Powers

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

Unbalancing Force

Artificer Attack 1

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

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

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

Punishing Eye

Artificer Attack 1

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

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

Halo of Thorns

Artificer Attack 1

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

War Proxy

Artificer Attack 1

Hypnotic Distraction

Artificer Attack 3

Thunderclap Armor

Artificer Attack 5

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

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

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

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

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

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

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

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

Static Shell

Artificer Attack 5

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

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

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

Sphere of Reality

Artificer Attack 7

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

whoever took the damage can use an immediate interrupt to spend a healing surge. Daily • Divine.Level 25 Daily Prayers Soulshock Field Cleric Attack 25 A flash of bright light leaves the area rippling with tiny arcs of golden lightning that leap and crawl about. Enemies that enter the zone or start their turns there take 2d10 + Wisdom modifier lightning damage. Sustain Minor: The zone persists. 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. 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. Implement. Healing. When you or an ally takes lightning or thunder damage while within the zone. . Lightning.

Reflex Hit: You knock the target prone. Fortitude Hit: 1d6 + Wisdom modifier damage. Any ally who is within the wall or being attacked through it has concealment. Until the end of your next turn. 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. . The wall can be up to 4 squares high. 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. Secondary Attack: Wisdom vs. drawing them into its grasp. 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. Increase damage to 2d6 + Wisdom modifier at 21st level. you can use an opportunity action to make a secondary attack against it. if the target leaves the burst’s area of effect. At-Will • Implement.Druid Level 1 At-Will Evocations Grasping Tide Druid Attack 1 A vortex of water appears amidst your foes. Primal Standard Action Area Burst 1 Within 10 Squares Target: Each creature in burst Attack: Wisdom vs. Daily • Conjuration.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ranger Utility 10

Ranger Utility 16

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

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

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

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

Wolfjaw Blows

Ranger Utility 16

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

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

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

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

Strength of Earth

Ranger Attack 13

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

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

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

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

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

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

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

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

Duelist’s Flurry

Rogue Attack 1

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

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

Rogue Attack 1

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

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

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

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

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

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

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

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

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

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

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

and the target is restrained and cannot teleport (save ends all). Necrotic. Weapon Standard Action Melee Weapon Target: One creature Attack: Intelligence vs. Daily • Arcane. and the target is restrained and cannot teleport 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. Secondary Attack: Intelligence vs. Miss: Ongoing 5 necrotic damage (save ends). AC Hit: 2[W] + Intelligence modifier damage. Effect: Make a secondary attack against the target. and you gain combat advantage for your next attack against the target. Reflex Hit: Ongoing 10 necrotic damage.

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

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

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

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

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

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

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

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

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

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

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

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

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