Target: One creature
Hit: 2[W] + Dexterity modifier damage. Attack: Dexterity vs. AC
Army of the Night Assassin Attack 3
Hit: 2[W] + Dexterity modifier damage.
Your shadow magic spawns a phantom mob in your foes’ mind, Nightshade’s Kiss Assassin Attack 3
and the mob spurs the foe to strike out at its allies in terror. Miss: Half damage.
Your strike infects your foe’s mind, causing the foe to recoil from
Encounter • Fear, Illusion, Shadow, Weapon Effect: You gain a +5 power bonus to Perception checks
every attack.
Standard Action Melee Weapon against the target until the end of your next turn.
Target: One creature Encounter • Fear, Shadow, Weapon
Sustain Minor: The effect persists, and if the target is not
Attack: Dexterity vs. Will Standard Action Melee Weapon
hidden from you, you teleport 20 squares to a square
Target: One creature
Hit: 1[W] + Dexterity modifier damage, and until the end adjacent to it.
Attack: Dexterity vs. Reflex
of your next turn, the target makes a melee basic attack as
an opportunity action against any enemy that ends its turn Hit: 2[W] + Dexterity modifier damage, and you slide the
adjacent to the target. target 2 squares. You can slide the target 1 square as a free
action whenever the target is hit before the end of your
Night Stalker: The target gains a power bonus to attack next turn.
rolls equal to your Charisma modifier on any attack
granted by this power. Bleak Disciple: The number of squares you can slide the
target increases by 1.
Treacherous Shades Assassin Attack 5 Sheltering Dark Assassin Utility 6 Echoing Threat Assassin Attack 7
You seize control of your enemies’ shadows, which rattle the Shadows move to surround you and provide you with a spot from Your foe sees threats in every corner and betrayal in every eye,
enemies by turning on them. which to watch your enemies without fear of detection. and if it cannot escape the press of the crowd, it goes mad.
Daily • Implement, Psychic, Shadow Encounter • Illusion, Shadow, Zone Encounter • Implement, Psychic, Shadow, Teleportation
Standard Action Close Blast 3 Minor Action Close Burst 2 Standard Action Ranged 10
Target: Each creature in blast Effect: The burst creates a zone that lasts until the end of Target: One creature
Attack: Dexterity vs. Will your next turn. You have concealment while you are in the Attack: Dexterity vs. Will
Hit: 2d6 + Dexterity modifier psychic damage, and the target zone, and when you leave the zone, you become invisible Hit: 1d10 + Dexterity modifier psychic damage. At the end
grants combat advantage (save ends). Until the target saves until the end of your turn. of its next turn, the target takes 10 psychic damage if any
against this effect, enemies adjacent to each target also creatures are within 2 squares of it.
grant combat advantage. Slayer’s Escape Assassin Utility 6 Night Stalker: During your next turn, you can teleport
Miss: Half damage, and the target grants combat advantage After you are struck, you fold shadows around yourself and a number of squares equal to your Charisma modifier as a
until the end of your next turn. disappear. minor action. You must end this teleportation closer to the
target.
Encounter • Shadow, Teleportation
Twilight Assassin Assassin Attack 5 Immediate Reaction Personal
Your shadow leaps from you to attack your enemies, and the two Trigger: You are hit by an attack Shadow Jack Assassin Attack 7
of you fight as one. Effect: You teleport 5 squares and become invisible until the You strike your foe and then merge with its shadow. Your enemies’
Daily • Conjuration, Implement, Shadow start of your next turn. attacks pass through you and hit your foe instead.
Standard Action Ranged 5 Encounter • Shadow, Weapon
Target: One creature Slithering Shadow Assassin Utility 6 Standard Action Melee 1
Effect: You conjure a shadowy duplicate of yourself in an Target: One creature
unoccupied square adjacent to the target, and it attacks. The You move like a shadow in a flickering light, slipping from one Attack: Dexterity vs. AC
duplicate occupies its space, and it lasts until the end of the spot to another in the blink of an eye.
Hit: 2[W] + Dexterity modifier damage, and you shift 1
encounter. You can flank enemies with your duplicate, but Daily • Shadow, Stance square into the target’s space, remaining there until the
your allies cannot. Whenever you use a move action, you Minor Action Personal start of your next turn. While there, you are insubstantial,
can move the duplicate 5 squares. Effect: Until the stance ends, you can shift 1 square as a you move with the target (this movement does not provoke
Attack: Dexterity vs. Reflex minor action. opportunity attacks), and any melee or ranged attack that
Hit: 2d8 + Dexterity modifier damage. misses you hits the target instead (unless the target is the
Special: As a minor action, the duplicate repeats the attack Level 7 Encounter Hexes attacker). At the start of your next turn, you slide 1 square
against an adjacent creature. On a hit, the attack deals 3 to a square adjacent to the target.
Captured Shadow Assassin Attack 7
damage, or 6 damage if the target is also the target of your
assassin’s shroud power. As you strike your foe, you steal its shadow, and you can use it to Shadow Link Assassin Attack 7
teleport your foe back to your side.
Your attack forges a brief bond with your foe that allows you to
Level 6 Utility Hexes Encounter • Shadow, Teleportation, Weapon shroud it with greater darkness each time you feel pain.
Standard Action Melee Weapon
Darting Shadow Assassin Utility 6 Target: One creature Encounter • Shadow, Weapon
You leap from one hiding spot to the next, remaining hidden from Attack: Dexterity vs. AC Standard Action Melee Weapon
view thanks to your mastery of shadow magic. Target: The target of your assassin’s shroud power
Hit: 2[W] + Dexterity modifier damage. Once before the Attack: Dexterity vs. AC
At-Will • Shadow end of your next turn, you can use a free action to teleport
Move Action Personal the target to a square adjacent to you that is not hindering Hit: 2[W] + Dexterity modifier damage. Until the end of your
Requirement: You must be hidden. terrain. next turn, you can use your assassin’s shroud power against
the target whenever you are hit by an attack.
Effect: You move your speed. At the end of the movement,
you remain hidden from each enemy against which you Bleak Disciple: You gain temporary hit points equal to
have cover, superior cover, concealment, or total concealment. your Constitution modifier.
Level 9 Daily Hexes Wall of Shadows Assassin Attack 9 Seeker of Shadow Assassin Utility 10
Black Garrote Assassin Attack 9 You weave a skein of shadows that bites your enemies with a As combat begins, you disappear into the shadows.
A wisp of shadow stretches between your hands. You loop it deadly chill. Daily • Shadow
around your foe’s throat and transform it into a material as hard Daily • Cold, Conjuration, Implement, Shadow, Teleportation Free Action Personal
as steel. Standard Action Area Wall 5 Within 10 Trigger: You roll initiative
Daily • Implement, Reliable, Shadow Squares Effect: You become invisible and silent until you hit an
Standard Action Melee Touch Effect: You conjure a wall of darkness that lasts until the end enemy or until the end of the encounter. After hitting an
Target: One creature of your next turn. The wall can be up to 2 squares high, enemy, you remain invisible and silent until the end of
Attack: Dexterity vs. Reflex and it blocks line of sight for creatures other than you. Any your next turn. In addition, you gain a +4 power bonus to
Hit: You grab the target. Until the grab ends, the target creature that enters the wall or starts its turn there takes your first damage roll of the encounter.
suffers a -5 penalty to all escape attempts and a -2 penalty 1d6 + Dexterity modifier cold damage. If you are in the
to attack rolls against you. When the grab ends, the target wall or adjacent to it, you can use a move action to teleport Slayer’s Endurance Assassin Utility 10
takes 1d10 + Dexterity modifier damage. to another square in the wall or adjacent to it.
You draw the comforting shadows close, allowing them to carry
Sustain Standard: You sustain the grab, and the target Sustain Minor: The wall persists. away the pain of your wounds.
takes 2d10 + Dexterity modifier damage. Encounter • Shadow
Sustain Minor: The power’s effect ends, and the grab be
Level 10 Utility Hexes Minor Action Personal
comes a normal grab. Mist Walk Assassin Utility 10 Effect: The first time an enemy takes damage from your
For a moment, you are like a ghost passing through creatures and assassin’s shroud power before the end of your next turn,
Bound by Shadow Assassin Attack 9 objects. you gain 5 temporary hit points for each shroud on that
As your weapon pierces your foe, you send deadly shadow energy Daily • Shadow enemy.
coursing into it, linking your fates. When you are harmed, so is Minor Action Personal
your foe. Effect: You shift 6 squares, gaining phasing during the shift.
Level 13 Encounter Hexes
Daily • Shadow, Weapon Dark Step Ambush Assassin Attack 13
Standard Action Melee Weapon Promise of Retribution Assassin Utility 10 You step through your foe’s shadow to deliver a deadly attack,
Target: One creature then hide in the tatters of the foe’s soul.
Attack: Dexterity vs. Fortitude When a foe attacks you, shadows spirit you away, and you take a
small part of the foe’s being with you. Encounter • Illusion, Shadow, Teleportation, Weapon
Hit: 2[W] + Dexterity modifier damage. Standard Action Melee Weapon
Daily • Shadow, Teleportation
Miss: Half damage. Immediate Reaction Personal Target: The target of your assassin’s shroud power
Effect: Until the end of the encounter, the target takes 5 Trigger: An enemy hits you with an attack Effect: Before the attack, you teleport 5 squares to a square
damage whenever an enemy deals damage to you. Target: The triggering enemy adjacent to the target.
Attack: Dexterity vs. AC
Effect: You teleport 10 squares. Once before the end of the
Obscuring Shadow Assassin Attack 9 encounter, you can use a move action to teleport to a Hit: 2[W] + Dexterity modifier damage, and you become
square adjacent to the target. When you do so, you gain a invisible until the end of your next turn.
You slash at your foe, calling up shadows that blot you from its
vision. +2 power bonus to attack rolls and a +5 power bonus to
damage rolls against the target until the end of your next
Daily • Illusion, Shadow, Weapon turn.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: You are invisible to the target (save ends).
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, each Freezing shadows stretch out from you and pull your enemies As your weapon strikes your foe, you open a channel from your
winged and fanged. After savaging your foe, you return to your close before you vanish. tainted shadow into its soul, making it easier to shroud it and tear
normal form. Encounter • Cold, Implement, Shadow, Teleportation it to shreds.
Encounter • Implement, Shadow Standard Action Close Burst 3 Daily • Shadow, Weapon
Standard Action Melee 1 Target: Each enemy in burst Standard Action Melee Weapon
Effect: Before the attack, you fly your speed to a square Attack: Dexterity vs. Fortitude Target: One creature
adjacent to an enemy. This movement does not provoke Hit: 2d6 + Dexterity modifier cold damage, and you pull the Attack: Dexterity vs. Reflex
opportunity attacks. target 2 squares. Hit: 3[W] + Dexterity modifier damage.
Target: One creature
Attack: Dexterity vs. Reflex. Make three attack rolls, and if Bleak Disciple: The target is slowed until the until the end Miss: Half damage.
any of them hit, resolve them as a single hit. of your next turn. Effect: Until the end of the encounter, whenever you attack
Hit: 1d8 + Dexterity modifier damage if one attack roll hits, Effect: You can either teleport 5 squares or become invisible the target and invoke your shrouds on it, you do not
2d8 + Dexterity modifier damage if two hit, or 3d8 + until the end of your next turn. subtract a shroud if that attack misses.
Dexterity modifier damage if three hit.
Level 15 Daily Hexes Shade Venom Assassin Attack 15
Slayer in the Dark Assassin Attack 13 Bleak Gallows Assassin Attack 15 Your weapon becomes covered with a translucent gray poison.
Darkness clouds the eyes of your enemy, and you manipulate its Shadows coalesce into a black gallows, and a noose of force drops When you strike your foe, the poison gives life to your foe’s
fears, causing it to slash in a panic when its allies approach. around your foe’s neck. shadow, turning it into a malevolent beast.

Encounter • Fear, Implement, Psychic, Shadow Daily • Conjuration, Force, Implement, Shadow, Teleportation Daily • Poison, Shadow, Weapon
Standard Action Ranged 5 Standard Action Ranged 5 Standard Action Melee Weapon
Target: One creature Target: One creature Target: One creature
Attack: Dexterity vs. Will Attack: Dexterity vs. Reflex Attack: Dexterity vs. AC

Hit: 1d10 + Dexterity modifier psychic damage, and the Hit: 4d6 + Dexterity modifier force damage. Hit: 2[W] + Dexterity modifier damage.
target is blinded until the end of your next turn. Until this Miss: Half damage. Miss: Half damage.
blindness ends, you can use an opportunity action to Effect: The target is affected by your shade venom (save
compel the target to make a melee basic attack against any Effect: You conjure a gallows in an unoccupied square
adjacent to the target. The gallows occupies its square and ends). Until this effect ends, you can use an opportunity
enemy that enters a square adjacent to the target. The action at the end of the target’s turn to compel it to make a
target makes the attack without the penalty to attack rolls lasts until the end of the encounter. The gallows has 35 hit
points and can be attacked. Until the gallows vanishes, you melee basic attack against itself with combat advantage.
equal to your Charisma modifier. The target can make a saving throw against this effect
can use a free action to teleport the target to a square
Night Stalker: The target makes the attack with a power adjacent to the gallows at the end of each of its turns. only on a turn during which it hit itself with this attack.
bonus to attack rolls and damage rolls equal to your
Charisma modifier.
Sundered Shadow Assassin Attack 15 Shadow Meld Assassin Utility 16 Shadow Fire Assassin Attack 17
You slice into your foe’s shadow and grasp it, preventing it from You vanish into your own shadow. You stab at your foe three times, and each strike creates an inky
escaping your attacks. Daily • Shadow blot on it that erupts into flickering, ebony flames.
Daily • Shadow, Weapon Move Action Personal Encounter • Fire, Illusion, Shadow, Weapon
Standard Action Melee Weapon Effect: You shift 2 squares. Until the end of your next turn, Standard Action Melee Weapon
Target: One creature enemies cannot attack you, and they neither have line of Target: One creature
Attack: Dexterity vs. AC sight nor line of effect to you. Attack: Dexterity vs. AC. Make three attack rolls, and if any
Hit: 3[W] + Dexterity modifier damage, and until the end of of them hit, resolve them as a single hit.
the encounter, you gain a +2 power bonus to attack rolls Thief of Names Assassin Utility 16 Hit: 1[W] + Dexterity modifier fire damage if one attack roll
against the target, and you can make melee attacks against hits, 2[W] + Dexterity modifier fire damage if two hit, or
the target even when it is beyond your melee reach. You peer into the Shadowfell, drawing forth the shade of a crea- 3[W] + Dexterity modifier damage if three hit. In addition,
ture to craft its shadow into a disguise. you become invisible until the end of your next turn.
Miss: Half damage, and until the end of the encounter, you
can make melee attacks against the target even when it is Daily • Illusion, Shadow
beyond your melee reach. Minor Action Personal Shadowed Deception Assassin Attack 17
Effect: You become an illusory duplicate of a Medium or In your foe’s eyes, you take on a form so terrifying that you cow it
Level 16 Utility Hexes smaller humanoid that you have seen, although you utterly.
still carry your own gear. This illusion lasts until your next
Assassin’s Defense Assassin Utility 16 extended rest or until you end it as a free action. You gain a Encounter • Fear, Implement, Psychic, Shadow
Infused with your umbral magic, your foe’s shadow betrays it, +5 bonus to Bluff checks to convince others that you are Standard Action Ranged 5
giving away its attack a split second beforehand so that you can the creature. Target: One creature
vanish. If you take damage from a melee or ranged attack while Attack: Dexterity vs. Will

Encounter • Illusion, Shadow you are adjacent to the creature, you take only half damage, Hit: 3d10 + Dexterity modifier psychic damage, and the
Immediate Interrupt Personal and the creature takes the same amount of damage. You target cannot attack you until the end of your next turn.
Trigger: The target of your assassin’s shroud power hits you gain this benefit neither against the creature’s attacks nor Night Stalker: The target also grants combat advantage
against attacks that target both of you. until the end of your next turn.
Effect: You gain a +2 power bonus to all defenses against the
triggering attack. After the attack is resolved you become
invisible until the end of your next turn.
Level 17 Encounter Hexes Traitorous Shadow Assassin Attack 17
Mob of Shadows Assassin Attack 17 You foe’s shadow writhes as it gains a malevolent will of its own.
Liquid Shadow Assassin Utility 16 You slice your foe’s shadow to pieces. Each piece forms a miniature The moment the foe drops to the ground, the shadow strikes.
As your foe strikes, you become a creature of shadow and then copy of you and stands next to the foe, weapon poised. Encounter • Shadow, Weapon
pursue that enemy. Encounter • Shadow, Weapon, Zone Standard Action Melee Weapon
Encounter • Shadow, Teleportation Standard Action Melee Weapon Target: One creature
Immediate Interrupt Personal Target: One creature Attack: Dexterity vs. AC
Trigger: An enemy hits you with an attack Attack: Dexterity vs. Fortitude Hit: 3[W] + Dexterity modifier damage, and during the
Effect: You take half damage from the triggering attack. At Hit: 2[W] + Dexterity modifier damage. The attack creates target’s next turn, it falls prone after it either moves with
the end of the triggering enemy’s current turn, you can use a zone that fills the squares adjacent to the target and lasts out shifting or making a ranged or area attack.
a free action to teleport to a square adjacent to it. until the end of your next turn. When any enemy enters
the zone, 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.
Bleak Disciple: Add your Constitution modifier to the
damage dealt by the zone.
Level 19 Daily Hexes Guild of Shadows Assassin Attack 19 Claim the Dead Assassin Utility 22
Consign to Shadow Assassin Attack 19 Three ebon duplicates of yourself appear, eager to aid you in As your foe’s soul passes to the Shadowfell, you drain a portion of
Your attack taints your enemy with the essence of the Shadowfell slaying your foes. its essence for your own use.
and creates a bond which causes you both to fade away for a few Daily • Conjuration, Implement, Shadow Encounter • Healing, Shadow
moments. Minor Action Close Burst 5 Free Action Personal
Daily • Shadow, Teleportation, Weapon Effect: You conjure three shadowy duplicates of yourself in Trigger: You reduce the target of your assassin’s shroud power
Standard Action Melee Weapon 3 unoccupied squares in burst. The duplicates occupy their to 0 hit points during your turn
Target: One creature spaces, and they last until the end of your next turn. You Effect: You can spend a healing surge and regain 15
Attack: Dexterity vs. Reflex can flank enemies with the duplicates, but your allies additional hit points. In addition, you gain an extra move
Hit: 3[W] + Dexterity modifier damage. cannot. Whenever you use a move action, you can also action that you can use before the end of your next turn.
move each duplicate 5 squares. Any enemy that starts its
Miss: Half damage. turn adjacent to one or more of the duplicates takes 5 Fortress of Shadow Assassin Utility 22
Effect: You create a shadow bond that lasts until the end of damage.
Darkness swirls around you, shielding you from your foes’ eyes.
your next turn or until the target drops to 0 hit points. Sustain Minor: The duplicates persist, and each one makes
Until the bond ends, both you and the target become the following melee attack against a different creature. Daily • Illusion, Shadow
insubstantial to every combatant except each other, the Minor Action Personal
target’s allies don’t have line of effect to it, and you can Target: One creature adjacent to the duplicate
Effect: You become substantial until the end of your next
use a move action to teleport to a square adjacent to the Attack: Dexterity vs. Reflex turn.
target. Hit: 5 + Dexterity modifier damage. Sustain Minor: The effect persists.
Sustain Minor: The shadow bond persists.
Phantom Assault Assassin Attack 19 Soul of Death Assassin Utility 22
Executioner’s Blade Assassin Attack 19 With each of your blows, shadows flit around your enemy, Having nearly touched death, you become an avatar of the killer’s
Having studied your foe, you are ready to deliver a killing blow. distracting it and allowing you to remain hidden from its sight. art.
Your foe might dodge or parry your strike, but in the end, it Daily • Illusion, Shadow, Weapon
cannot escape you. Daily • Healing, Shadow
Standard Action Melee Weapon Immediate Interrupt Personal
Daily • Reliable, Shadow, Weapon Target: One creature Trigger: You drop to 0 hit points or fewer
Standard Action Melee Weapon Attack: Dexterity vs. Will
Target: The target of your assassin’s shroud power Effect: You regain hit points as if you had spent a healing
Hit: 4[W] + Dexterity modifier damage. surge. In addition, you can use your assassin’s shroud power
Attack: Dexterity vs. AC
Miss: Half damage. up to four times against an enemy you can see.
Hit: 5[W] + Dexterity modifier damage.
Effect: You become invisible to the target until the end of
Effect: If you invoked your shrouds on the target as part of your next turn. Until the end of the encounter, Whenever Level 23 Encounter Hexes
the attack, the shrouds deal maximum damage to the you become invisible to the until the end of your next turn
target.
Cruel Shadows Assassin Attack 23
whenever you hit it with a shadow attack.
Your attack bends and twists your enemy’s shadow, causing it to
terrify that enemy.
Level 22 Utility Hexes
Encounter • Fear, Psychic, Shadow, Weapon
Assassin’s Eye Assassin Utility 22 Standard Action Melee Weapon
Shadows briefly guide your attacks, ensuring that no hindrance Target: One creature
can stop your hexes from reaching your enemies. Attack: Dexterity vs. Will
Encounter • Shadow Hit: 3[W] + Dexterity modifier psychic damage, and until the
Minor Action Personal end of your next turn, you can slide the target 3 squares as
Effect: Until the end of your next turn, you ignore the a free action whenever a creature ends its turn adjacent to
weakened condition, your target’s resistances, and the target.
penalties to your attack rolls and damage rolls. Night Stalker: The target also grants combat advantage
until the end of your next turn.
Obsidian Spiders Assassin Attack 23 Level 25 Daily Hexes Reaper’s Touch Assassin Attack 25
With a gesture, you cause the shadows around your foes to Assassin’s Scalpel Assassin Attack 25 With an innocuous tap, you place an echo of death energy into
transform into black spiders, which swarm and deliver dozens of You ready the perfect attack to slay your foe, confident that you your foe’s body and soul.
poisonous bites. can score the killing blow under the right circumstances. Daily • Implement, Necrotic, Shadow
Encounter • Implement, Poison, Shadow Daily • Reliable, Shadow, Weapon Standard Action Melee Touch
Standard Action Area Burst 1 Within 10 Standard Action Melee Weapon Target: One creature
Squares Target: One creature Attack: Dexterity vs. Fortitude
Target: Each creature in burst Attack: Dexterity vs. AC. You can score a critical hit on a roll Hit: Ongoing 25 necrotic damage (save ends).
Attack: Dexterity vs. Fortitude. If the target is also the target of 18-20. After making the attack roll, you can choose to
of your assassin’s shroud power, you gain a +2 bonus to the Aftereffect: Ongoing 15 necrotic damage (save ends).
turn the attack into a miss.
attack roll. Miss: Ongoing 15 necrotic damage (save ends).
Hit: 6[W] + Dexterity modifier damage.
Hit: 3d8 + Dexterity modifier poison damage. Aftereffect: Ongoing 10 necrotic damage (save ends).
Folded Shadow Assassin Attack 25 Effect: Whenever you hit the target with a shadow attack
Shadow Swap Assassin Attack 23 before the end of the encounter, it suffers a -5 penalty to
As you lunge at your enemy, your blade slices deep into it, and
As you strike at your foe, your shadows mingle. saving throws against any effect bestowed by this power
your disappear into its shadow.
until the end of your next turn.
Encounter • Shadow, Weapon Daily • Shadow, Weapon
Standard Action Melee Weapon Standard Action Melee 1
Target: One creature Wall of Death Assassin Attack 25
Target: One creature
Attack: Dexterity vs. AC Attack: Dexterity vs. AC You call forth a shadowy construct built from the shards of your
Hit: 3[W] + Dexterity modifier damage, and the next time previous victims. It howls in pain and lashes out with long
Hit: 5[W] + Dexterity modifier damage. tendrils as the souls trapped within seek to escape.
you are subject to an effect that a save can end before the
end of your next turn, the target is also subjected to that Miss: Half damage. Daily • Conjuration, Implement, Necrotic, Shadow
effect. Effect: You shift 1 square into the target’s space, remaining Standard Action Area Wall 5 Within 10
Bleak Disciple: Whenever a target is subjected to an effect there until the end of your next turn. While there, you are Squares
as a result of this power, it takes damage equal to your insubstantial, you move with the target (this movement Effect: You conjure a wall of darkness that lasts until the end
Constitution modifier. does not provoke opportunity attacks), and any melee or of your next turn. The wall can be up to 4 squares high,
ranged attack that misses you hits the target instead and it blocks line of sight for creatures other than you. Any
(unless the target is the attacker). When the effect ends, enemy that starts its turn in the wall or adjacent to it takes
Wraith’s Assault Assassin Attack 23 you slide 1 square to a square adjacent to the target. 15 necrotic damage, plus 5 damage for each of your
You move through your enemies like a shadow, advancing on your shrouds on that enemy. Whenever a creature drops to 0 hit
Sustain Minor: The effect persists.
chosen foe despite the defenses around it. points or fewer within 5 squares of the wall, you can
Encounter • Shadow, Weapon increase the wall’s length by 2 squares.
Standard Action Melee Weapon Sustain Minor: The wall persists.
Effect: Before the attack, you fly your speed + 4, gaining
phasing and becoming insubstantial during the movement.
Target: One creature
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier damage.
Level 27 Encounter Hexes Shadows of Doom Assassin Attack 27 Shadow Puppet Assassin Attack 29
Ambush From Thin Air Assassin Attack 27 Your foe’s shadow writhes as it gains a malevolent will of its own, You reach into your foe’s shadow and rip away part of its essence,
You suddenly appear next to your foe and make a deadly attack. striking the moment your foe lets its guard down. which you use to manipulate the foe like a puppet.

Encounter • Shadow, Teleportation, Weapon Encounter • Shadow, Weapon Daily • Charm, Implement, Psychic, Shadow
Standard Action Melee Weapon Standard Action Melee Weapon Standard Action Melee Touch
Target: The target of your assassin’s shroud power Target: One creature Target: One creature
Effect: Before the attack, you teleport 20 squares to a square Attack: Dexterity vs. AC Attack: Dexterity vs. Will
adjacent to the target. This teleportation does not require Hit: 3[W] + Dexterity modifier damage, and until the end of Hit: 4d8 + Dexterity modifier psychic damage, and the target
line of sight. your next turn, the target takes 3 damage whenever it is dominated (save ends). Until the target saves against
Attack: Dexterity vs. Reflex takes an action other than a free action. this effect, whenever an enemy leaves a square adjacent to
Hit: 3[W] + Dexterity modifier damage. Bleak Disciple: The target instead takes damage equal to the target or makes a ranged attack while adjacent to it,
your Constitution modifier whenever it takes an action you can use an opportunity action to compel the target to
other than a free action. make a melee basic attack against that enemy.
Last Word Assassin Attack 27
Miss: Half damage, and the target is dominated until the end
Having studied your enemy, you are now ready to end its life with
a single strike.
Level 29 Daily Hexes of your next turn.

Encounter • Shadow, Weapon Doom Foretold Assassin Attack 29


Three Shadow Venoms Assassin Attack 29
Standard Action Melee Weapon As your weapon slices your foe, you lay bare the root of its doom.
Target: The target of your assassin’s shroud power Your next strike is the last one you’ll need. You draw the essence of shadow into your weapon and transform
Attack: Dexterity vs. AC it into a deadly mixture of three poisons.
Daily • Shadow, Weapon
Hit: 3[W] + Dexterity modifier damage. Standard Action Melee Weapon Daily • Poison, Shadow, Weapon
Target: One creature Standard Action Melee Weapon
Special: If you invoked your shrouds on the target as part of Target: One creature
this attack, roll d12s instead of d6s for that damage. Attack: Dexterity vs. AC
Attack: Dexterity vs. Fortitude
Hit: 7[W] + Dexterity modifier damage.
Hit: 2[W] + Dexterity modifier damage, and the target is
Reaper in Black Assassin Attack 27 Miss: Half damage. weakened (save ends) and takes ongoing 15 poison damage
In your foe’s eyes, you become an avatar of death. Your presence Effect: You can use your assassin’s shroud power against the (save ends).
is enough to hold the foe rapt with fear, and your other enemies target up to four times. Miss: Half damage, and the target suffers a -5 penalty to
sense that creature’s impending doom. damage rolls (save ends) and takes ongoing 5 poison
Encounter • Fear, Implement, Psychic, Shadow Intent to Murder Assassin Attack 29 damage (save ends).
Standard Action Ranged 5 You have studied your foe long enough. Now is the time to end its Effect: The target is dazed (save ends).
Target: One creature life.
Attack: Dexterity vs. Will
Daily • Shadow, Weapon
Hit: 3d10 + Dexterity modifier psychic damage, and the Standard Action Melee Weapon
target is immobilized until the end of your next turn. In Target: One enemy that has four of your shrouds on it
addition, you slide each enemy within 5 squares of the Attack: Dexterity vs. Reflex
target 1 square.
Hit: Damage equal to your bloodied value, or twice that if the
Night Stalker: You instead slide each enemy within 5 target is helpless.
squares of the target 3 squares.
Miss: Damage equal to your healing surge value, or twice
that if the target is helpless.
Avenger Rotting Wound Avenger Attack 5 Level 7 Encounter Prayers
Putrescence weeps from the wound you bestow, rotting your Light and Darkness Avenger Attack 7
Level 1 At-Will Prayers enemy from the inside out. As you send a soul upon its final journey, divine energy strikes out
Focused Fury Avenger Attack 1 Daily • Divine, Necrotic, Weapon from you and your foe in equal measure but opposite character.
Standard Action Melee Weapon Encounter • Divine, Necrotic, Radiant, Weapon
As you smite your chosen prey, you drive back another enemy. Target: One creature Standard Action Melee Weapon
At-Will • Divine, Weapon Attack: Wisdom vs. Fortitude Target: One creature
Standard Action Melee Weapon Hit: 2[W] + Wisdom modifier necrotic damage. Attack: Wisdom vs. AC
Target: One creature
Attack: Wisdom vs. AC Miss: Half damage. Hit: 1[W] + Wisdom modifier damage. If this attack reduces
Effect: Until the end of the encounter, if the target makes the target to 0 hit points, enemies adjacent to the target
Hit: 1[W] + Wisdom modifier damage. If the target is your take 5 necrotic damage and enemies adjacent to you take 5
oath of enmity target, you can push another enemy that is an attack on its turn, it takes a -2 penalty to saving throws
at the end of that turn. radiant damage.
adjacent to you 2 squares.
Increase damage to 2[W] + Wisdom modifier at 21st level. Level 6 Utility Prayers Level 9 Daily Prayers
Level 1 Encounter Prayers Soul Seeker Avenger Utility 6 Fated Doom Avenger Attack 9
You call forth a hungering spirit, allowing it to harvest the life Your strike hurls your foe into death’s embrace, and the Raven
Rictus Grin Avenger Attack 1 Queen rewards you with renewed vigor.
force of your enemies.
Your features twist in a deathly grimace, striking terror in those Daily • Divine, Weapon
around you. Daily • Conjuration, Divine, Healing
Minor Action Ranged 10 Standard Action Melee Weapon
Encounter • Divine, Fear, Weapon Target: One creature
Standard Action Melee Weapon Effect: A soul-consuming spirit from the land of the dead Attack: Wisdom vs. AC
Target: One creature appears in an unoccupied square within range. It remains
until the end of your next turn. The soul seeker counts Hit: 3[W] + Wisdom modifier damage.
Attack: Wisdom vs. AC
as an ally for flanking. Whenever you reduce an enemy that Miss: Half damage.
Hit: 2[W] + Wisdom modifier damage. Until the end of your is adjacent to the soul seeker to 0 hit points, you regain a
next turn, any enemy adjacent to you takes a -2 penalty to Effect: If this attack reduces the target to 0 hit points, you
number of hit points equal to your Wisdom modifier. If you regain a healing surge.
attack rolls. reduce the target of your oath of enmity to 0 hit points,
you can use your oath of enmity power as a free action
Level 5 Daily Prayers against a target adjacent to your soul seeker.
Level 10 Utility Prayers
Living Death Strike Avenger Attack 5 Sustain Minor: The soul seeker persists until the end of
Decaying Presence Avenger Utility 10
As you attack your chosen foe, you channel part of your own soul your next turn, and you can move it 5 squares, ignoring Your presence decays your enemy’s defenses, allowing your prayers
into your weapon. difficult terrain. The soul seeker vanishes at the end of your to strike without interference.
turn if it is out of your line of sight. Daily • Divine
Daily • Divine, Necrotic, Weapon
Standard Action Melee Weapon Minor Action Personal
Target: One creature Effect: Choose one resistance to a damage type possessed by
Attack: Wisdom vs. AC your oath of enmity target. Until you reduce that target to 0
Hit: 2[W] + Wisdom modifier damage. hit points, any enemy adjacent to you does not benefit
from any resistance to this damage type.
Miss: Half damage.
Effect: You can lose a healing surge to deal an additional
2[W] necrotic damage.
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.
Encounter • Cold, Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier cold damage. Until the end
of your next turn, the target is immobilized, and any enemy
that ends its turn in a square adjacent to the target takes
cold damage equal to your Wisdom modifier.

Level 19 Daily Prayers


Leprous Wound Avenger Attack 19
Your dire strike causes your enemy to fall to pieces.
Daily • Divine, Necrotic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier necrotic damage, and the
target is leprous (save ends). While leprous, whenever
the target takes damage from an attack, 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.

Level 22 Utility Prayers


Raven Wings Avenger Utility 22
Death’s shroud falls upon you, but your god intercedes and spares
you from the approaching doom.
Daily • Divine, Healing, 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.
Barbarian Bloodseeker’s Rage Barbarian Attack 1 Earthquake Dragon’s Rage Barbarian Attack 5
As you strike, flashes of spectral teeth and blood-red hide reveal The ground shakes, and the air splits. You can barely hear the
Level 1 At-Will Evocations the bloodseeker drake protector spirit that inspires your rage. voices of your friends asking you to call on a different primal spirit
Daily • Primal, Rage, Weapon to drive your rage.
Foe to Foe Barbarian Attack 1
Standard Action Melee Weapon Daily • Primal, Rage, Weapon
Each foe that you slay fills you with the rush of battle, and as the Target: One creature Standard Action Melee Weapon
battle rages, you cut your way from one foe to the next. Attack: Strength vs. AC Target: One creature
At-Will • Primal, Weapon Hit: 3[W] + Strength modifier damage. Attack: Strength vs. AC
Standard Action Melee Weapon Hit: 3[W] + Strength modifier damage.
Target: One creature Miss: Half damage.
Attack: Strength vs. AC Effect: You enter the rage of the bloodseeker. Until the rage Miss: Half damage.
Hit: 1[W] + Strength modifier damage. If you have reduced ends, you can make an opportunity attack against any Effect: You enter the rage of the earthquake dragon. Until
at least one non-minion enemy to 0 hit points during this bloodied enemy adjacent to you that shifts. the end of your next turn or until the rage ends (whichever
encounter, this attack deals 1d8 extra damage. While is longer), you deal thunder damage equal to your strength
raging, you instead deal 1d10 extra damage. Level 5 Daily Evocations modifier to each creature within 5 squares of you whenever
an enemy hits you.
Increase damage to 2[W] + Strength modifier at 21st level. Ambusher’s Rage Barbarian Attack 5

Level 1 Daily Evocations


The ambush drake’s throaty roar erupts from your throat as you Level 6 Utility Evocations
fling yourself around your wounded enemy in a dizzying set-up for
the death blow. Laugh it Off Barbarian Utility 6
Always Falling Rage Barbarian Attack 1
Daily • Primal, Rage, Weapon You laugh at your foe’s attack, making even its mightiest effort
The fury of the waterfall and the relentless push of the waters seem pointless against your boundless endurance.
propels you past any defenses. Standard Action Melee Weapon
Target: One creature Encounter • Primal
Daily • Primal, Rage, Weapon Attack: Strength vs. AC Immediate Interrupt Personal
Standard Action Melee Weapon Trigger: You are hit by an enemy’s attack
Target: One creature Hit: 3[W] + Strength modifier damage.
Attack: Strength vs. AC Miss: Half damage. Effect: Reduce the triggering attack’s damage by an amount
equal to your Constitution modifier. You gain a +2 power
Hit: 2[W] + Strength modifier damage, and you knock the Effect: You enter the rage of the ambusher. Until the rage bonus to your next attack roll and damage roll against the
target prone. ends, you can shift 2 squares of a minor action as long as triggering enemy made before the end of your next turn.
Miss: Half damage. you end the shift adjacent to a bloodied enemy.

Effect: You enter the rage of the always falling spirit. Until Level 9 Daily Evocations
the rage ends, you can shift 2 squares as an immediate
Clawfoot Berserker Rage Barbarian Attack 5
Carver’s Raging Glory Barbarian Attack 9
reaction whenever one of your allies hits an enemy You channel the behemoth’s fury to avenge injury to allies who
fight alongside you. Your axe rises in time with the ocean’s pounding waves. Your axe
adjacent to you.
falls with power borrowed from each crashing death.
Daily • Primal, Rage, Weapon
Standard Action Melee Weapon Daily • Primal, Rage, Weapon
Target: One creature Standard Action Melee Weapon
Attack: Strength vs. AC Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Miss: Half damage.
Effect: You enter the rage of the clawfoot berserker. Until
the rage ends, when any ally within 5 squares of you Effect: You enter the rage of the carver’s glory. Until the rage
becomes bloodied, you gain a +2 power bonus to attack ends, whenever you reduce any enemy to 0 hit points, your
rolls until the end of your next turn and can make a melee next attack deals 5 extra damage.
basic attack as an immediate reaction.
Frenzied Beast Rage Barbarian Attack 9 Level 15 Daily Evocations
You are so consumed with primal fury that you enter a self- Whisper Blades Rage Barbarian Attack 15
destructive rampage. A shifting aura of moons and stars outlines your form. As blood
Daily • Primal, Rage, Weapon drips from your blade and from your enemy, you can hear the
Standard Action Melee Weapon wicked laughter of the trickster spirit.
Target: One creature Daily • Primal, Rage, Weapon
Attack: Strength vs. AC Standard Action Melee Weapon
Hit: 3[W] + Strength modifier damage. Target: One creature
Miss: Half damage. Attack: Strength vs. AC

Effect: You enter the rage of the frenzied beast. Until the Hit: 2[W] + Strength modifier damage, and you deal the
rage ends, once per round as a minor action you can take same amount of damage to a different enemy within 5
5 damage to deal 5 + your Constitution modifier damage squares.
to an enemy adjacent to you. The damage you take cannot Miss: Half damage.
be reduced or negated. Effect: You enter the rage of the whisper blades. Until the
rage ends, once per round when you hit with a melee attack
Stoneroot Rage Barbarian Attack 9 on your turn, you can choose to reduce the damage of that
Power wells up from deep within the unassailable earth. attack by 10 and deal 10 damage to another creature
within 5 squares of you.
Daily • Primal, Rage, Weapon
Standard Action Melee Weapon
Target: One creature
Level 19 Daily Evocations
Attack: Strength vs. AC Fortune’s Ravagers Rage Barbarian Attack 19
Hit: 3[W] + Strength modifier damage, and the target is Sometimes good luck leads directly to bad, and when your foe is
slowed (save ends). lucky enough to make an extraordinarily effective attack, you’re
Miss: Half damage. right there to slam that luck back down its throat.

Effect: You enter the rage of the stoneroot. Until the rage Daily • Primal, Rage, Weapon
ends, you gain resist 5 to all damage. Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the fortune’s ravager. Until the
rage ends, you can repeat the rage’s attack as an immediate
interrupt against any adjacent enemy that rolls a critical
hit with an attack.
Bard Level 16 Utility Spells Level 29 Daily Spells
Funeral Dirge Bard Utility 16 Song of the Deadly Dancer Bard Attack 29
Level 1 At-Will Spells Your words conjure up fear of your allies, warning your enemies Your song calls forth a dancing amalgam of shadow, blades, and
Cutting Words Bard Attack 1 that the end is nigh. death. It whirls into being and spins toward your foes, its night-
Daily • Arcane, Fear marish gamboling keeping pace with your feverish beat.
With the aid of your magic, your words become a weapon capable
of luring a foe into a tactical blunder. Minor Action Close Burst 5 Daily • Arcane, Implement, Necrotic, Summoning
Target: One ally in burst Minor Action Ranged 10
At-Will • Arcane, Implement, Psychic
Standard Action Ranged 10 Effect: Until the end of the encounter, whenever the ally Effect: You summon a Medium deadly dancer in an
Target: One creature reduces an enemy to 0 hit points, that ally can immediately unoccupied square within range. The dancer has speed 8. It
Attack: Charisma vs. Will mark all enemies within 2 squares of him or her. This mark has a +4 bonus to AC and a +4 bonus to Reflex. You can
lasts until the end of the ally’s next turn. give the deadly dancer the following special commands.
Hit: 1d8 + Charisma modifier psychic damage, and you pull
the target 2 squares. • Standard Action: Close burst 1; targets each adjacent
Level 19 Daily Spells enemy; Charisma vs. Reflex; 2d10 + Charisma modifier
Increase damage to 2d8 + Charisma modifier at 21st level. necrotic damage, and the target is marked by the deadly
All Souls’ Ball Bard Attack 19
dancer until the end of your next turn. After all attacks
Level 1 Daily Spells A haunting tune fills the air, drawing the souls of the dying to are resolved, the deadly dancer can shift 2 squares.
dance among their killers. • Opportunity Action: Targets one creature; Charisma
Burdening Dirge Bard Attack 1
Daily • Arcane, Implement, Necrotic, Zone vs. Reflex; 2d10 + Charisma modifier necrotic damage.
Your dire lament is a heavy weight on your foe’s mind, binding Standard Action Area Burst 2 Within 10
that enemy when your allies cause it pain. Target: Each enemy in burst Squares
Daily • Arcane, Implement, Psychic Attack: Charisma vs. Will
Standard Action Ranged 10 Hit: 3d8 + Charisma modifier necrotic damage, and the
Target: One creature target is immobilized until the end of your next turn.
Attack: Charisma vs. Will
Miss: Half damage.
Hit: 2d8 + Charisma modifier necrotic damage.
Effect: The burst creates a zone that lasts until the end of the
Effect: Until the end of the encounter, when an ally attacks encounter. When an enemy within the zone drops to 0 hit
the target and hits, the target is slowed until the end of its points, allies adjacent to the enemy can spend a healing
next turn. surge as a free action, and enemies adjacent to the slain
enemy grant combat advantage until the end of their next
Level 15 Daily Spells turn.
Funeral Dirge Bard Attack 15
Death itself sings a wordless dirge and calls your foes to their
doom.
Daily • Arcane, Fear, Implement, Necrotic, Zone
Standard Action Close Burst 2
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier necrotic damage.
Effect: The burst creates a zone of deep and haunting
chanting that lasts until the end of the encounter. An
enemy that starts it turn in the zone is weakened until the
start of its next turn.
Cleric Level 1 Daily Prayers Level 3 Encounter Prayers
Curse of Misfortune Cleric Attack 1 Destined Duel Cleric Attack 3
Level 1 At-Will Prayers Fate intervenes and consigns the enemy to defeat as its attacks You mark an enemy with a holy sigil, causing your ally to rise up
Gaze of Defiance Cleric Attack 1 fail and its stratagems lead to ruin. and defeat this foe.
With a fearless glare, you mark your foe as a target for allied Daily • Divine, Implement, Psychic Encounter • Divine, Implement, Radiant
attacks. Standard Action Close Burst 3 Standard Action Ranged 5
Target: Each enemy in burst Target: One creature
At-Will • Divine, Implement, Psychic Attack: Strength or Wisdom vs. Will Attack: Wisdom vs. Reflex
Standard Action Ranged 5
Target: One creature Hit: Whenever the target makes an attack roll, it rolls twice Hit: 1d10 + Wisdom modifier radiant damage, and any ally
Attack: Wisdom vs. Will and uses the lower result (save ends). within 5 squares of you gains a +2 power bonus to attack
Aftereffect: The target takes 10 psychic damage. rolls against the target until the end of your next turn. If
Hit: 1d8 + Wisdom modifier psychic damage, and your allies you use healing word on that ally this turn, the ally also
gain a +1 power bonus to attack rolls against the target Miss: The target takes 10 psychic damage. gains a +4 power bonus to damage rolls against the target
until the end of your next turn. If the target attacks you until the end of your next turn.
before the end of your next turn, the bonus increases to +3. Level 2 Utility Prayers
Increase damage to 2d8 + Wisdom modifier at 21st level. Angelic Witnesses Cleric Utility 2 Level 5 Daily Prayers
Your prayers bring the attention of ghostly minor angels, who Divine Juggernaut Cleric Attack 5
Invigorating Assault Cleric Attack 1 stand and silently observe you in battle. Your body surges with the manifestation of divine wrath, and
You chant a prayer to bolster a nearby ally while you strike at Daily • Conjuration, Divine even simple prayers make your onslaught more forceful.
your foe. Minor Action Close Burst 10 Daily • Divine, Weapon
At-Will • Divine, Weapon Effect: You conjure a silent, ghostly angel in one square in Standard Action Melee Weapon
Standard Action Melee Weapon burst. The angel lasts until the end of your next turn Target: One creature
Target: One creature and occupies its square. When an ally adjacent to the Attack: Strength vs. AC
Attack: Strength vs. AC angel spends a healing surge, he or she gains an additional Hit: 2[W] + Strength modifier damage.
Hit: 1[W] + Strength modifier damage, 4 hit points. For each of your uses of healing word or
Channel Divinity since the start of your last turn, you Miss: Half damage.
Increase damage to 2[W] + Wisdom modifier at 21st level.
can conjure an additional angel in a square not adjacent to Effect: Each time you use healing word or Channel Divinity
Effect: One ally adjacent to you gains temporary hit points another angel. before the end of the encounter, the target takes damage
equal to your Wisdom modifier. equal to your Charisma modifier and you and each ally
Sustain Minor: The effect persists, and you can move each
angel 3 squares. adjacent to you gain temporary hit points equal to your
Level 1 Encounter Prayers Charisma modifier.
Vengeful Flare Cleric Attack 1
Seeing your ally in pain, you vow vengeance as you rain holy fire
Level 6 Utility Prayers
upon your foe. Gift of Good Fortune Cleric Utility 6
Encounter • Divine, Fire, Implement, Radiant You beseech the divine forces that shape destiny and fate to smile
Standard Action Ranged 5 on your ally.
Target: One creature Encounter • Divine
Attack: Wisdom vs. Reflex Minor Action Ranged 10
Hit: 2d8 + Wisdom modifier fire damage, and the target Effect: The target makes a saving throw. If you used divine
takes a -2 penalty to all defenses until the end of your next fortune this turn, the ally receives a bonus to the saving
turn. If you used healing word this turn, this attack deals throw equal to the bonus granted by your divine fortune.
extra damage equal to your Charisma modifier.
Seized Destiny Cleric Utility 6 Level 10 Utility Prayers Level 15 Daily Prayers
You foster courage where fear reigns, and you provide strength Reverent Mettle Cleric Utility 10 Sacred Armistice Cleric Attack 15
where weakness rules. You blunt an attack against your comrade using only your devout Your prayer affects a short-term pact of peace and gives you the
Daily • Divine will. Calling upon your deity allows you to perform this trick divine sanction to heal the wounds of battle.
Standard Action Close Burst 5 again. Daily • Divine, Fear, Implement
Target: You and each ally in burst Encounter • Divine Standard Action Close Blast 5
Effect: The target gains temporary hit points equal to 5 + Immediate Interrupt Close Burst 5 Target: Each creature in blast
your Wisdom modifier and gains a +2 power bonus to Will Trigger: An ally within 5 squares of you takes damage from Attack: Wisdom vs. Will
until the end of the encounter. an attack Hit: The target cannot attack (save ends).
Target: The triggering ally in burst
Effect: Until the end of the encounter, when you use healing
Walk Among the Wounded Cleric Utility 6 Effect: Reduce the triggering attack’s damage by 5 + your word, the target of that power gains a +5 power bonus to all
As you pass by your allies, your presence bolsters their spirits. Charisma modifier. defenses until the end of your next turn.
Encounter • Divine Special: When you use Channel Divinity, you regain the use
Move Action Personal of this power. Summon Black Reaper Cleric Attack 15
Effect: Move up to your speed. Each ally adjacent to you at You call upon the Raven Queen, drawing forth an embodiment
any point during this move gains a +1 power bonus to
Level 13 Encounter Prayers of grim fate. This dark figure harrows foes but stays the hand of
AC until the end of your next turn. If you are bloodied, the Chains of Blazing Light Cleric Attack 13 death when it would touch your friends.
bonus is instead +2. Columns of intense, fiery light blast down and mark your foes Daily • Divine, Healing, Implement, Necrotic, Summoning
with divine sigils, leaving them shaken. Minor Action Ranged 10
Level 7 Encounter Prayers Encounter • Divine, Implement, Radiant Effect: You summon a Large black reaper in an unoccupied
Forgemaster’s Flame Cleric Attack 7 Standard Action Area Burst 2 Within 10 2-by-2-square space within range. The black reaper has
The astral fire you call down limns your foe, causing it to become Squares reach 2, speed 8, and fly 8 (hover). It has a +4 bonus to AC
sluggish and providing healing to an ally. Target: Up to four creatures in burst and a +4 bonus to Will. You can give the black reaper the
Attack: Wisdom vs. Reflex following special commands.
Encounter • Divine, Fire, Healing, Weapon
Standard Action Melee Weapon Hit: The target is dazed until the end of your turn. If you’ve • Standard Action: Reach 2; targets one creature;
Target: One creature used Channel Divinity this encounter, the next hit against Wisdom vs. Reflex; 2d8 + Wisdom modifier necrotic
Attack: Strength vs. AC the target before the end of your next turn deals extra damage, and if the black reaper reduces its target to 0 hit
radiant damage equal to 5 + your Charisma modifier. points, the black reaper and one ally within 5 squares of
Hit: 2[W] + Strength modifier fire damage. If you’ve used it regain 2d6 hit points.
Channel Divinity this encounter, you mark the target until • Opportunity Action: Reach 2; targets one creature;
the end of your next turn, and an ally with 5 squares of you Union of Three Fates Cleric Attack 13
Wisdom vs. Reflex; 2d8 + Wisdom modifier necrotic
can spend a healing surge. If you haven’t, the target grants Three inky tendrils emerge from your target, and those touched by damage, and if the black reaper reduces its target to 0 hit
combat advantage and is slowed until the end of your next the malignant appendages learn their fates, for good or ill. points, the black reaper and one ally within 5 squares of
turn. Encounter • Cold, Divine, Healing, Implement, Necrotic it regain 2d6 hit points.
Standard Action Ranged 10
Target: One creature
Attack: Strength or Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier cold and necrotic damage.
Choose one, two, or three creatures within 5 squares of
the target. One creature can spend a healing surge, another
creature takes 1d10 cold damage, and one creature takes
1d10 necrotic damage.
Tree of Creation Cleric Attack 15 Level 17 Encounter Prayers Level 22 Utility Prayers
Motes of light burst from you, outlining a starry tree like some Life-Stealing Light Cleric Attack 17 Death for Death Cleric Utility 22
used to model the cosmos. The image fades, but the light of the A burst of light from your soul draws energy from your enemies. You pluck fate’s strings to alter the outcome of your ally’s attack.
cosmic tree lingers, harming your enemies and steeling the minds Each death brings greater glory.
of your allies. Daily • Divine
Encounter • Divine, Healing, Implement, Necrotic Immediate Interrupt Ranged 5
Daily • Divine, Implement, Radiant, Zone Standard Action Close Burst 3 Trigger: An ally misses with an attack
Standard Action Close Burst 3 Target: Each enemy in burst Target: The triggering ally
Target: Each enemy in burst Attack: Wisdom vs. Will
Attack: Wisdom vs. Will Effect: The ally loses 1 healing surge and rerolls the attack
Hit: 3d6 + Wisdom modifier necrotic damage, and if the with a bonus equal to your Wisdom modifier. If the ally
Hit: 3d10 + Wisdom modifier radiant damage. target drops to 0 hit points before the end of your next doesn’t have any healing surges left, it instead loses hit
Miss: Half damage. turn, the creature that killed the target regains 1d6 hit points equal to its surge value.
Effect: The burst creates a zone that lasts until then end of points.
your next turn. You and each ally within the zone gains a Prayer Made Real Cleric Utility 22
+2 power bonus to Will and resist 5 psychic. If an ally Level 19 Daily Prayers Each prayer you recite builds on the one before it, culminating in a
within the zone is under a dazed, dominated, or stunned Breath of the Raven Queen Cleric Attack 19 great boon that makes you and your allies into a divine army.
condition that a save can end, the ally can make a saving
throw against each of those conditions at the start of its
You release the Raven Queen’s breath to assail your enemies, Daily • Divine
turn, as well as at the end of its turn.
binding them in black ice to leech strength from their bodies and Minor Action Area Burst 2 Within 10
their souls. Squares
Sustain Minor: The zone persists, and each enemy in it Target: You and each ally in burst
Daily • Cold, Divine, Implement, Necrotic
takes 1d6 radiant damage. You must remain within the
Standard Action Close Blast 5 Effect: The target gains a +2 power bonus to saving throws.
zone to sustain it, but you can move its center to your
Target: Each creature in blast If you used healing word this turn, the target also gains a
location when you sustain it.
Attack: Strength or Wisdom vs. Fortitude +2 power bonus to all defenses. If you used Channel
Divinity since the start of your last turn, the target also
Level 16 Utility Prayers Hit: 3d6 + Wisdom modifier cold damage, and the target is
gains a +1 power bonus to attack rolls. The bonuses
immobilized (save ends).
Healing Circle Cleric Utility 16 granted by this power last until the end of the encounter.
First Failed Saving Throw: The target is restrained
As you pass by your allies, your presence bolsters their spirits. instead of immobilized (save ends)
Daily • Divine, Healing, Zone Sealing Death’s Door Cleric Utility 22
Second Failed Saving Throw: The target also takes
Minor Action Close Burst 5 ongoing 10 necrotic damage (save ends).
With a distant boom audible to all, death’s door slams shut
Target: You and each ally in burst around an area you protect with your divine power.
Miss: 3d6 cold damage.
Effect: The target regains 15 hit points. The burst creates a Daily • Divine, Zone
zone of healing light that lasts until the end of the Standard Action Area Burst 2 Within 10
encounter. When you or any ally spends a healing surge Necrotic Transference Cleric Attack 19 Squares
while within the zone, he or she regains additional hit You swathe your weapon in necromantic energy, draining the life Effect: The burst creates a zone against death that lasts until
points equal to 5 + your Charisma modifier. from an enemy and transferring it to your ally. the end of your next turn. When you or an ally within the
Daily • Divine, Necrotic, Weapon zone drops to 0 hit points or fewer, that creature does not
Standard Action Melee Weapon begin dying, but can continue to act normally instead. No
Target: One creature creature is required to make death saving throws while in
Attack: Strength vs. Will the zone. When a creature exits the zone, it gains the
Hit: 4[W] + Charisma modifier necrotic damage, and one condition its current hit points dictate at the end of its
ally within 10 squares of you regains a healing surge. next turn.

Miss: Half damage. Sustain Minor: The zone persists until the end of your next
turn.
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.
Daily • Divine, Healing, Implement, Lightning, 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. Enemies that enter the zone
or start their turns there take 2d10 + Wisdom modifier
lightning damage. If an enemy is reduced to 0 hit points
while within the zone, you or an ally of your choice can
spend a healing surge without taking an action to do so.
When you or an ally takes lightning or thunder damage
while within the zone, whoever took the damage can use
an immediate interrupt to spend a healing surge.
Sustain Minor: The zone persists.
Druid
Level 1 At-Will Evocations
Grasping Tide Druid Attack 1
A vortex of water appears amidst your foes, drawing them into its
grasp.
At-Will • Implement, Primal
Standard Action Area Burst 1 Within 10
Squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage. Until the end of your
next turn, if the target leaves the burst’s area of effect, you
can use an opportunity action to make a secondary attack
against it.
Secondary Attack: Wisdom vs. Reflex
Hit: You knock the target prone.
Increase damage to 2d6 + Wisdom modifier at 21st level.

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.
Daily • Conjuration, 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. The wall can be
up to 4 squares high. Any ally who is within the wall or
being attacked through it has concealment. 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.
Fighter Level 1 Encounter Exploits Savage Advance Fighter Attack 1
Punishing Charge Fighter Attack 1 Your enemy falls back beneath your savage attack, but you pursue
Level 1 At-Will Exploits As you charge into battle, your weapon opens a path to your to finish the job.
Knockdown Assault Fighter Attack 1 chosen foe. Daily • Martial, Weapon
Encounter • Martial, Weapon Standard Action Melee Weapon
You smash your weapon into your foe so hard that the enemy loses Requirement: You must be wielding a two-handed weapon.
its footing. Standard Action Melee Weapon
Requirement: You must be wielding a two-handed weapon. Target: One creature
At-Will • Martial, Weapon You must charge and use this power in place of a melee Special: Before the attack, you can slide the target one square
Standard Action Melee Weapon basic attack. and shift into the square the target vacated.
Target: One creature Target: One creature Attack: Strength -2 vs. AC
Attack: Strength vs. Fortitude Attack: Strength vs. AC Hit: 3[W] + Strength modifier + Constitution modifier
Hit: Strength modifier damage, and you knock the target Hit: 1[W] + Strength modifier + Constitution modifier damage.
prone. damage. Miss: Half damage.
Special: When charging, you can use this power in place of a Effect: Any enemy that makes an opportunity attack against
melee basic attack. you during your charge takes damage equal to your Level 2 Utility Exploits
Constitution modifier. Close the Gap Fighter Utility 2
Wicked Strike Fighter Attack 1
As your foe falls, you quickly move on to challenge a new enemy.
Your weapon might be cumbersome, but it packs quite a punch Level 1 Daily Exploits
when it connects. Encounter • Martial
Ruinous Attack Fighter Attack 1 Immediate Action Personal
At-Will • Martial, Weapon Your weapons move with incredible speed and open deep gashes in Trigger: An adjacent enemy marked by you drops to 0 hit
Standard Action Melee Weapon your opponent. points
Requirement: You must be wielding a two-handed weapon.
Target: One creature marked by you Daily • Martial, Weapon Effect: You move a number of squares equal to your Dexterity
Attack: Strength -2 vs. AC Standard Action Melee Weapon modifier. You can mark one enemy that is adjacent to you
Requirement: You must be wielding two melee weapons. after this movement. The mark lasts until the end of your
Hit: 1[W] + Strength modifier + Constitution modifier Primary Target: One creature next turn.
damage. Primary Attack: Strength vs. AC (main weapon)
Increase damage to 2[W] + Strength modifier + twice Hit: 1[W] + Strength modifier damage, and ongoing 5 Who’s Next? Fighter Utility 2
Constitution modifier at 21st level. damage (save ends). When your foe crumples, you move forward to find your next
Special: You can use this power in place of a melee basic Miss: Half damage. opponent.
attack.
Effect: You make a secondary attack. Encounter • Martial
Move Action Personal
Secondary Target: One creature other than the primary
Requirement: You must have reduced a nonminion enemy
target
to 0 hit points during this turn.
Secondary Attack: Strength vs. AC (off-hand weapon)
Effect: You shift up to your speed and gain a bonus to your
Hit: 1[W] + Strength modifier damage, and ongoing 5 next damage roll before the end of your next turn equal to
damage (save ends). the distance (in squares) you shifted.
Miss: Half damage.
Level 3 Encounter Exploits Dancing Defense Fighter Attack 5 Level 6 Utility Exploits
Restoring Strike Fighter Attack 3 Each time your blade connects you strike again—or feint, allowing Daring Shout Fighter Utility 6
Your weapon impacts with a satisfying crunch, filling you with you to dance away. You challenge nearby enemies to attack you, bolstering your own
new confidence. Daily • Martial, Stance, Weapon stamina.
Encounter • Martial, Weapon Minor Action Melee Weapon Encounter • Martial
Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. Minor Action Close Burst 1
Requirement: You must be wielding a two-handed weapon. Effect: Until the stance ends, once per round when you hit Target: Each enemy in burst you can see
Target: One creature with an attack using your main weapon, you can make a Effect: The target is marked until the end of your next turn.
Attack: Strength -2 vs. AC melee basic attack with your off-hand weapon against a You gain temporary hit points equal to your Constitution
Hit: 1[W] + Strength modifier + Constitution modifier different target or shift 1 square and gain a +2 power bonus modifier + the number of targets in the burst.
damage. Until the end of your next turn, you can use your to AC and Reflex until the start of your next turn.
second wind as a minor action. Line in the Sand Fighter Utility 6
Spinning Razor Strike Fighter Attack 5
You trace a line on the ground with your weapon, daring your
Level 5 Daily Exploits You move with such alacrity that your enemies can’t follow your enemies to cross it.
Brazen Assault Fighter Attack 5 movements: strike, step, strike, step, and finally one last strike to
end your opponents’ threat. Encounter • Martial
Relying on your own resilience, you put yourself in danger, knowing Standard Action Close Burst 1
that you can maneuver for a better attack. Daily • Martial, Weapon Requirement: You must be trained in Intimidate.
Standard Action Melee Weapon
Daily • Martial, Weapon Requirement: You must be wielding two melee weapons. Effect: The burst creates a zone that lasts until the end of the
Standard Action Melee Weapon Primary Target: One creature encounter or until you leave it. Any enemy inside the zone
Prerequisite: You must be trained in Endurance. Primary Attack: Strength vs. AC (main weapon) grants combat advantage to you.
Target: One creature
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
Attack: Strength vs. AC Level 7 Encounter Exploits
Hit: 3[W] + Strength modifier + Constitution modifier Effect: You shift 1 square and make a secondary attack.
Inertia Strike Fighter Attack 7
damage, and you push the target 2 squares. Secondary Target: One creature other than the primary
Your tremendous swing carries your weapon through one enemy
Effect: Until the end of the encounter, you gain resist 5 to all target
and into anyone else in your reach.
damage but grant combat advantage to all attacks. You can Secondary Attack: Strength +1 vs. AC (off-hand weapon)
end this effect as a free action on your turn. Encounter • Martial, Weapon
Hit: 1[W] + Dexterity modifier damage. Standard Action Melee Weapon
Effect: You shift 1 square and make a tertiary attack Requirement: You must be wielding a two-handed weapon.
Brutal Advance Fighter Attack 5 Target: One creature
against a different target.
After throwing the enemy back, you charge to deliver the killing Attack: Strength -2 vs. AC
Tertiary Target: One creature other than the primary
blow. Hit: 2[W] + Strength modifier damage, and any enemy
and secondary targets.
Daily • Martial, Weapon adjacent to you other than the target takes damage equal
Tertiary Attack: Strength +1 vs. AC (main weapon or
Standard Action Melee Weapon to your Constitution modifier.
off-hand weapon)
Requirement: You must be wielding a two-handed weapon.
Target: One creature Hit: 1[W] + Strength modifier damage.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the
target 3 squares.
Miss: No damage, and you push the target 3 squares.
Effect: After the attack, you can make a charge attack
against the same target as a free action. If you hit with
this attack, you deal extra damage equal to your
Constitution modifier, and you knock the target prone.
Level 9 Daily Exploits Punishing Storm Fighter Attack 9 Level 13 Encounter Exploits
Bloodspike Sweep Fighter Attack 9 You strike twice at the foe, dance aside, and deliver a sudden Leaping Assault Fighter Attack 13
You whip your weapon around in an arc as deadly as the sweep of strike with your secondary weapon to send the enemy sprawling. You spring through your foes to rip apart an enemy with a saving
a bloodspike behemoth’s tail. Daily • Martial, Weapon swing.
Daily • Martial, Weapon Standard Action Melee Weapon Encounter • Martial, Weapon
Standard Action Close Burst 1 Requirement: You must be wielding two melee weapons. Standard Action Melee Weapon
Target: Each creature in burst you can see Primary Target: One or two creatures Requirement: You must be trained in Athletics and wielding
Attack: Strength vs. AC Primary Attack: Strength vs. AC (main weapon) a two-handed weapon.
Hit: 1[W] + Strength modifier damage, and ongoing 5 Hit: 2[W] + Strength modifier damage. Special: Before the attack, you can move up to your speed.
damage (save ends). Miss: Half damage. This movement does not provoke opportunity attacks from
Weapon: If you’re wielding a flail, hammer, or mace, the any enemy marked by you.
Effect: If you hit at least once, you can shift 1 square and Target: One creature
target is also knocked prone. make a secondary attack. Attack: Strength vs. AC
Miss: Half damage, and no ongoing damage. Secondary Target: One creature other than a primary Hit: 2[W] + Strength modifier + Constitution modifier
target damage.
Murderous Assault Fighter Attack 9 Secondary Attack: Strength vs. Fortitude (off-hand
You slam your weapon into your foe and surge in one smooth weapon) Salamander Lash Fighter Attack 13
motion to swing again at another foe.
Hit: 1[W] damage, and you knock the target prone. You use your weapon to expertly drive your foe into position for
Daily • Martial, Weapon your attack.
Standard Action Melee Weapon
Requirement: You must be wielding a two-handed weapon.
Level 10 Utility Exploits Encounter • Martial, Weapon
Target: One creature Mighty Surge Fighter Utility 10 Standard Action Melee Weapon
Attack: Strength vs. AC Target: One creature
You dig deep to find the strength you need to overcome your foes. Effect: You slide the target 1 square into a square adjacent to
Hit: 2[W] + Strength modifier damage. If you have combat Daily • Healing, Martial you, and then make an attack against the target. You can
advantage against the target, you deal extra damage equal Minor Action Personal not slide the target into hindering terrain.
to your Strength modifier. Weapon: If you’re wielding an axe, pick, or polearm, you
Effect: You can spend a healing surge. When you spend this
Effect: You can make a charge attack against a different target. surge and any other surge until the end of the encounter, can slide the target a number of squares equal to your
you also gain a +2 power bonus to all defenses and a +1 Constitution modifier.
power bonus to attack rolls until the end of your next turn. Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Phalanx Leader Fighter Utility 10 Special: When you make a Combat Challenge attack, you can
You gather your allies behind your shield’s bulwark, and their use this power instead of a melee basic attack.
presence gives you the upper hand.
Encounter • Martial
Minor Action Personal
Requirement: You must be using a shield.
Effect: Until the end of your next turn, while any ally is
adjacent to you, that ally gains a +2 shield bonus to AC and
Reflex and you gain a +2 power bonus to melee attack rolls.
Level 15 Daily Exploits Level 16 Utility Exploits Level 19 Daily Exploits
Hurricane Strike Fighter Attack 15 Warding Steel Fighter Utility 16 Adaptable Maneuver Fighter Attack 19
You swing your blade around you, and the momentum carries you You whip your weapon up to intercept your enemies’ attacks. A swift attack tests your enemy’s defenses and tells you whether
forward so you can do it again. At-Will • Martial you should drop into a defensive posture or strike again.
Daily • Martial, Weapon Minor Action Personal Daily • Martial, Weapon
Standard Action Close Burst 1 Requirement: You must be wielding a two-handed weapon. Standard Action Close Burst 1
Requirement: You must be wielding a two-handed weapon. Effect: You gain a bonus to AC and Fortitude equal to your Target: One creature
Primary Target: Each enemy in burst you can see Constitution modifier until the start of your next turn. Attack: Strength vs. AC (main weapon and off-hand
Primary Attack: Strength vs. AC weapon), two attacks
Hit: 1[W] + Strength modifier + Constitution modifier Level 17 Encounter Exploits Hit: 3[W] + Strength modifier damage on the first hit. If
damage. both attacks hit, you can add 2[W] to the damage dealt or
Bitter Harvest Fighter Attack 17 have the target take a -4 penalty to attack rolls (save ends).
Effect: You can move up to 3 squares and make a secondary
attack in close burst 1. You smash through the pressing host to set your eyes and your
weapon on your chosen foe. Toppling Finish Fighter Attack 19
Secondary Target: All enemies in burst you can see
Encounter • Martial, Weapon You smash through the pressing host to set your eyes and your
Secondary Attack: Strength vs. AC Standard Action Close Burst 1 weapon on your chosen foe.
Hit: Strength modifier + Constitution modifier damage. Requirement: You must be wielding a two-handed weapon.
Primary Target: One creature Daily • Martial, Weapon
Primary Attack: Strength vs. Fortitude Standard Action Melee Weapon
Masterful Parry Fighter Attack 15 Requirement: You must be wielding a two-handed weapon.
You catch the enemy’s attack with your off-hand weapon and Hit: Constitution modifier damage, and you push the target Target: One creature
drive your main weapon into your enemy’s unprotected body. 1 square. Primary Attack: Strength vs. Fortitude
Daily • Martial, Reliable, Weapon Effect: You can shift 1 square and make a secondary attack. Hit: The target falls prone.
Immediate Interrupt Melee Weapon Secondary Target: One enemy marked by you Effect: You make a secondary attack against the target.
Requirement: You must be wielding two melee weapons.
Secondary Attack: Strength -2 vs. Fortitude Secondary Attack: Strength vs. AC
Trigger: An enemy marked by you would hit you with a melee
attack Hit: 2[W] + Strength modifier + Constitution modifier Hit: 5[W] + Strength modifier damage.
Target: The triggering enemy damage.
Miss: Half damage.
Primary Attack: Strength +2 vs. AC (off-hand weapon)
Hit: You take half damage from the triggering attack and Revel in Pain Fighter Attack 17 Special: If the target is granting you combat advantage,
the secondary attack deals extra damage equal to 3 + your
make a secondary attack against the same target. You grin widely as you endure pain, using it to move toward your
Constitution modifier.
Secondary Attack: Strength +2 vs. AC (main weapon) foe with the hope of exacting revenge.
Encounter • Martial, Weapon
Hit: 2[W] + Strength modifier damage, and the target is
Immediate Reaction Melee Weapon
Level 22 Utility Exploits
dazed (save ends). You can shift 1 square.
Prerequisite: You must be trained in Endurance. Battle Furor Fighter Utility 22
Miss: Half damage, and the target is dazed until the end of Trigger: An enemy within 4 squares of you damages you with When you draw upon your reserves, your fury rises and adds
your next turn. You can shift 1 square. an attack. terrible weight to your attacks.
Effect: You move your speed to a space adjacent to the target.
Target: The triggering enemy Encounter • Martial, Stance
Attack: Strength vs. AC Minor Action Personal

Hit: 2[W] + Strength modifier damage, and you gain Effect: Until the stance ends, whenever you regain hit
temporary hit points equal to half the damage of the points, you gain any hit points in excess of your maximum
triggering attack. value as temporary hit points. In addition, each time you
regain hit points, you gain a bonus to your next damage
roll equal to your Constitution modifier.
Level 23 Encounter Exploits Storm’s Fury Strike Fighter Attack 25 Level 27 Encounter Exploits
Slash and Kick Fighter Attack 23 Your weapons pound into your foes to give you the room you need Wild Offensive Fighter Attack 27
Your weapon tears through your foe, allowing you to follow up to face off with your true target. Your weapon moves with astonishing speed, leaving those you
with a forceful kick to send the enemy sprawling. Daily • Martial, Weapon strike reeling in pain.
Encounter • Martial, Weapon Standard Action Close Burst 1 Encounter • Martial, Weapon
Standard Action Melee Weapon Requirement: You must be wielding two melee weapons. Standard Action Melee Weapon
Requirement: You must be wielding a two-handed weapon. Primary Target: Each enemy in burst you can see Requirement: You must be wielding a two-handed weapon.
Target: One creature Primary Attack: Strength vs. AC Target: One, two, or three creatures
Primary Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the target is Attack: Strength -2 vs. AC
Hit: 2[W] + Strength modifier damage, and you make a pushed 2 squares. Hit: 2[W] + Strength modifier + Constitution modifier
secondary attack against the target. Miss: No damage, and the target is pushed 1 square. damage, and the target grants combat advantage to you
Secondary Attack: Strength vs. Fortitude Effect: You shift a number of squares equal to your Dexterity until the end of your next turn.

Special: If you are bloodied, you gain a +4 bonus to the modifier and make a secondary attack.
attack roll. Secondary Target: One creature other than the primary
Level 29 Daily Exploits
Hit: You push the target a number of squares equal to your target Enemy Undone Fighter Attack 29
Constitution modifier and knock the target prone. Secondary Attack: Strength vs. AC Your opponent falls back beneath your attack’s ferocity, but it
can’t escape you: You step forward to finish the job you started.
Hit: 2[W] + Strength modifier damage, and ongoing 10
Level 25 Daily Exploits damage (save ends). Daily • Martial, Reliable, Weapon
Goad of Blood Fighter Attack 25 Standard Action Melee Weapon
Miss: Half damage, and no ongoing damage.
Requirement: You must be wielding two melee weapons.
You pull out all the stops on your attacks, the damage you inflict Target: One creature
pushing you onward. Time to Die Fighter Attack 25 Attack: Strength vs. AC (main weapon and off-hand weapon),
Daily • Martial, Stance You’ve battled this enemy long enough. Putting all your strength four attacks
Minor Action Personal behind the attack, you fling the foe away and then leap after it to Hit: 3[W] + Strength modifier damage on the first hit. On
Effect: Until the stance ends, you can use an at-will or bring the battle to a bloody close. each additional hit, the target takes an additional 1[W]
encounter melee attack power in place of any melee basic Daily • Martial, Weapon damage. If all four attacks hit, the target takes an additional
attack. Whenever such an attack hits, you gain temporary Standard Action Melee Weapon 10 damage. You then push the target 1 square per hit and
hit points equal to 10 + your Constitution modifier. Requirement: You must be wielding a two-handed weapon. can shift 2 squares into a square the target occupied.
Target: One creature Special: If you score a critical hit with this power, you can’t
Attack: Strength vs. AC score another critical hit with it on the same turn.
Hit: 3[W] + Strength modifier damage, and you push the
target a number of squares equal to your Constitution Image of Death Fighter Attack 29
modifier. As your enemies fall beneath your blade, you become the image
Miss: Half damage, and you push the target 2 squares. of death—a menacing presence sparking terror in all who behold
you.
Effect: You can make a charge attack against the same target
as a free action. If this attack hits, you push the target a Daily • Martial, Weapon
number of squares equal to your Constitution modifier and Standard Action Melee Weapon
knock the target prone. Target: One creature
Attack: Strength -2 vs. AC
Hit: 3[W] + Strength modifier + twice your Constitution
modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain combat
advantage against enemy marked by you.
Invoker Level 7 Encounter Prayers Level 16 Utility Prayers
Death’s Dread Whisper Invoker Attack 7 Guidance of Heavenly Hands Invoker Utility 16
Level 1 At-Will Prayers Your voice drops to a whisper and from your mouth issues your Even as you are yanked from your feet, divine power flows
Astral Wind Invoker Attack 1 enemies’ undoing. through you, guiding you gently to a safe destination.
Divine wind screams from you to hurl your enemies back. Encounter • Divine, Implement Encounter • Divine, Teleportation
Standard Action Close Blast 5 Immediate Interrupt Close Burst 10
At-Will • Divine, Implement Target: Each creature in blast Trigger: You or an ally within range are pushed, pulled, slid,
Standard Action Close Blast 3 Attack: Wisdom vs. Fortitude or teleported by an attack
Target: Each creature in blast Target: The triggering creature
Attack: Wisdom vs. Fortitude Hit: The target is dazed and takes a -2 penalty to attack rolls
until the end of your next turn. Effect: You negate the forced movement and teleport the
Hit: 1d6 + Wisdom modifier damage, and you push the target 5 squares.
target 1 square. If the target moves nearer to you on its
next turn, it takes extra damage equal to your Constitution
Level 15 Daily Prayers
modifier. Eye of Dawn Invoker Attack 15 Vengeful Dead Invoker Utility 16
Increase damage to 2d6 + Wisdom modifier at 21st level. A light like the morning sun burns amid your foes, causing them When your ally falls, you intone a dread word to bind its spirit to
to flinch away—and find themselves elsewhere. the flesh, causing the companion to rise again and fight on your
behalf.
Level 2 Utility Prayers Daily • Divine, Implement, Radiant, Teleportation
Standard Action Area Burst 2 Within 10 Daily • Divine
Death’s Denial Invoker Utility 2 Minor Action Ranged 10
Squares
Your utterance prevents death from claiming new victims. Target: Each enemy in burst Target: One dead ally
Encounter • Divine, Healing, Zone Attack: Wisdom vs. Fortitude Effect: The target becomes an undead ally until the end of the
Standard Action Close Burst 5 Hit: 4d6 + Wisdom modifier radiant damage, and you encounter. The target regains hit points equal to its
Effect: The burst creates a zone of divine power that lasts teleport the target to any other space in or adjacent to the bloodied value and gains the undead keyword. It is slowed,
until the end of your next turn. Whenever a nonbloodied burst. immune to disease and poison, gains resist 10 necrotic and
ally within the zone becomes bloodied or drops to 0 hit vulnerable 5 radiant, and its melee attacks deal extra
Miss: Half damage, and you teleport the target 1 square. damage equal to your Wisdom modifier. The target is
points or fewer, that creature can spend a healing surge.
Effect: You teleport each ally in the burst to any other square otherwise unchanged and can act normally. At the end of
in or adjacent to the burst. the encounter, the ally dies, but can be brought back to life
Level 6 Utility Prayers with the Raise Dead ritual or similar means.
Symbol of Vengeance Invoker Utility 6 Vile Plague Invoker Attack 15
A glyph of ancient meaning shimmers above your companion, At your command, the ground releases ancient plagues once used
Level 23 Encounter Prayers
allowing you to channel your divine might to strike those that to harvest new souls for the Lord of the Dead. Age’s Infirmity Invoker Attack 23
intend it harm.
Daily • Divine, Implement, Necrotic, Poison Your command sees the enemy age rapidly, forcing time’s ravages
Daily • Divine Standard Action Area Burst 1 Within 5 to come crashing in if only for a moment.
Minor Action Ranged 10 Squares
Target: One ally Encounter • Divine, Implement, Necrotic
Target: Each creature in burst Standard Action Area Burst 1 Within 10
Effect: Until the end of the encounter, you can use your target Attack: Wisdom vs. Fortitude Squares
to determine lines of sight and effect for your divine ranged Hit: The target suffers the vile plague (save ends). A target Target: Each creature in burst
or area at-will or encounter attacks from the target, as long suffering from the vile plague is dazed, slowed, and takes Attack: Wisdom vs. Fortitude
as you can see the target. ongoing 10 necrotic damage. In addition, all creatures Hit: 1d10 + Wisdom modifier necrotic damage, and the
adjacent to the target at the end of their turn take 5 target is slowed and weakened until the end of your next
necrotic damage. turn.
Miss: The target takes 10 necrotic and poison damage, and it
is slowed until the end of its next turn.
Level 25 Daily Prayers
Penance of Amoth Invoker Attack 25
You blast your enemy with coruscating power, which sinks deep
into its soul and waits to punish it for further evildoing.
Daily • Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier radiant damage, and the target
is subject to Amoth’s penance (save ends). The first time
a creature subject to Amoth’s penance makes a damage roll
against one of your allies on its turn, it takes radiant
damage equal to the damage roll.
Miss: Half damage, and the target is subject to Amoth’s
penance until the end of your next turn.

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.
Daily • Divine, Implement, Necrotic
Standard Action Melee Touch
Primary Target: One creature
Primary Attack: Wisdom vs. Fortitude
Hit: 7d10 + Wisdom modifier necrotic damage. If this attack
bloodies the target, it takes and extra 1d10 damage.
Effect: You make a secondary attack in a close burst 5. This
attack gains the fear keyword.
Secondary Target: All enemy in burst that can see you
Secondary Attack: Wisdom vs. 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.
Paladin Level 1 Daily Prayers Level 5 Daily Prayers
Frost of Letherna Paladin Attack 1 Shadow’s Apathy Paladin Attack 5
Level 1 At-Will Prayers Ice and frost swirl around you, expanding quickly. While within With a solid strike, you sap your adversary’s will to act.
Challenging Strike Paladin Attack 1 this whirling blizzard, your enemies cannot escape you. Daily • Divine, Necrotic, Reliable, Weapon
Your powerful attack challenges your foe to face you. Daily • Cold, Divine, Implement, Zone Standard Action Melee Weapon
Standard Action Close Burst 2 Target: One creature
At-Will • Divine, Weapon Target: Each enemy in burst Attack: Strength vs. AC
Standard Action Melee Weapon Attack: Charisma vs. Fortitude
Target: One creature Hit: 1[W] + Strength modifier necrotic damage, and the
Attack: Strength vs. AC Hit: 1d10 + Charisma modifier cold damage. target is weakened and slowed (save ends both).

Hit: 1[W] + Strength modifier damage, and the target is Miss: Half damage.
marked until the end of your next turn or until you move Effect: The burst creates a zone of hindering frost that lasts
Level 6 Utility Prayers
into a square not adjacent to the target. until the end of your next turn. Whenever an enemy enters Flare of Divine Vengeance Paladin Utility 6
Increase damage to 2[W] + Strength modifier at 21st level. or starts its turn in the zone, it is slowed until the end of The energy of your divine challenge erupts with light that heals
your next turn. If you have marked the target, it is instead you as the enemy attacks and empowers your next strike against
Special: If you are bloodied, this attack is Strength vs. the immobilized until the end of your next turn. it.
lower of the target’s AC or Will.
Sustain Minor: The zone persists. Daily • Divine, Healing
Forbidding Strike Paladin Attack 1 Immediate Interrupt Personal
Level 3 Encounter Prayers Trigger: The target of your divine challenge hits you
The divine might of your attack extends your shield’s magical
protection for your ally. Fortune-Spurned Smite Paladin Attack 3 Effect: You can spend a healing surge. You gain a +2 power
Your weapon burns with dark flames. What the flames touch bonus to attack rolls against the triggering enemy until the
At-Will • Divine, Weapon end of your next turn.
Standard Action Melee Weapon becomes craven and fearful, which are traits despised by fortune.
Target: One creature Encounter • Divine, Fear, Necrotic, Weapon
Attack: Strength vs. AC Standard Action Melee Weapon Winter’s Fated Stance Paladin Utility 6
Requirement: You must be using a shield. Target: One creature A murder of ghostly ravens hover around you, warding you
Hit: 1[W] + Strength modifier damage, and an ally adjacent Attack: Strength or Charisma vs. Fortitude against cold and death.
to you gains resist 2 to all damage until the end of your Hit: 2[W] + Strength or Charisma modifier necrotic damage. Daily • Divine, Stance
next turn. The next time the target takes damage before the start of Minor Action Personal
Increase resistance to 5 at 11th level and 10 at 21st level. your next turn, it moves up to its speed away from you. Effect: Until the stance ends, you gain cold and necrotic
resistance equal to 5 + either your Wisdom or Charisma
Level 1 Encounter Prayers Winter’s Edge Paladin Attack 3 modifier. You can end this stance as a free action to gain a
Your weapon is like the biting winds of winter, freezing your +2 bonus to any defense until the end of your next turn.
Stolen Life Paladin Attack 1
opponents in their tracks.
You slam your weapon home, channeling your enemy’s loss into
Encounter • Cold, Divine, Weapon
Level 7 Encounter Prayers
healing.
Standard Action Close Burst 1 Ravenfrost Strike Paladin Attack 7
Encounter • Divine, Healing, Necrotic, Weapon Target: Each creature in burst
Standard Action Melee Weapon Black frost covers your weapon, fixing your foe’s place and its
Attack: Strength vs. AC attention on you.
Target: One creature
Attack: Strength vs. AC Hit: 1[W] + Strength modifier cold damage, and the target Encounter • Cold, Divine, Weapon
is slowed until the end of your next turn. If you have Standard Action Melee Weapon
Hit: 2[W] + Strength modifier necrotic damage, and you or marked the target, it is instead immobilized until the end
an ally within 5 squares of you regains hit points equal to Target: One creature
of your next turn. Attack: Strength vs. AC
your Charisma modifier.
Hit: 1[W] + Strength modifier cold damage, and the target is
immobilized and subject to your divine sanction until the
end of your next turn.
Level 9 Daily Prayers Level 10 Utility Prayers Level 13 Encounter Prayers
Reaper’s Harvest Paladin Attack 9 Deathguide’s Stance Paladin Utility 10 Letherna’s Hounds Paladin Attack 13
Your weapon parts your enemy’s defenses, letting you claim the Muttering devotions, you can channel the death that’s all around Shadowy hounds materialize and spring at your enemies,
bounty of its defeat. you into life. dragging them to your feet.
Daily • Divine, Healing, Necrotic, Psychic, Weapon Daily • Divine, Healing, Stance Encounter • Divine, Implement, Necrotic
Standard Action Melee Weapon Minor Action Personal Standard Action Close Burst 2
Target: One creature Effect: Until the stance ends, you or an ally within 5 squares Target: Each enemy in burst
Attack: Strength or Charisma vs. AC of you regains a number of hit points equal to 5 + your Attack: Charisma vs. Fortitude
Hit: 2[W] + Strength or Charisma modifier necrotic and Charisma modifier whenever a nonminion enemy within 5 Hit: 1d10 + Charisma modifier damage, and you knock the
psychic damage, and the target is subject to your divine squares of you is reduced to 0 hit points. target prone. You pull the target 1 square to a space
sanction until the end of your next turn. adjacent to you.
Miss: Half damage. Vengeful Vigilance Paladin Utility 10
Effect: If this attack reduces the target to 0 hit points, you Your awareness expands to allow you to protect your allies in an
Level 15 Daily Prayers
can spend a healing surge and regain hit points equal to instant, punishing those who would weaken your allies’ resolve. Darkness Unleashed Paladin Attack 15
twice your surge value. Daily • Divine, Stance With a howl of defiance, you catch your breath and loose a
Minor Action Personal sapping wave of darkness against your assailants.
Shadow Blades of Shared Doom Paladin Attack 9 Effect: Until the stance ends, any time an enemy within 5 Daily • Divine, Implement, Necrotic
As your attack lands, shadowy blades spring from your foe to slice squares of you makes an attack that does not include you, Free Action Close Burst 1
those nearby and draw ire upon you. you can use divine challenge on that enemy as a free action. Trigger: You use your second wind
Daily • Divine, Necrotic, Weapon If the triggering attack is against Will and you mark the Target: Each enemy in burst
Standard Action Melee Weapon attacker, it immediately takes the damage your divine Attack: Charisma vs. Will
Primary Target: One creature challenge mark normally deals. Hit: 2d10 + Charisma modifier necrotic damage.
Primary Attack: Strength vs. AC Miss: Half damage.
Hit: 2[W] + Strength modifier necrotic damage. Make a Winter’s Arrival Paladin Utility 10
Special: If you score a critical hit with any of the attacks
secondary attack. You step through deep shadow to chase your foe, bringing icy
granted by this power, you regain your use of second wind
Secondary Target: Each enemy adjacent to the primary ground back with you.
this encounter.
target Encounter • Divine, Teleportation
Secondary Attack: Strength vs. Will Move Action Personal Wayfinder’s Strike Paladin Attack 15
Hit: 1[W] + Charisma modifier necrotic damage, and the Effect: You teleport a number of squares equal to 1 + your Nothing can stand between your divine wrath and your foe.
target is subject to your divine sanction until the end of Charisma modifier to a space adjacent to an enemy you
have marked. In addition, all squares adjacent to you Daily • Divine, Weapon
your next turn. Standard Action Melee Weapon
become difficult terrain until the end of your next turn.
Miss: Half damage. Requirement: You must charge an enemy and use this power
in place of a melee basic attack. You can charge a target
Effect: The target is subject to your divine sanction until the
marked by you even if other creatures occupy spaces that
end of your next turn.
would block your charge movement. You slide such
creatures 1 square before you charge. If you cannot force
creatures out of the path of your charge, you cannot use this
power on the marked target. Creatures taking opportunity
attacks against you during your charge take 1[W] damage
and slide 1 square.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Level 17 Encounter Prayers Visage of Sorrow Paladin Attack 19 Grave Smite Paladin Attack 23
Frozen Shackles Paladin Attack 17 You call forth divine power from the Shadowfell to transform your Your smite sends your enemy to the grave.
Heat flees from your enemy, causing it to freeze in place. aspect to one of bitter sorrow and grief. Encounter • Divine, Necrotic, Weapon
Encounter • Cold, Divine, Implement Daily • Divine, Fear, Implement, Psychic Standard Action Melee Weapon
Standard Action Ranged 10 Standard Action Close Burst 2 Target: One creature
Target: One creature Target: Each enemy in burst Attack: Strength or Charisma vs. AC
Attack: Strength or Charisma vs. Fortitude Attack: Strength or Charisma vs. Will Hit: 3[W] + Strength or Charisma modifier necrotic damage,
Hit: 2d8 + Strength or Charisma modifier cold damage, Hit: 3d8 + Strength or Charisma modifier psychic damage, and the target falls prone and cannot stand until the end of
and the target is immobilized until it takes damage from and the target is subject to your divine sanction until the your next turn.
an attack. If the target is marked by you, it also grants end of your next turn. Special: When you gain this power, choose Strength or
combat advantage to you and your allies until the end of Effect: Melee and ranged attacks against you take a -2 Charisma as the ability you use when making attack and
your next turn. penalty until the end of the encounter. damage rolls with this power.

Icy Clutches Paladin Attack 17 Level 22 Utility Prayers Level 25 Daily Prayers
You drive your foe to the ground, commanding it to stay down or Fateful Cleansing Paladin Utility 22 World in Winter Paladin Attack 25
suffer the consequences. Your intimacy with mortality allows you to remove the doom of Cold blossoms around you, bringing ice and snow in from the
Encounter • Cold, Divine, Weapon impending death from others. Shadowfell.
Standard Action Melee Weapon Daily • Divine, Healing Daily • Cold, Divine, Necrotic, Weapon, Zone
Target: One creature Minor Action Melee Touch Standard Action Close Burst 1
Attack: Strength vs. AC Target: One creature Target: Each enemy in burst
Hit: 2[W] + Strength modifier cold damage, and you knock Effect: You spend a healing surge without regaining hit Attack: Strength or Charisma vs. AC
the target prone. The target is subject to your divine points, and the target regains hit points as if it had spent Hit: 4[W] + Strength or Charisma modifier cold and necrotic
sanction until the end of your next turn, and if it stands up two healing surge. In addition, it can make a saving throw damage.
while still subject to this sanction, it takes damage as if it against all effects a save can end.
had made an attack that didn’t include you. Effect: The burst creates a zone of freezing cold and blowing
snow that lasts until the end of the encounter. Squares
Level 19 Daily Prayers Level 23 Encounter Prayers within the zone are difficult terrain and lightly obscured,
Freezing Censure Paladin Attack 23 and the zone moves with you. Whenever an enemy ends its
Deathguide’s Sanction Paladin Attack 19 turn within the zone, it takes 10 cold and necrotic damage.
With a single prayer, winter comes early, encasing your foe in a If you hit at least one enemy with a divine attack power
You strike and sanction your foe, and your allies can siphon its life crust of time.
force with each successful attack. during your turn, you can increase the zone’s size by 1 at
Encounter • Cold, Divine, Implement the end of your turn (to a maximum of a close burst 5).
Daily • Divine, Healing, Radiant, Reliable, Weapon Standard Action Ranged 5
Standard Action Melee Weapon Target: One creature
Target: One creature Attack: Charisma vs. Will
Attack: Strength vs. AC
Hit: 2d8 + Charisma modifier cold damage, and the target is
Hit: 4[W] + Charisma modifier radiant damage, and the restrained until the end of your next turn.
target is subject to your divine sanction (save ends). Until
this divine sanction ends, 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.
Level 27 Encounter Prayers
Charge of the Dead Paladin Attack 27
Shades of the honored dead join you in your onslaught.
Encounter • Divine, Implement, Necrotic, Weapon
Standard Action Melee Weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you can make the
following implement attack.
Free Action Close Burst 2
Secondary Target: The primary target and each enemy in
burst
Secondary Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier necrotic damage.
Special: When charging, you can use this power in place of a
melee basic attack.

Level 29 Daily Prayers


Sorrowsworn Smite Paladin Attack 29
With a weapon’s thrust, you bring sorrow, blindness, and death.
Daily • Divine, Necrotic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier necrotic damage, and the
target is blinded and cannot regain hit points (save ends).
Miss: Half damage, and the target cannot regain hit points
until the end of your next turn.
Ranger Level 2 Utility Exploits Level 6 Utility Exploits
Bending Branch Ranger Utility 2 Death Threat Ranger Utility 6
Level 1 At-Will Exploits You resist a foe’s attempt to move, and like a great tree swaying in You bring down your quarry and then fix your hunter eyes on
Hunter’s Teamwork Ranger Attack 1 a storm, you snap back, ready to attack. another foe.
You use a nearby ally to gain advantage with your attack. Encounter • Martial Encounter • Martial
Immediate Interrupt Personal Free Action Personal
At-Will • Martial, Weapon Trigger: You are pulled, pushed, or slid Trigger: You reduce your quarry to 0 hit points
Standard Action Ranged Weapon
Target: One creature Effect: You negate the forced movement. In addition, you Effect: Choose one enemy within 5 squares of you. You
Attack: Dexterity vs. AC gain a +2 bonus to your next melee attack roll before the designate that enemy as your quarry, and you gain combat
end of your next turn. advantage against it until the end of your next turn.
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level. Level 3 Encounter Exploits Level 7 Encounter Exploits
Special: If two or more allies are adjacent to the target, you Confusion of Blades Ranger Attack 3 Lashing Leaves Ranger Attack 7
gain combat advantage against the target with the attack.
Your twin blades become a whirl of slapping, jabbing, and cutting Your dancing blades cut your foes deep, leaving wounds that are
surfaces. exacerbated by further attacks.
Shield of Blades Ranger Attack 1
Encounter • Martial, Weapon Encounter • Martial, Weapon
You defend with one weapon while striking with the other. Standard Action Melee Weapon Standard Action Melee Weapon
At-Will • Martial, Weapon Requirement: You must be wielding two melee weapons. Requirement: You must be wielding two melee weapons.
Standard Action Melee Weapon Target: One creature Target: One creature
Requirement: You must be wielding two melee weapons. Attack: Strength vs. AC (main weapon and off-hand weapon), Attack: Strength vs. AC (main weapon and off-hand weapon),
Target: One creature two attacks two attacks
Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. The attack deals 1 Hit: 1[W] + Strength modifier damage. Until the end of your
Hit: 1[W] + Strength modifier damage, and you gain a +2 extra damage for each enemy adjacent to you. next turn, the target takes 2 extra damage whenever it
power bonus to AC until the end of your next turn. is hit. If both attacks hit, the extra damage equals 1 + your
Increase damage to 2[W] + Strength modifier at 21st level. Level 5 Daily Exploits Wisdom modifier.
Predatory Charge Ranger Attack 5 Level 9 Daily Exploits
Level 1 Encounter Exploits You lunge toward your foe while your beast companion leaps on
Plant to the Hilt Ranger Attack 1 an enemy in your wake. Dire Bear Maul Ranger Attack 9
You embed both of your weapons in your foe and use them as grips Daily • Beast, Martial, Weapon You draw your foe into a deadly bear hug with both weapons.
to swing that foe around to a new position. Standard Action Melee Weapon Daily • Martial, Weapon
Encounter • Martial, Weapon Prerequisite: You must be trained in Athletics. Standard Action Melee Weapon
Standard Action Melee Weapon Target: One creature Requirement: You must be wielding two melee weapons.
Requirement: You must be wielding two melee weapons. Requirement: You must charge the target and use this Target: One creature
Target: One creature power in place of a melee basic attack. Attack: Strength vs. AC (main weapon and off-hand
Attack: Strength vs. AC (main weapon and off-hand weapon), Attack: Strength vs. AC weapon), two attacks
two attacks Hit: 2[W] + Strength modifier damage, and you push the target Hit: 1[W] + Strength modifier damage per attack. If both
Hit: 1[W] + Strength modifier damage, and you slide the 1 square and shift into the square it formerly occupied. attacks hit, the target is grabbed. When you sustain the
target 1 square to a square adjacent to you. If both attacks Effect: Your beast companion charges an enemy, knocking grab, the target takes 1[W] + Strength modifier damage
hit, the second slide increases to 3 squares. that enemy prone on a hit in addition to its normal from each weapon. You cannot otherwise attack with your
damage. If that enemy has attacked you with an opportunity weapons while you sustain the grab. If the target is your
attack during your turn, your best companion gains a quarry, it takes a –2 penalty to escape attempts.
bonus to its attack and damage rolls equal to your Wisdom Miss: Half damage.
modifier.
Level 10 Utility Exploits Level 16 Utility Exploits Level 22 Utility Exploits
Blood of the Fallen Ranger Utility 10 Mirror of Steel Ranger Utility 16 Verdant Silence Ranger Utility 22
Your triumph is like a balm to you. With your glittering play of blades, you deflect attacks. You call on the peace and calm that lies at the heart of the forest,
Daily • Healing, Martial Daily • Martial, Stance where the Masters of the Verdant Silence meditate.
Free Action Personal Minor Action Personal Daily • Martial
Trigger: You reduce your quarry to 0 hit points Effect: Until the stance ends, you gain a +1 bonus to all Minor Action Personal
Effect: You regain hit points equal to your healing surge defenses against melee attacks and ranged attacks while Effect: You spend a healing surge but regain no hit points.
value + your Strength modifier. you are wielding two melee weapons. You instead end each effect on you that a save can end.

Level 13 Encounter Exploits Wolfjaw Blows Ranger Utility 16 Level 23 Encounter Exploits
Storm in the Trees Ranger Attack 13 Unwary foes fall as you take advantage of their distraction to Crashing Blades Ranger Attack 23
You move like a tempest among the pines, slashing at one foe and hook your weapons into their flesh. You bring both of your weapons crashing down on your foe’s head
then leaping at another. Daily • Martial, Stance so hard that it has difficulty focusing for a moment.
Encounter • Martial, Weapon Minor Action Personal Encounter • Martial, Weapon
Standard Action Melee Weapon Effect: Until the stance ends, when you make a melee attack Standard Action Melee Weapon
Requirement: You must be wielding two melee weapons. against a target with combat advantage, the target is Requirement: You must be wielding two melee weapons.
Target: One creature knocked prone if you hit. Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), Primary Attack: Strength vs. AC (main weapon)
two attacks Level 17 Encounter Exploits Hit: 2[W] + Strength modifier damage.
Hit: 1[W] + Strength modifier damage. If both attacks hit, Canopy of Blades Ranger Attack 17 Effect: Make a secondary attack against the target.
you can shift 2 squares and make a melee basic attack
against a different creature. You whirl your blades ferociously, cutting your foe and warding off Secondary Attack: Strength vs. AC (off-hand weapon)
attacks.
Hit: 1[W] + Strength modifier damage. If the primary
Strength of Earth Ranger Attack 13 Encounter • Martial, Weapon attack also hit, the target is dazed until the end of your
Standard Action Melee Weapon next turn.
With a mighty heave, you leap into the air and wrap your arms Requirement: You must be wielding two melee weapons.
around your foe, dragging it with you to the unyielding earth. Target: One creature
Encounter • Martial, Weapon Attack: Strength vs. AC (main weapon and off-hand weapon),
Standard Action Melee Weapon two attacks
Prerequisite: You must be trained in Athletics. Hit: 1[W] + Strength modifier damage.
Effect: You jump up to 3 squares vertically and 5 squares
horizontally. You can make the following attack at any point Effect: You gain a +2 power bonus to all defenses until the
during the jump. end of your next turn. The bonus increases to 4 if either
Target: One creature attack hits and to 6 if they both hit.
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 Encounter Exploits Level 3 Encounter Exploits
Opening Move Rogue Attack 1 Darting Strike Rogue Attack 3
Level 1 At-Will Exploits While your enemies fumble for weapons or stand and gape, you You move your weapon with blinding speed, striking a foe who
Clever Strike Rogue Attack 1 leap into the fray to score a deadly hit. didn’t realize it was open to an attack.
You can turn even a minor distraction into an opportunity for a Encounter • Martial, Weapon Encounter • Martial, Weapon
deadly attack. Standard Action Melee Weapon Opportunity Action Melee Weapon
Requirement: You must be wielding a light blade. Prerequisite: You must be trained in Acrobatics.
At-Will • Martial, Weapon Target: One creature Trigger: An enemy within 2 squares of you makes a ranged
Standard Action Melee or Ranged Weapon Attack: Dexterity vs. AC or area attack or moves without shifting or teleporting
Target: One creature Target: The triggering enemy
Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage.
Effect: You shift 2 squares to a space adjacent to the target
Requirement: You must be wielding a light blade. Effect: You gain a power bonus to AC and Reflex equal to and make the following attack with combat advantage.
Special: If an ally is adjacent to the target and is able to your Charisma modifier until the end of your next turn. Attack: Dexterity vs. AC
attack it, you have combat advantage against the target for
Artful Dodger: The bonus to your defenses equals 2 + Hit: 1[W] + Dexterity modifier damage.
this attack.
your Charisma modifier.
Hit: 1[W] + Dexterity modifier damage.
Level 1 Daily Exploits Level 5 Daily Exploits
Increase damage to 2[W] + Dexterity modifier at 21st level.
Duelist’s Demand Rogue Attack 5
Duelist’s Prowess Rogue Attack 1
Duelist’s Flurry Rogue Attack 1 You hem your foe in with a series of deadly strikes. It cannot move
The way you stand appears to allow a foe an opening, but use your as long as your weapon is ready to strike.
You move your blade quickly, stinging your foe with a series of foe’s attack to draw it in for your own quick strike.
cuts and slashes. When combined, they form a deadly threat. Daily • Martial, Weapon
Daily • Martial, Stance, Weapon Standard Action Melee Weapon
At-Will • Martial, Weapon Minor Action Personal Requirement: You must be wielding a light blade.
Standard Action Melee or Ranged Weapon Effect: Until the stance ends, you can use the following Target: One creature
Requirement: You must be wielding a light blade. attack once per round. Attack: Dexterity vs. AC
Target: One creature
Attack: Dexterity vs. AC Immediate Interrupt Melee Weapon Hit: 2[W] + Dexterity modifier damage, and the target is
Requirement: You must be wielding a light blade. immobilized and grants you combat advantage. If the
Hit: Dexterity modifier damage, and you slide the target 1 Trigger: An enemy adjacent to you attacks you target does not end its turn adjacent to you, these effects
square. You then shift 1 square. You can deal Sneak Attack Target: The triggering enemy end.
damage even if you do not have combat advantage with Attack: Dexterity vs. Reflex
this attack. Miss: Half damage, and the target is immobilized and grants
Hit: 1[W] + Dexterity modifier damage. you combat advantage until the end of your next turn.
Increase damage to 5 + Dexterity modifier at 21st level.
Level 2 Utility Exploits Level 6 Utility Exploits
Probing Strike Rogue Attack 1
Agile Footwork Rogue Utility 2 Hidden Blade Rogue Utility 6
As you attack, you perceive a flaw in the enemy’s defenses.
Though your foe wants to move in closely, you’d rather keep your You conceal a small weapon in your hand until it’s time to strike!
At-Will • Martial, Weapon distance, so you nimbly move away.
Standard Action Melee or Ranged Weapon Encounter • Martial
Target: One creature Encounter • Martial Minor Action Personal
Attack: Dexterity vs. AC Immediate Reaction Personal Prerequisite: You must be trained in Thievery.
Trigger: An enemy ends its turn adjacent to you Effect: You gain combat advantage on the next attack roll
Hit: 1[W] + Dexterity modifier damage.
Effect: You shift 3 squares. you make with a weapon that has the off-hand property
Increase damage to 2[W] + Dexterity modifier at 21st level. before the end of your turn.
Effect: You gain a +1 power bonus to your next attack roll
against the target before the end of your next turn.
Swift Parry Rogue Utility 6 Level 10 Utility Exploits Level 17 Encounter Exploits
You deflect your enemy’s attack, setting it off balance and leaving Sneaky Roll Rogue Utility 10 Path of the Blade Rogue Attack 17
it vulnerable to your next attack. You take advantage of your foe’s success to somersault into a You slash at your enemies, forcing them to part before you as you
Encounter • Martial, Weapon better position. rush your intended enemy.
Immediate Interrupt Melee 1 Encounter • Martial Encounter • Martial, Weapon
Requirement: You must be wielding a light blade. Immediate Reaction Personal
Trigger: You are hit by a melee attack Standard Action Melee Weapon
Prerequisite: You must be trained in Acrobatics. Requirement: You must be wielding a light blade.
Target: The triggering enemy Trigger: You are hit by a melee attack Effect: You shift a number of squares equal to 2 + your
Effect: You gain a bonus to your defenses equal to your Effect: You shift half your speed. You may shift through Charisma modifier. After this shift, make the following
Charisma modifier, and the target grants you combat squares occupied by enemies. attack.
advantage until the end of your next turn. Artful Dodger: The number of squares you shift equals 4

Level 7 Encounter Exploits Level 13 Encounter Exploits + your Charisma modifier.


Target: One or two creatures adjacent to you during your
Vaulting Charge Rogue Attack 13 shift
Lashing Blade Rogue Attack 7
You rush forward and leap into the air, skewering a foe that Attack: Dexterity vs. Will
A foe near you feels the sting of your blade as you lash out, but the thought it was safe behind its allies.
enemy has difficulty returning the favor. Hit: 2[W] + Dexterity modifier damage, and you slide the
Encounter • Martial, Weapon creature 1 square.
Encounter • Martial, Weapon
Standard Action Personal Standard Action Melee Weapon
Requirement: You must be wielding a light blade. Tumbling Strike Rogue Attack 17
Effect: You can make the following attack until the end of Effect: You shift your speed, and can move through enemies’
your next turn. With great agility, you cross harsh terrain and weave through foes
spaces during this shift. You gain a power bonus to AC before making your enemy regret it ever confronted you in battle.
Opportunity Action Melee Weapon equal to your Charisma modifier until the end of your next
Requirement: You must be wielding a light blade. turn. Encounter • Martial, Weapon
Trigger: An enemy starts its turn in or moves into a Artful Dodger: The bonus to your AC equals 2 + your Minor Action Melee Weapon
square adjacent to you Charisma modifier. Prerequisite: You must be trained in Acrobatics.
Target: The triggering enemy Target: One creature Effect: You shift your speed and make the following attack at
Attack: Dexterity vs. Reflex Attack: Dexterity vs. AC, or Dexterity vs. Reflex if the target any point during the shift. You ignore difficult terrain and
Hit: 1[W} + Dexterity modifier damage, and the target has not yet acted in combat can move through enemies’ square during the shift.
takes a penalty to attack rolls against you equal to your Hit: 3[W} + Dexterity modifier damage. Target: One creature
Charisma modifier until the end of your next turn. Attack: Dexterity vs. AC

Artful Dodger: The penalty to attack rolls equals 2 + your Hit: 3[W] + Dexterity modifier damage.
Charisma modifier.

Slice Free Rogue Attack 7


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

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.
Daily • Martial, Stance
Minor Action Personal
Prerequisite: You must be trained in Athletics.
Effect: Until the stance ends, whenever an ally within 3
squares of you makes a successful opportunity attack, 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.
Shaman Level 22 Utility Evocations
Life and Death Struggle Shaman Utility 22
Level 10 Utility Evocations You anchor your allies’ souls to their bodies, keeping them from
Sacrificial Spirit Shaman Utility 10 shuffling off the mortal coil for a short while..
You temporarily sap your spirit companion of its strength, Daily • Healing, Primal, Zone
transferring its power to bolster the life force of an ally. Standard Action Area Bust 2 Within 10
Squares
Daily • Primal, Spirit
Free Action Personal Effect: Each ally within the burst can spend a healing surge.
The burst creates a zone that lasts until the end of the
Effect: Each ally adjacent to your spirit companion regains encounter. While within the zone, you and your allies gain
a healing surge, and your spirit companion is immediately a +5 power bonus to death saving throws. Enemies within
dismissed and cannot be called again until the start of your the zone cannot regain hit points.
next turn.

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.
Daily • Primal, Spirit
Minor Action Personal
Effect: Until the end of the encounter, an enemy that starts
its turn adjacent to your spirit companion is weakened
until the start of its next turn.

Level 19 Daily Evocations


Guardians of Howling Wrath Shaman Attack 19
Your spirit transforms into a howling echo of death, assaults your
enemies, consumes their life force, and channels it into primal
power.
Daily • Primal, Necrotic, Spirit
Standard Action Melee Spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 4d10 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: Until the end of the encounter, when an enemy
within 2 squares of your spirit companion drops to 0 hit
points, you gain a +2 power bonus to attack rolls until the
end of your next turn.
Sorcerer Level 1 Daily Spells Level 7 Encounter Spells
Grounding Rebuke Sorcerer Attack 1 One Blow, One Echo Sorcerer Attack 7
Level 1 At-Will Spells You take the energy of your enemy’s attack and channel it back A simple stab or smash is never simple when its echo can spiral
Arcing Fire Sorcerer Attack 1 toward your foe, knocking it aside and binding it to the earth. through your magic and blossom in fire or thunder.
You lob a blast of fire past intervening foes that scorches them on Daily • Arcane, Implement Encounter • Arcane, Implement; Varies
the way to your target. Immediate Reaction Close Burst 10 Standard Action Melee 1
Trigger: An enemy in the area hits you with an attack Target: One creature
At-Will • Arcane, Fire, Implement Target: The triggering creature Attack: Charisma vs. Reflex
Standard Action Ranged 10 Attack: Charisma vs. Reflex
Target: One creature Hit: 1d10 + Charisma modifier damage. Roll a d6 to
Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier damage, and the target is slid determine the attack’s damage type. At the start of your
2 squares and slowed (save ends). next turn, deal 10 damage of that same type to one enemy
Hit: 1d8 + Charisma modifier fire damage. Any enemy within 3 squares of you.
providing the target cover against this attack takes fire Miss: Half damage, and the target is slid 1 square.
damage equal to your Charisma modifier. Effect: Reduce the damage you take from the triggering 1. Acid
attack by an amount equal to your Charisma modifier. 2. Cold
Increase damage to 2d8 + Charisma modifier at 21st level. 3. Fire
Level 3 Encounter Spells 4. Lightning
Energy Strobe Sorcerer Attack 1 5. Poison
As a beam of energy lances from your hand or eyes, part of it Teleport Bash Wizard Attack 3 6. Thunder
swirls around you as a temporary flickering shield. A sharp blow from your staff or dagger sends your foe flickering
At-Will • Arcane, Implement; Varies through the gaps between worlds. When they emerge, they erupt Level 13 Encounter Spells
Standard Action Ranged 10 in thunder. Thunder and Strike Sorcerer Attack 13
Target: One creature Encounter • Arcane, Implement, Teleportation, Thunder Your surprise melee blow drives the enemy away in thunder, as a
Attack: Charisma vs. Reflex Standard Action Melee 1 lightning strike blasts a distant foe.
Hit: 1d10 + Charisma modifier damage. Roll a d6 to Target: One creature
Attack: Charisma vs. Fortitude Encounter • Arcane, Implement, Lightning, Thunder
determine the attack’s damage type. You gain resist 5 Standard Action Melee 1
against the type of damage your attack deals until the end Hit: 1d8 + Charisma modifier thunder damage. Roll a d6; Primary Target: One creature
of your next turn. you must teleport the target that many squares. You deal 5 Primary Attack: Charisma vs. Reflex
1. Cold thunder damage to all creatures adjacent to the target after
this teleport. Hit: 2d8 + Charisma modifier thunder damage, and you push
2. Fire the target a number of squares equal to 1 + your Strength
3. Force Chaos Sorcerer: You can choose to roll a d4, a d6, or a d8 modifier.
4. Lightning to determine the distance of the teleport effect.
5. Radiant Effect: You make a secondary ranged attack that does not
6. Thunder provoke opportunity attacks.

Increase damage to 2d10 + Charisma modifier at 21st level. Secondary Target: One creature other than the primary
target within 10 squares of you
Special: You can use this power as a ranged basic attack.
Secondary Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier lightning damage, and if the
secondary is adjacent to the primary target, the secondary
target is dazed until the end of your next turn.
Level 17 Encounter Spells Level 27 Encounter Spells
Rippling Strike Sorcerer Attack 17 Sonorous Echo Sorcerer Attack 27
Your slash opens a psychic connection, and the spell seals the What seems like a relatively weak slash of your dagger turns into
connection in pain. a blossom of acid or lightning, erupting on a foe of your choice.
Encounter • Arcane, Implement, Psychic Encounter • Arcane, Implement; Varies
Standard Action Melee 1 Standard Action Melee 1
Target: One creature Target: One creature
Attack: Charisma vs. Will Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier psychic damage, and you deal Hit: 3d10 + Charisma modifier damage. Roll a d6 to
10 psychic damage to one enemy within 5 squares of the determine the attack’s damage type. At the start of your
target. If no other enemy is within 5 squares, this attack next turn, deal 15 damage of that same type to each enemy
deals an extra 1d8 damage to the target instead. within 3 squares of you.
Cosmic Sorcerer: If this attack reduces one or more 1. Acid
enemies to 0 hit points, choose an enemy within 10 2. Cold
squares not damaged by the attack. You deal 10 psychic 3. Fire
damage to that enemy. 4. Lightning
5. Poison
Level 23 Encounter Spells 6. Thunder
Shuffling Thunder Sorcerer Attack 23
A blow from your staff unseals the walls between worlds.
Thunderous magic announces your arrival and the arrival of the
enemy you have teleported.
Encounter • Arcane, Implement, Teleportation, Thunder
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier thunder damage. Roll a d6;
you must teleport the target that many squares, and you
can teleport yourself that many squares. You deal 10
thunder damage to every creature adjacent to you and
every creature adjacent to the target after these teleports.
Cosmic Sorcerer: You can choose to roll a d4, a d6, or a d8
to determine the distance of the teleport effects.
Swordmage Warding Flourish Swordmage Attack 1 Level 5 Daily Spells
Fancy bladework creates a magical buffer between your foes and Shielding Fire Swordmage Attack 5
Level 1 At-Will Spells your friends. A gout of flame springs from your sword, searing your enemy and
Frigid Blade Swordmage Attack 1 Daily • Arcane, Force, Weapon threatening to consume it in deadlier flames.
Standard Action Melee Weapon Daily • Arcane, Fire, Implement
Your weapon leaves a frosty trail as it cuts through the air and Target: One or two creatures
strikes with a blow that inflicts winter’s wrath. Standard Action Close Burst 10
Attack: Intelligence vs. AC Target: One creature in burst
At-Will • Arcane, Cold, Weapon Hit: 1[W] + Intelligence modifier force damage, and you slide Attack: Intelligence vs. Fortitude
Standard Action Melee Weapon the target 2 squares.
Target: One creature Hit: 2d10 + Constitution modifier fire damage.
Attack: Intelligence vs. AC Effect: Until the end of your next turn, the target cannot Effect: The creature is marked as if from your Swordmage
enter a square adjacent to any of your allies. Until then, if Aegis power until the end of the encounter. This does not
Hit: 1[W] + Intelligence modifier cold damage. If the target an ally moves adjacent to the target and hits it with an
starts its next turn adjacent to you, it takes a penalty to end existing marks placed by your Swordmage Aegis power,
attack, the ally can push the target 1 square. and using your Swordmage Aegis power to mark another
speed equal to your Constitution modifier until the end of
its next turn. enemy does not end this mark. Another creature’s mark
Level 2 Utility Spells supersedes this one.
Elemental Aegis Swordmage Utility 2 Aegis of Shielding: Until the end of the encounter, when
Frostwind Blade Swordmage Attack 1 you reduce the damage the target deals using aegis of
You slice into your foe, and a freezing wind of the Elemental You raise an aegis in your ally’s defense, infusing the shield with shielding, the target takes fire damage equal to the amount
Chaos howls from the wound. elemental energy to help defend against certain attacks. of damage your aegis of shielding power prevents.
At-Will • Arcane, Cold, Weapon Encounter • Arcane
Standard Action Melee Weapon Immediate Interrupt Close Burst 10 Level 7 Encounter Spells
Target: One creature Trigger: An enemy you have marked attacks an ally
Target: One ally in burst Sleet Strike Swordmage Attack 7
Attack: Intelligence vs. AC
Effect: Choose a damage type: acid, cold, fire, lightning, or Your chill blade sends a rain of frozen rain cascading over your
Hit: 1[W] + Intelligence modifier cold damage. A different enemy, inhibiting its ability to move without slipping.
enemy marked by you within 3 squares of you takes cold thunder. Your ally gains resistance to that damage type
damage equal to your Constitution modifier. equal to 5 + your Constitution modifier until the end of Encounter • Arcane, Cold, Weapon
your next turn. Standard Action Melee Weapon
Increase damage to 2[W] + Intelligence modifier at 21st level. Target: One creature

Level 1 Daily Spells Level 3 Encounter Spells Attack: Intelligence vs. AC


Incendiary Sword Swordmage Attack 3 Hit: 2[W] + Strength modifier cold damage. The target and
Dimensional Thunder Swordmage Attack 1 each enemy adjacent to the target fall prone after shifting
Your weapon ignites with flames as you launch it toward your until the end of your next turn.
As you pass unseen through dimensional space, you leave in your enemies. Upon striking the ground, it explodes and consumes the
wake a thunderous roar that bombards enemies upon your area in flames.
arrival.
Encounter • Arcane, Fire, Implement
Daily • Arcane, Teleportation, Thunder, Weapon Standard Action Area Burst 1 Within 5
Standard Action Melee Weapon Squares
Target: One creature Requirement: You must throw your melee weapon at the
Special: You can teleport a number of squares equal to your origin square.
Constitution modifier before the attack. Target: Each creature in burst
Attack: Intelligence vs. Fortitude Attack: Intelligence vs. Will
Hit: 2[W] + Intelligence modifier thunder damage. Hit: 2d6 + Intelligence modifier fire damage, and the target
Effect: Each enemy adjacent to you gains ongoing 5 thunder takes 5 fire damage if it makes an attack that does not
damage (save ends). include you on its next turn.
Effect: Your weapon returns to your hand.
Level 9 Daily Spells Lightning Strider Swordmage Attack 9 Level 17 Encounter Spells
Leaping Flames Swordmage Attack 9 Your body becomes like a bolt of lightning as you shoot from Necromantic Disruption Swordmage Attack 15
Your attack gives life to a tenacious flame that pursues and burns enemy to enemy, launching attack after attack. A burst of light from your soul ensures that each enemy’s death
your enemies long after the initial foe shakes it off. Daily • Arcane, Lightning, Weapon brings you greater opportunities to strike them down.
Daily • Arcane, Fire, Implement Standard Action Melee Weapon Encounter • Arcane, Weapon
Standard Action Ranged 20 Primary Target: One creature Standard Action Melee Weapon
Target: One creature Special: You can teleport 4 squares before the attack. Target: One creature
Attack: Intelligence vs. AC Attack: Intelligence vs. AC Attack: Intelligence vs. AC
Hit: 1d10 + Intelligence modifier fire damage, and ongoing 5 Hit: 1[W] + Strength modifier lightning damage. Hit: 3[W] + Intelligence modifier damage. This damage is not
fire damage (save ends, see below). Effect: You can teleport 3 squares, and then make a reduced if the target is insubstantial.
Miss: Half damage, and no ongoing fire damage. secondary attack. Special: If this attack reduces your target to 0 hit points,
Effect: When a creature saves against ongoing damage from Secondary Target: One creature other than the primary you regain the use of this power.
this power, place magical flames in a square adjacent to target.
that creature. If a creature is in the same square as these Secondary Attack: Intelligence vs. AC Level 19 Daily Spells
flames, it suffers ongoing 5 fire damage (save ends), and Hit: 1[W] lightning damage. Death’s Resurgence Swordmage Attack 19
the flames disappear. They can reappear if that creature Effect: You can teleport 2 squares, and then make a Death’s power turns your foe’s triumph into a victory of your own.
saves against the ongoing damage, but they can only affect tertiary attack. Your pain explodes from you, and as others fall, you draw strength
a creature once per encounter. The flames can move 1
Tertiary Target: One creature other than the primary from their defeat.
square at the start of your turn, and they disappear at the
end of the encounter. and secondary targets. Daily • Arcane, Healing, Implement, Necrotic
Tertiary Attack: Intelligence vs. AC Immediate Interrupt Close Burst 2
Icy Sweep Swordmage Attack 9 Hit: 1[W] lightning damage. Trigger: You become bloodied or drop to 0 or fewer hit
points
As your weapon sweeps toward your enemy’s feet, it creates an Target: Each enemy in burst
icy patch along the ground that sends your enemy slipping toward Level 15 Daily Spells Attack: Intelligence vs. Reflex
another nearby patch of ground. Reaper’s Challenge Swordmage Attack 15 Hit: 3d8 + Intelligence modifier necrotic damage.
Daily • Arcane, Cold, Weapon You intercede for an ally, enshrouding your foe in a specter of
Standard Action Melee Weapon Miss: Half damage.
death that can only be exorcised by facing you.
Target: One creature Effect: You can spend a healing surge. If you do, you regain
Attack: Intelligence vs. AC Daily • Arcane, Implement, Necrotic 1d6 additional hit points for each enemy bloodied or
Immediate Interrupt Close Burst 5 reduced to 0 hit points by this attack.
Hit: 2[W] + Constitution modifier cold damage, and you slide Trigger: A creature in burst attacks an ally
the target into any square adjacent to you. Target: The triggering creature
Miss: Half damage, and you do not slide the target. Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier necrotic damage, and the
target is weakened until the end of your next turn.
Effect: Until the end of the encounter, if the target makes
an attack that does not include you as a target, the target is
weakened until the end of your next turn.
Level 25 Daily Spells
Death Grip Swordmage Attack 25
You assail your foe as a distraction while a crushing hand of
shadows closes its grip around your enemy.
Daily • Arcane, Necrotic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and you gain
combat advantage for your next attack against the target.
Effect: Make a secondary attack against the target.
Secondary Attack: Intelligence vs. Reflex
Hit: Ongoing 10 necrotic damage, and the target is
restrained and cannot teleport (save ends all).
Miss: Ongoing 5 necrotic damage (save ends), and the target
is restrained and cannot teleport until the end of your next
turn.
Warden Level 10 Utility Evocations Level 17 Encounter Evocations
Entangling Shield Warden Utility 10 Reckless Ram Assault Warden Attack 17
Level 1 At-Will Evocations Your shield sprouts vines that grab at your enemy. You grow massive ram’s horns and bound at your foe, sending
Warden’s Lunge Warden Attack 1 Daily • Primal both him and you flying.
You lunge at your foe, making an attack it cannot ignore. Immediate Interrupt Personal Encounter • Primal, Weapon
Requirement: You must be wielding a shield. Standard Action Melee Weapon
At-Will • Primal, Weapon Trigger: You are hit with a melee attack Requirement: You must charge and use this power in place
Standard Action Melee Weapon Target: The triggering creature of a basic melee attack.
Target: One creature Target: One creature
Attack: Strength vs. AC Effect: You gain a +4 bonus to the defense targeted by the
triggering attack until the end of your next turn. If the Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. triggering attack misses, the target is immobilized until Hit: 4[W] + Strength modifier damage, and you knock both
Increase damage to 2[W] + Strength modifier at 21st level. the end of your next turn or until you move away from the you and the target prone.
Effect: You mark the target until the end of your next turn. creature, whichever comes first.

Special: When you charge, you can use this power in place of
Level 19 Daily Evocations
a melee basic attack.
Level 13 Encounter Evocations Land Shark Charge Warden Attack 19
Stalactite Hook Warden Attack 13 You sink into the earth, tunnel under the ground, reemerge under
Level 3 Encounter Evocations Your weapon arm transforms into a spike of rock that skewers your foe, and skewer it with your weapon.
Storm Throw Warden Attack 3 your foe and pulls it closer. Daily • Primal, Weapon
Calling lightning down from the clouds, you hurl your electrified Encounter • Primal, Weapon Standard Action Melee Weapon
weapon at your foe. Standard Action Melee 2 Requirement: You must charge and use this power in place
Target: One creature of a melee basic attack.
Encounter • Lightning, Primal, Weapon Attack: Strength vs. AC Special: You receive a +2 bonus to the attack roll instead of
Standard Action Ranged 5 the normal +1 bonus for a charge. You do not provoke
Requirement: You must throw your weapon at the target. Hit: 3[W] + Strength modifier damage, and you pull the
target one square. The target is slowed until the end of opportunity attacks for movement made during this
Target: One creature charge.
Attack: Strength vs. Fortitude your next turn.
Target: One creature
Hit: 1[W] + Strength modifier damage + 1d8 lightning Attack: Strength vs. AC
damage, and you gain resist 10 lightning until the end of
Level 16 Utility Evocations
Hit: 4[W] + Strength modifier damage, you knock the target
your next turn. Vine Poultice Warden Utility 16 prone, and the target grants combat advantage (save ends).
Effect: Your weapon returns to your hand. You summon healing vines from the ground and pack the wound Miss: Half damage, and you knock the target prone.
with them, creating an efficacious bandage.
Level 7 Encounter Evocations Effect: You gain a +2 power bonus to your AC and Fortitude
Daily • Healing, Primal until the end of your next turn.
Limbs of the Tree Spider Warden Attack 7 Minor Action Melee Touch
Target: You or one creature
You stab your weapon arm straight up, and it sprouts long, sharp
wooden protrusions that stab out at your enemies like spider legs. Effect: The target can spend a healing surge and make a
saving throw against each effect it is suffering from that a
Encounter • Primal, Weapon save can end.
Standard Action Close Burst 3
Target: Two creatures in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 22 Utility Evocations
Primal Cascade Warden Utility 22
You transform into a cascade of rushing water, flowing over the
earth to a nearby location where you reform.
Encounter • Polymorph, Primal
Move Action Personal
Effect: You shift your speed, ignoring difficult terrain and
water.

Level 29 Daily Evocations


Form of the Lightning Lord Warden Attack 29
As you speed up, the world slows down around you. You become
living lightning. You dart around the landscape, leaving your
sting where you will.
Daily • Lightning, Polymorph, Primal, Teleportation
Minor Action Personal
Effect: You assume the form of the lightning lord until the
end of the encounter. While in this form, you can teleport
up to your speed as a move action. Any enemy you have
marked that is adjacent to you when you start this move
takes lightning damage equal to your Strength modifier.
Once during this encounter, you can make the following
attack while you are in this form.
Standard Action Ranged 10
Target: One enemy
Attack: Strength +6 vs. Fortitude
Hit: 3d10 lightning damage, and you teleport the target 10
squares to a square adjacent to you. The target is slowed
and dazed until the end of your next turn.
Miss: Half damage, and you teleport the target 10 squares
to a square adjacent to you.
Warlock Level 5 Daily Spells Ooze Incarnate Warlock Attack 9
Well of Death Warlock Attack 5 Your body and items turn to caustic jelly as you slide through a
Level 1 At-Will Spells You show your foes their doom, channeling dark power from your throng of foes.
Eldritch Strike Warlock Attack 1 allies’ very souls. Daily • Acid, Arcane, Implement, Polymorph
Daily • Arcane, Implement, Necrotic Standard Action Melee Touch
The dire power of your attack drives your enemy before you. Effect: You shift your speed. You may shift through squares
Standard Action Ranged 10
At-Will • Arcane, Weapon Target: One creature occupied by enemies. Until the end of your next turn, you
Standard Action Melee Weapon Attack: Charisma vs. Will can squeeze without penalties to your attack rolls or speed.
Target: One creature Target: Each creature whose space you shift through
Attack: Charisma or Constitution vs. Fortitude Hit: 2d8 + Charisma modifier necrotic damage. Attack: Constitution vs. Reflex
Hit: 1[W] + Charisma or Constitution modifier damage, and Miss: Half damage. Hit: 3d8 + Constitution modifier acid damage, and you push
you slide the target 1 square. Effect: An ally within 5 squares of you can lose a healing the target 1 square.
Increase damage to 2[W] + Charisma or Constitution surge to allow you to deal an additional 2d8 necrotic Miss: You push the target 1 square.
modifier at 21st level. damage.

Special: This power counts as a melee basic attack. When you Level 7 Encounter Spells Level 10 Utility Spells
take this power, you determine whether you use Charisma Accursed Souls Warlock Utility 10
or Constitution for the power’s attack roll and damage roll. Lash of the Long Night Warlock Attack 7
The souls of those who fall while bearing your curse explode from
This choice remains throughout the character’s life. You can You lash out with a frigid wind to hold your foe at bay. their bodies to slay more of your foes.
choose this power instead of eldritch blast as the power
associated with your Eldritch Blast class feature. Encounter • Arcane, Cold, Implement Daily • Arcane, Necrotic
Standard Action Ranged 10 Free Action Personal
Target: One creature
Level 1 Daily Spells Attack: Charisma vs. Fortitude
Trigger: An enemy you have cursed drops to 0 hit points
Star Shackles Warlock Attack 1 Effect: Until the end of the encounter, whenever an enemy
Hit: 2d6 + Charisma modifier cold damage, and the target is you have cursed drops to 0 hit points, enemies adjacent to
Invisible force lifts your foes from the ground and squeezes the life slowed (save ends). that target take 10 necrotic damage.
from them. Fey Pact: The target is pushed a number of squares equal
Daily • Arcane, Implement to 1 + your Intelligence modifier. Ethereal Sidestep Warlock Utility 10
Standard Action Close Burst 2
You slip through a rift in reality and appear a few feet away.
Target: Each enemy in burst Level 9 Daily Spells
Attack: Charisma vs. Fortitude At-Will • Arcane, Teleportation
Consuming Ray Warlock Attack 9 Move Action Personal
Hit: 1d6 + Charisma modifier damage, and the target is
grabbed. If the target attempts to escape, use your You barter with your pact holder for temporary power, consuming Effect: You teleport 1 square.
Fortitude or Reflex. your own life force for a powerful attack.

Sustain Standard: Those this power still has grabbed take Daily • Arcane, Implement, Necrotic
1d6 + Charisma modifier damage when you sustain this Standard Action Ranged 10
power. After you sustain this power, you can use a minor Target: One creature
action to use this power’s attack on one target the power Attack: Charisma vs. Will
doesn’t have grabbed within 2 squares of a target the Hit: 3d8 + Charisma modifier necrotic damage.
power does have grabbed. Miss: Half damage.
Effect: You can lose a healing surge to deal ongoing 5
necrotic damage (save ends).
Level 15 Daily Spells
Hellfire Soul Warlock Attack 15
Drawing upon your infernal ties, you set a foe’s soul afire.
Daily • Arcane, Fire, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 3d10 + Constitution modifier necrotic and fire damage.
Miss: Half damage.
Effect: If this attack would reduce the target to 0 hit points
or fewer, you can instead reduce the target to 1 hit point
and the target is dominated by you until the end of the
encounter.

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, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier necrotic damage, and
ongoing 10 necrotic damage and the target is immobilized
(save ends both).
Miss: Half damage, and the target is slowed until the end of
your next turn.
Fey Pact: This attack ignores necrotic resistance.
Warlord Level 1 Encounter Exploits Level 1 Daily Exploits
Coordinated Offensive Warlord Attack 1 Lamb to the Slaughter Warlord Attack 1
Level 1 At-Will Exploits You draw the enemy’s attention long enough for one ally to move The enemy succumbs to your challenge and engages you—only to
Inevitable Wave Warlord Attack 1 to safety and another to move into position. find more opponents than it expected.
You and your allies charge a foe with the relentless power of the Encounter • Martial, Weapon Daily • Martial, Reliable, Weapon
incoming tide. Standard Action Melee Weapon Standard Action Melee 5
Target: One creature Target: One creature
At-Will • Martial, Weapon Attack: Strength vs. AC Attack: Strength vs. Will
Standard Action Melee Weapon Special: If you used inspiring word on this turn, you gain a +2
Target: One creature Hit: You pull the target 5 squares, and up to three allies
power bonus to the attack roll. within 5 squares of you that can see and hear you can make
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and one ally adjacent a charge attack against the target as a free action.
Hit: 1[W] + Strength modifier damage. Until the end of your to you or the target can shift 1 square as a free action.
next turn, any ally who charges the target deals extra
damage equal to your Intelligence modifier. Effect: You can slide one ally adjacent to you or the target 1 Level 3 Encounter Exploits
square to a square adjacent to no enemies. Devastating Offensive Warlord Attack 3
Increase damage to 2[W] + Strength modifier at 21st level.
You knock the enemy aside and call forth a nearby ally for a
Special: When charging, you can use this power in place of a Diabolic Stratagem Warlord Attack 1 combined assault.
melee basic attack.
A feint and attack marks a foe and seemingly leaves you Encounter • Martial, Weapon
defenseless, but it’s just a cunning move to allow you to make Standard Action Melee Weapon
Rousing Assault Warlord Attack 1 other attacks. Target: One creature
Your bold attack lends strength to your words of inspiration. Encounter • Martial, Weapon Attack: Strength vs. AC
At-Will • Martial, Weapon Standard Action Melee Weapon Hit: 1[W] + Strength modifier damage. You slide the target
Standard Action Melee Weapon Target: One creature 1 square and slide one ally adjacent to you up to 3 squares
Target: One creature Attack: Strength vs. Reflex to the square the target vacated. The ally can then make a
Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target is melee basic attack against the target as a free action.
Hit: 1[W] + Strength modifier damage, and you add your marked until the end of your next turn. Resourceful Presence: The ally gains a power bonus
Charisma modifier to the hit points restored with any Effect: You grant the target of this attack combat advantage to its attack roll equal to one-half your Charisma modifier
warlord healing power you use before the end of your next until the start of your next turn. The first attack the target (minimum +1).
turn. makes against you before the start of your next turn Tactical Presence: The ally gains a power bonus to its
Increase damage to 2[W] + Strength modifier at 21st level. provokes opportunity attacks from you and your allies. damage roll equal to your Intelligence modifier.

Provocative Order Warlord Attack 1 Road to Victory Warlord Attack 3


You prompt an ally to take the fight to the enemy. Your sudden strike clears a path through the battlefield for your
Encounter • Martial ally, and leaves open the option for more movement.
Standard Action Close Burst 5 Encounter • Martial, Weapon
Target: One ally who can see and hear you Standard Action Melee Weapon
Effect: The target makes a charge attack as a free action. If Target: One creature
the attack hits, it deals an extra 1[W] damage. Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and an ally you can
see can either shift 1 square or move 3 squares as a free
action.
Effect: If you target an ally with inspiring word before the end
of your next turn, that ally can either shift 1 square or
move a number of squares equal to your Intelligence
modifier as a free action.
Level 5 Daily Exploits Leader’s Intercession Warlord Utility 6 Level 7 Encounter Exploits
Bait the Hook Warlord Attack 5 Brash impulse places you in an attack’s path to spare an ally from Threatening Presence Warlord Attack 7
You give your champion the encouragement and strength needed harm. You constantly move as though ready to attack, keeping your
to respond to the foe’s attacks. Encounter • Healing, Martial enemy’s nerves frazzled.
Daily • Martial, Weapon Immediate Interrupt Melee Touch Encounter • Fear, Martial, Weapon
Standard Action Melee Weapon Trigger: An attack hits an adjacent ally Standard Action Melee Weapon
Target: One creature Target: The triggering ally Prerequisite: You must be trained in Intimidate.
Attack: Strength vs. AC Effect: You and the target switch places. The attack hits you Target: One creature
Hit: 3[W] + Strength modifier damage. instead, and you or the target can spend a healing surge. Attack: Strength vs. Will

Effect: The target grants combat advantage to one of your Hit: 2[W] + Strength modifier damage, and the target cannot
allies within 5 squares of it and gains vulnerability to that
Polearm Vault Warlord Utility 6 mark or gain combat advantage against your allies until the
ally’s attacks equal to your Charisma modifier (save ends You fly over the heads of friend or foe with a vault leveraged by end of your next turn.
both). your polearm. Effect: Any ally marked by the target is no longer marked.
Encounter • Martial
Rousing Call Warlord Attack 5 Move Action Personal Wild Runner Strike Warlord Attack 7
Fallen comrades cannot help but answer your call because your Requirement: You must be wielding a polearm. You lash out at your foe, and you exhort your friends to see the
battle cry stirs the most melancholy hearts. Effect: Move 4 squares, ignoring difficult and hindering advantages in the terrain.

Daily • Martial, Weapon terrain. You can use this power to move through an Encounter • Martial, Weapon
Standard Action Melee Weapon enemy’s space, but doing so provokes opportunity attacks Standard Action Melee Weapon
Target: One creature when leaving a square adjacent to the enemy as normal. Target: One creature
Attack: Strength vs. AC Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. Stand Fast Warlord Utility 6 Hit: 2[W] + Strength modifier damage, and the target treats
You and your companions from an immovable wall to withstand all squares as difficult terrain until the end of your next
Miss: Half damage. turn. You and your allies ignore difficult terrain until the
the enemy tide.
Effect: As a free action, each unconscious or dying ally end of your next turn.
within 5 squares of you can make a saving throw and each Encounter • Martial
Minor Action Close Burst 3 Resourceful Presence: Your allies ignore difficult terrain
prone ally within 5 squares of you can stand up. until the end of your next turn even if you miss.
Target: You and one ally in burst
Level 6 Utility Exploits Effect: The target cannot be knocked prone, pushed, pulled,
or slid until the end of your next turn. If you target an ally
Dragon’s Tenacity Warlord Utility 6 with inspiring word before the end of your next turn, that
You and your companions become as fierce and indomitable as ally can stand up as a free action.
dragons, striking harder the more you all are hurt.
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.
Special: If you are a dragonborn, the bonus to attack rolls is
+3.
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, and You use the advantage of your reach to position your foe and then With your stirring words, you prove that the enemy has no hold
each strike from an ally pushes it farther over the edge. cage him with a myriad of minor swings. on you and your allies.
Encounter • Martial, Weapon Daily • Martial, Weapon Daily • Martial
Standard Action Melee Weapon Standard Action Melee Weapon Minor Action Close Burst 2
Target: One creature Requirement: You must be wielding a reach weapon. Target: You and one ally in burst
Attack: Strength vs. AC Target: One creature Effect: The target makes a saving throw. Whenever you use
Hit: 2[W] + Strength modifier damage, and each ally who Effect: Before making the attack, slide your target to any inspiring word on an ally before the end of your next turn,
hits the target before the end of your next turn gives it a space adjacent to you. that ally can make a saving throw.
cumulative -1 penalty to its attack rolls (maximum -5) until Attack: Strength vs. AC
the end of your next turn. Hit: 3[W] + Strength modifier damage, and your target is Level 13 Encounter Exploits
Bravura Presence: Any ally adjacent to you gains a power slowed and grants combat advantage to all creatures until
it starts its turn in a square outside your melee reach. Fearsome Thrust Warlord Attack 13
bonus to damage rolls against the target equal to your
Charisma modifier until the end of your next turn. Miss: Half damage, and target is slowed and grants combat Your enemy recoils before you—and right into the blades of your
advantage to all creatures until the end of your next turn. waiting allies.
Inspiring Presence: Any ally adjacent to you gains
combat advantage against the target until the end of your Encounter • Fear, Martial, Weapon
next turn. Teachable Moment Warlord Attack 9 Standard Action Melee Weapon
Prerequisite: You must be trained in Intimidate.
Your successes show your allies where the enemy is weak, and Target: One creature
Level 9 Daily Exploits your failures show them where it is too strong. Attack: Strength vs. Will
Awakened Wrath Warlord Attack 9 Daily • Martial, Weapon Hit: 2[W] + Strength modifier damage, and you slide the
Seeing your injuries, an ally explodes with unexpected violence. Standard Action Melee Weapon target 3 squares to a space adjacent to one of your allies.
Target: One creature The target grants combat advantage to that ally until the
Daily • Martial Attack: Strength vs. AC
Immediate Reaction Close Burst 5 start of your next turn.
Trigger: You are bloodied by an attack Hit: 2[W] + Strength modifier damage.
Target: One ally that can see you Miss: Half damage. Invitational Assault Warlord Attack 13
Effect: The target makes a melee basic attack against each Effect: Whenever you hit with a melee attack before the end Your attack invites a nearby ally to join your struggle, and those
enemy adjacent to him or her as a free action. The target of the encounter, one ally that can see you gains a +3 power who answer are the better for it.
can then shift 1 square for each enemy it hit, but it must bonus to its next damage roll. Whenever you miss with Encounter • Martial, Weapon
end this movement closer to you. a melee attack, one ally that can see you gains a +2 power Standard Action Melee Weapon
bonus to its next attack roll. Target: One creature
Attack: Strength vs. AC
Level 10 Utility Exploits Hit: 2[W] + Strength modifier damage, and you slide one ally
Draw Their Eyes Warlord Utility 10 within 5 squares of you up to six squares to a square
You fix the enemy in your eyes, devoting yourself to defeating the adjacent to the target. The ally can then make a melee basic
foe at any cost. attack against the target as a free action.
Encounter • Martial Bravura Presence: The ally can choose to grant combat
Move Action Personal advantage to the target until the end of your next turn to
deal extra damage equal to your Strength modifier with its
Effect: Move your speed. At the end of this movement, you basic attack.
grant combat advantage to and are marked by one enemy
adjacent to you until the end of your next turn. While you Tactical Presence: The ally gains a bonus to its attack roll
are marked by this enemy, you gain a power bonus to equal to your Intelligence modifier.
damage rolls against the enemy equal to your Strength
modifier.
Jarring Assault Warlord Attack 13 Level 19 Daily Exploits Level 25 Daily Exploits
Your fierce strike damages your foe’s ability to fight back. Glasya’s Stride Warlord Attack 19 Lingering Fear Warlord Attack 25
Encounter • Martial, Weapon As manipulative as the mistress of Malbolge, this exploit wreaks So fearsome is your assault that your foe becomes timid about
Standard Action Melee Weapon havoc among large groups of enemies. attacking your allies.
Target: One creature Daily • Martial, Weapon Daily • Fear, Martial, Weapon
Attack: Strength vs. AC Standard Action Melee Weapon Standard Action Melee Weapon
Hit: 2[W] + Strength modifier damage. Effect: Shift your speed. Prerequisite: You must be trained in Intimidate.
Effect: The target takes a -2 penalty to attack rolls until the Targets: A number of creatures within your melee reach at Target: One enemy
start of your next turn. any point during your move, up to your Intelligence Attack: Strength vs. Will
modifier (minimum 1) Hit: 6[W] + Strength modifier damage, and until the end of
Inspiring Presence: If the target attacks one of your Attack: Strength vs. AC, one attack per target
allies, the ally gains temporary hit points equal to your the encounter, whenever the target hits or misses one of
Charisma modifier before the attack hits or misses. Hit: 1[W] + Strength modifier damage, and slide the target your allies, it grants combat advantage to that ally until the
1 square. start of its next turn.
Resourceful Presence: The target’s penalty to attack rolls
is equal to your Intelligence modifier. Miss: Strength modifier damage, and slide the target 1 Miss: Half damage, and until the end of your next turn,
square. whenever the target hits or misses one of your allies, it
grants combat advantage to that ally until the start of its
Malebranche’s Pull Warlord Attack 13 Level 22 Utility Exploits next turn.
The painful stab puts your foe off balance. The follow-up pull has
it groveling in pain. Harrying Warhound Warlord Utility 22 Level 29 Daily Exploits
Encounter • Martial, Weapon Foes within your reach dare not ignore you, prompting them to
drop their guard and allowing you to aim your strikes. Asmodeus’s Gambit Warlord Attack 29
Standard Action Melee Weapon
Requirement: You must be wielding a reach weapon. Daily • Martial, Stance Sometimes a minor sacrifice by a commander can yield swift and
Target: One creature Move Action Personal terrible action from the troops.
Attack: Strength vs. AC Effect: Until the stance ends, enemies within your reach Daily • Martial, Weapon
Hit: 2[W] + Strength modifier damage, and slide the target 3 grant combat advantage to your allies. You gain a +1 power Standard Action Melee Weapon
squares to a space adjacent to you. After the slide, the bonus to melee attack rolls per ally adjacent to a target of Special: Before the attack, you grant combat advantage to all
target is knocked prone. your melee attacks, to a maximum of +4. your enemies until the start of your next turn.
Target: One creature
Attack: Strength vs. AC
Level 16 Utility Exploits Level 23 Encounter Exploits
Hit: 4[W] + Strength modifier damage, and you mark the
Kyton’s Battledance Warlord Utility 16 Pit Fiend’s Fury Warlord Attack 23 target. Opportunity attacks against the target gain a
Inspired by the weaving tactics of chain devils, this stance has you True power is the ability to prostrate the unwilling. power bonus to damage rolls equal to your Intelligence
weaving through the enemy forces with diabolical grace. Encounter • Martial, Weapon modifier (save ends).
Daily • Martial, Stance Standard Action Close Burst 2 Effect: Until the end of your next turn, enemies making a
Minor Action Personal Requirement: You must be wielding a polearm. melee attack against you provoke opportunity attacks from
Effect: Once a turn, you can spend a minor action to shift 1 Target: Each enemy in burst your allies.
square. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and knock the target
prone.
Wizard Level 1 Encounter Spells Spectral Image Wizard Utility 2
Charm of Misplaced Wrath Wizard Attack 7 With a few mystical passes, you sketch the outline of an object or
Level 1 At-Will Spells You bend your foe’s mind, filling it with wrath as you twist and creature. The sketch takes on a semblance of reality.
Chilling Cloud Wizard Attack 1 turn its senses. Encounter • Arcane, Illusion
Encounter • Arcane, Charm, Implement Minor Action Ranged 10
A lingering swarm of ice crystals chills foes to the bone.
Standard Action Ranged 10 Effect: You create the illusion of a Medium or smaller object
At-Will • Arcane, Cold, Implement Target: One creature or creature in an unoccupied square within range. It can
Standard Action Area Burst 1 Within 10 Attack: Intelligence vs, Will make sounds and move within its square without leaving
Target: Each enemy in burst Squares it. Each of its defenses is 10. The illusion lasts until the
Attack: Intelligence vs. Fortitude Effect: The target is dazed until the end of your next turn,
and you slide it 3 squares. It then attacks a creature of your end of the encounter, until an attack hits it, or until a
Hit: Intelligence modifier cold damage. choice with a basic attack with a bonus to its attack and creature touches it. An Insight or Perception check (DC 15
Increase damage to twice Intelligence modifier at 21st level. damage rolls equal to your implement’s enhancement + one-half your level + your Intelligence modifier) allows a
bonus. creature to determine the illusion is a fake.
Effect: Until the end of your next turn, any enemy in the
power’s area takes a -2 penalty to attack rolls. Level 3 Encounter Spells
Level 1 Daily Spells
Nightmare Eruption Wizard Attack 1 Wizard’s Fury Wizard Attack 1 Arcane Bolt Wizard Attack 3
You bring forth a nightmare in your foe’s mind and project it out You begin to fling force bolts with a flick of your wrist. A silver arrow of force appears next to you. You gesture toward a
for its comrades to see. foe, sending the arrow on an unerring path toward that enemy.
Daily • Arcane, Force, Implement
At-Will • Arcane, Illusion, Implement, Psychic Minor Action Personal Encounter • Arcane, Force, Implement
Standard Action Ranged 10 Prerequisite: You must know the magic missile at-will wizard Standard Action Ranged 10
Target: One creature power. Target: One creature
Attack: Intelligence vs. Will Effect: Until the end of the encounter, you can cast magic Effect: The target takes force damage equal to 5 + your
Hit: 1d8 + Intelligence modifier psychic damage, and any missile once per turn as a minor action. Intelligence modifier + your implement’s enhancement
enemy adjacent to the target takes psychic damage equal to bonus.
your Intelligence modifier. Level 2 Utility Spells
Increase damage to 2d8 + Intelligence modifier at 21st level.
Radiant Pillar Wizard Attack 3
Glib Tongue Wizard Utility 2
You conjure a cylinder of light that illuminates the battlefield,
You weave magic into your words, defusing a dangerous situation searing the eyes of your foes.
Winged Horde Wizard Attack 1 through the fine art of diplomacy.
A horde of flesh-devouring sprites appear in your foes’ minds. Encounter • Arcane, Implement, Radiant, Zone
Encounter • Arcane Standard Action Area Burst 1 Within 10
Your enemies swat at the menace, leaving them unable to react to Minor Action Personal
your allies’ maneuvers. Squares
Effect: You gain a +5 power bonus to Diplomacy checks and Effect: The burst creates a zone of bright light until the end
At-Will • Arcane, Implement, Psychic a +2 power bonus to charm attack rolls until the end of
Standard Action Area Burst 1 Within 10 of your next turn. Creatures are blinded while within the
your next turn. zone. If a creature vulnerable to radiant damage starts its
Target: Each enemy in burst Squares
Attack: Intelligence vs. Will turn within the zone, it takes damage equal to double its
Memory to Mist Wizard Utility 2 vulnerability.
Hit: 1d6 + Intelligence modifier psychic damage, and the
target cannot take opportunity actions until the end of Your magic settles into a creature’s mind, causing it to forget
your next turn. what it just witnessed.

Increase damage to 2d6 + Intelligence modifier at 21st level. 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.
Level 5 Daily Spells Level 6 Utility Spells Level 7 Encounter Spells
Grasp of the Grave Wizard Attack 5 Able Companion Wizard Utility 6 Charm of the Defender Wizard Attack 7
Skeletal hands burst from the earth and ghostly claws swirl from You conjure a creature of many hands and feed that aids your You weave a skein of deceitful magic, tricking your foe to become a
the air to snatch at your foes. allies. hero to its enemies.
Daily • Arcane, Implement, Necrotic, Zone Daily • Arcane, Conjuration Encounter • Arcane, Charm, Implement
Standard Action Area Burst 2 Within 20 Minor Action Ranged 10 Standard Action Ranged 10
Target: Each enemy in burst Squares Effect: You conjure an able companion in an unoccupied Target: One creature
Attack: Intelligence vs. Reflex square within range. When an ally starts its turn adjacent Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier necrotic damage, and the to the companion, that ally can stand or shift 1 square as Hit: You slide the target 3 squares, and it is immobilized
target is dazed until the end of your next turn. a free action. You can move the companion 2 squares as a until the end of your next turn. In addition, the first time
Miss: 1d10 + Intelligence modifier necrotic damage. minor action or 6 squares as a move action. The companion an enemy starts its turn in or moves into a square adjacent
lasts until the end of the encounter. to the target before the end of your next turn, the target
Effect: The burst creates a zone that lasts until the end of must make a melee basic against that enemy as a free
the encounter. An enemy that enters or starts its turn in action with a bonus to its attack and damage rolls equal to
the zone takes 5 necrotic damage and is dazed until the
Glowering Wrath Wizard Utility 6
your implement’s enhancement bonus.
end of your next turn. Your voice thunders above the din of the battlefield, causing fear
and doubt into your foes.
Thunder Cage Wizard Attack 7
Thunderstaff Wizard Attack 5 Encounter • Arcane
Minor Action Personal Your foe is rocked by thunderous noise, and an ominous rumble
You slam the butt of your staff into the ground, causing a shock- begins at your enemy’s slightest move.
wave that knocks your enemy off its feet and far away from you. Effect: You gain a +5 power bonus to Intimidate checks and
increase the distance of any forced movement you cause by Encounter • Arcane, Implement, Thunder
Daily • Arcane, Implement, Thunder Standard Action Ranged 10
Immediate Interrupt Melee 2 2 squares until the end of your next turn.
Target: One creature
Requirement: You must be wielding a staff. Attack: Intelligence vs. Fortitude
Trigger: An enemy moves within 2 squares of you Refocus Wizard Utility 6
Target: The triggering enemy Hit: 2d10 + Intelligence modifier thunder damage. If the
You take a deep breath and picture the pages of your spellbook in target leaves the space it currently occupies before the start
Attack: Intelligence vs. Fortitude your mind. of your next turn, it takes an extra 1d10 + Intelligence
Hit: 2d6 + Intelligence modifier thunder damage, and the Daily • Arcane modifier thunder damage.
target is deafened and dazed until the end of your next Minor Action Personal
turn.
Effect: You can replace an unused wizard utility or daily
Miss: Half damage, and the target is deafened until the end power with another power of the same level that is in your
of your next turn. spellbook. You gain a +1 power bonus to attack rolls with
Effect: You push the target 5 squares. that power until the end of your next turn.
Level 9 Daily Spells Level 10 Utility Spells Level 15 Daily Spells
Animate Dead Wizard Attack 9 Repelling Shield Wizard Utility 10 Soul Puppets Wizard Attack 15
You flood a fallen foe’s animus with shadow, imbuing it with A sudden shield of arcane energy blocks an attack and pushes the You reach out and crush the animating spirits of your foes, pulling
arcane strength. enemy away. upon their limbs like a puppeteer.
Daily • Arcane, Implement, Necrotic, Summoning Encounter • Arcane Daily • Arcane, Charm, Implement, Necrotic
Minor Action Ranged 10 Immediate Interrupt Personal Standard Action Area Burst 2 Within 20
Target: One dead enemy Trigger: You are hit by a melee attack Target: Each enemy in burst Squares
Effect: You summon the animated corpse of one of your Effect: You gain a +4 bonus to AC and Reflex until the end of Attack: Intelligence vs. Will
fallen enemies in an unoccupied square within range. The your next turn. If any creature makes a melee attack Hit: 4d8 + Intelligence modifier necrotic damage and the
summoned creature is the same size as the target, has a against you while this effect lasts, you can push it 1 square target is immobilized (save ends). An undead target takes
reach equal to the target’s reach, and has speed 6. It gains after the attack resolves. no damage and is dominated (save ends) instead of
a +2 bonus to AC, a +2 bonus to Fortitude, and the undead immobilized.
keyword. You can give the animated creature the following Words of Deceit Wizard Utility 10 Miss: Half damage.
special commands.
Your words move in a spiral, deceiving your enemies. You weave a
• Standard Action: Targets one enemy in reach; magical attack into them that remains in your grasp should your Level 16 Utility Spells
Intelligence vs. Reflex; 1d10 + Intelligence modifier foes’ minds prove too strong to overcome.
necrotic damage.
Dimension Switch Wizard Utility 16
• Opportunity Attack: Targets one enemy in reach; Encounter • Arcane You and your ally teleport into each other’s locations.
Intelligence vs. Reflex; 1d10 + Intelligence modifier Minor Action Personal
Encounter • Arcane, Teleportation
necrotic damage. Effect: Until the end of your next turn, you gain a +5 power Move Action Close Burst 10
bonus to Bluff checks, and you retain the use of any single- Target: One ally in burst
Tome of Transposition Wizard Attack 9 target encounter charm spells that miss.
Effect: You switch places with the target.
You open your tome to a page of secrets and flood your foe’s mind
with them, causing its weak brain to overload.
Level 13 Encounter Spells
Spatial Lock Wizard Utility 16
Daily • Arcane, Implement, Psychic Arcane Arrows Wizard Attack 13
A silver light flashes and an unseen pulse ripples through the air.
Standard Action Ranged 20 You create a pair of arcane darts and send them speeding toward Your foes aren’t going anywhere.
Requirement: You must be wielding a tome. your enemy. No amount of armor or arcane defenses can protect it.
Target: One creature Daily • Arcane, Zone
Encounter • Arcane, Force, Implement Standard Action Area Burst 3 Within 20
Attack: Intelligence vs. Reflex Standard Action Ranged 10 Squares
Hit: 4d6 + Intelligence modifier psychic damage, and the Target: One creature, or two creatures adjacent to each
target is dazed (save ends). other Effect: The burst creates a zone that lasts until the end of
your next turn. Enemies within the zone cannot teleport,
Miss: Choose another ranged daily spell of equal or lower Effect: The target takes force damage equal to 10 + your use teleportation powers, or benefit from phasing. Further,
value to this power from your spellbook. Immediately cast Intelligence modifier + your implement’s enhancement within the zone, magic portals fail to function and
that spell. It must target your original target, and it only bonus. creatures cannot access other planes or extradimensional
deals half damage. spaces.
Sustain Minor: The zone persists.
Words of Truth Wizard Utility 16 Level 19 Daily Spells Level 23 Encounter Spells
Arcane magic infuses your demands, forcing the creature cower- Entombing Earth Wizard Attack 19 Arcane Volley Wizard Attack 23
ing before you to answer them without hesitation. A maw of moaning grave dirt appears around your foe and slams You launch a fusillade of arcane darts and send them speeding
Daily • Arcane shut with echoing finality. toward your enemies. No amount of armor or arcane defenses can
Minor Action Ranged 2 Daily • Arcane, Implement, Necrotic protect your foes.
Target: One creature not involved in combat of a lower level Standard Action Ranged 10 Encounter • Arcane, Force, Implement
than you Target: One creature Standard Action Ranged 20
Effect: You ask the creature one question, and it must Attack: Intelligence vs. Reflex Target: One creature, or up to three creatures adjacent to at
answer truthfully. Hit: 2d10 + Intelligence modifier necrotic damage, and the least one other target
target takes ongoing 10 necrotic damage and is stunned Effect: Each target takes force damage equal to 5 + your
Level 17 Encounter Spells (save ends both). Other creatures cannot gain line of sight Intelligence modifier + your implement’s enhancement
Charm of False Glory Wizard Attack 17 or line of effect to the target while it is stunned. bonus. If you have selected only two targets, increase the
Miss: Half damage, and the target takes ongoing 10 necrotic damage each target takes by 5. If you have selected only
Your foe shouts in triumph as it suddenly turns against it allies. one target, increase the damage it takes by 10.
Your magic twists its sight and mind, causing it to see enemies damage (save ends).
where allies stand.
Summon Angel Wretch Wizard Attack 19 Level 27 Encounter Spells
Encounter • Arcane, Charm, Implement
Standard Action Ranged 10 A spectral creature composed of numerous wispy black-feathered Charm of Puppet Strings Wizard Attack 27
Target: One creature wings, all joined together at the pinions, attacks with gouts of As your magic clouds your foe’s mind, it shrieks in fury and leaps
Attack: Intelligence vs. Will shadowy noxious gas. from one of its allies to the next, hewing at them with a
Hit: You slide the target a number of squares equal to its Daily • Arcane, Implement, Necrotic, Poison, Summoning madman’s fury.
speed, and it is immobilized until the end of your next Minor Action Ranged 20 Encounter • Arcane, Charm, Implement
turn. In addition, whenever an enemy starts its turn in or Effect: You summon a Large angel wretch in an unoccupied Standard Action Ranged 20
moves into a square adjacent to the target before the end space within range. The angel wretch has a fly speed of 8. Target: One creature
of your next turn, the target must make a melee basic It has a +4 bonus to AC and Fortitude. You can give the Attack: Intelligence vs. Will
against that enemy as a free action with a bonus to its angel wretch the following special commands. Hit: The target is dominated until the end of your next turn,
attack and damage rolls equal to your implement’s and you can slide it its speed at the beginning of its next
enhancement bonus. Whenever this attack hits, you can • Standard Action: Close blast 3; targets each creature in
blast; Intelligence vs. Fortitude; the target takes ongoing turn as a free action. In addition, whenever an enemy
slide the target 2 squares. starts its turn in or moves into a square adjacent to the
20 poison damage (save ends).
• Standard Action: Melee 1; targets one creature; target before the end of your next turn, the target must
Wand Coupling Wizard Attack 17 Intelligence vs. Reflex; 2d8 + Intelligence modifier make a melee basic against that enemy as a free action with
You release a blast of energy from your wand, and as that energy necrotic damage. a bonus to its attack and damage rolls equal to your
flows outward, it pulses briefly and brightly with a secondary • Opportunity Attack: Melee 1; targets one creature; implement’s enhancement bonus.
surge of magic. Intelligence vs. Reflex; 2d8 + Intelligence modifier
Encounter • Arcane, Implement necrotic damage. Orb of Doom Wizard Attack 27
Standard Action Ranged 10 You create a replica of your orb around your foes, trapping them in
Requirement: You must be wielding a wand. Level 22 Utility Spells a crystalline prison.
Target: One creature Dimensional Journey Wizard Utility 22 Encounter • Arcane, Implement
Attack: Intelligence vs. Fortitude Standard Action Area Burst 3 Within 20
You take a step and reappear well away from your starting point.
Effect: 3d6 + Intelligence modifier damage, and you push the Squares
target 3 squares. If you are wielding a magic wand Daily • Arcane, Teleportation Requirement: You must be wielding an orb.
implement with an unexpended encounter power, you can Move Action Personal Target: Each enemy in burst
use that power as a free action. Effect: You teleport 20 squares. You do not need line of sight Attack: Intelligence vs. Will
to your destination. Effect: The target is restrained, cannot teleport, and takes a
-5 penalty to attack rolls against creatures outside the
burst area until the end of your next turn.

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