DnD 4e Power Cards Index

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Encounter Divine
Free Action Personal

Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

In the face of peril, you hold true to your faith and receive a special boon.

Encounter Divine, Implement, Radiant
Standard Action Close burst 2 (5 at 11th level, 8 at 21st level)

Target: Each undead creature in burst

Attack: Wisdom vs. Will

Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.

Miss: Half damage, and the target is not pushed or immobilized.

You sear undead foes, push them back, and root them in place.

Encounter (Special) Divine, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.

Target: You or one ally

Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.

At-Will Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. Increase damage to 2d8 + Wisdom modifier at 21st level.

A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally's attack.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.

You utter a minor defensive prayer as you attack with your weapon.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.

You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity's anger. By naming one of your allies when the symbol appears, you add divine power to that ally's attacks against the branded foe.

At-Will Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier at 21st level.

Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.

Encounter Divine, Fear, Implement
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Will

Hit: The target moves its speed + your Charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil.

Encounter Divine, Implement, Radiant
Standard Action Close blast 3

Target: Each enemy in blast

Attack: Wisdom vs. Reflex

Hit: 1d8 + Wisdom modifier radiant damage.

Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.

Encounter Divine, Healing, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.

Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.

Encounter Divine, Thunder, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier thunder damage, and the target is dazed until the end of your next turn.

Your arm is made strong by the power of your deity. When you strike, a terrible thunderclap smites your adversary and dazes him.

Daily Divine, Fire, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends).

Miss: Half damage, and no ongoing fire damage.

Special: If the target attacks on its turn, it can't attempt a saving throw against the ongoing damage.

You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make.

Daily Divine, Healing, Implement
Standard Action Close burst 3

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: The target is weakened until the end of its next turn. Effect You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.

A burst of divine energy harms your foes and heals your allies. The radiant energy lingers around your holy symbol and improves your healing powers for the rest of the battle.

Daily Divine, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Will

Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).

Miss: Half damage, and the target gains no vulnerability.

A burst of divine radiance sears your foe.

Daily Conjuration, Divine, Implement, Radiant
Standard Action Ranged 5

Effect: You conjure a guardian that occupies 1 square within range. Every round, you can move the guardian 3 squares as a move action. The guardian lasts until the end of the encounter. Any creature that ends its turn next to the conjured guardian is subject to a Wisdom vs. Fortitude attack. On a hit, the attack deals 1d8 + Wisdom modifier radiant damage.

You conjure a ghostly guardian, indistinct except for a glowing shield emblazoned with your deity's symbol. A burst of radiance erupts from it to sear foes that move next to it.

Daily Divine
Standard Action Close burst 20

Targets: You and each ally in burst

Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls.

You beseech your deity to bless you and your allies.

Daily Divine, Healing
Standard Action Melee touch

Target: You or one creature

Effect: The target regains hit points as if it had spent a healing surge.

You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light.

Encounter Divine
Standard Action Ranged 5

Target: You or one ally

Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.

You beseech your deity to grant you or one of your allies the strength to overcome a hindrance.

Encounter Divine
Standard Action Ranged 10

Target: You or one creature

Effect: The target receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of your next turn.

You cast a protective ward upon a creature that makes enemies' attacks less effective.

Daily Divine
Standard Action Close burst 5

Targets: You and each ally in burst

Effect: The targets gain a +2 power bonus to AC until the end of the encounter.

A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks.

Encounter Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier radiant damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn.

You invoke your deity's name, and holy light envelops your weapon. When you strike your foe, a blazing beacon in the form of a holy rune floats above its head to guide your allies' ranged attacks as well.

Encounter Charm, Divine, Implement
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Will

Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Charisma modifier.

You utter a single word to your foe, a word that demands obedience. You can choose to drive the foe back, order it closer, or cause the foe to throw itself to the ground.

Encounter Divine, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 2d10 + Wisdom modifier radiant damage.

Effect: One ally you can see gains combat advantage against the target until the end of your next turn.

A burning column of light engulfs your foe. Its brilliance burns and hinders your foe's defense for a short time.

Encounter Divine, Thunder, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Fortitude

Hit: 1[W] + Strength modifier thunder damage, and you push the target 2 squares and knock it prone.

You invoke ancient words of wrath as you attack with your weapon. The thundering power of your melee strike causes your foe to stumble backward and fall.

Daily Divine, Healing, Radiant, Zone
Standard Action Close burst 1

Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Charisma modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your Charisma modifier.

Sustain Minor: The zone persists.

With a wave of your hand, jagged lines of radiant light spread across the ground around you like a crackling web, moving at your whim. Enemies that stand upon this ground suffer the wrath of your deity.

Daily Charm, Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Will

Hit: 1[W] + Strength modifier damage, and the target cannot attack (save ends).

Miss: The target cannot attack you until the end of your next turn.

You smash your weapon into your foe, leaving behind a glowing rune that prevents your foe from making attacks.

Daily Conjuration, Divine, Implement
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. AC

Hit: 1d10 + Wisdom modifier damage.

Effect: You conjure a weapon that appears in the target's square and attacks. Your allies gain combat advantage against the target. You can move the weapon up to 10 squares to another enemy's square as a move action. The weapon lasts until the end of your next turn.

Sustain Minor: When you sustain the power, repeat the attack. Your allies continue to gain combat advantage against the weapon's target.

You conjure a glowing weapon adorned with the symbol of your deity. The weapon attacks one of your foes and guides your allies' attacks against the same target.

Daily Divine, Radiant, Weapon
Minor Action Melee touch

Target: One held weapon

Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder's next turn.

Your weapon glows with divine radiance, enhancing your attacks.

Encounter Divine, Healing
Minor Action Ranged 10

Target: You or one ally

Effect: The target can spend a healing surge. Add your Charisma modifier to the hit points regained.

You invoke a prayer that instantly fortifies one of your allies.

Daily Divine, Healing
Standard Action Melee touch

Target: You or one creature

Effect: The target regains hit points as if it had spent two healing surges.

You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with bright silver light.

Daily Divine, Healing
Minor Action Close burst 5

Targets: You and each ally in burst

Effect: Each target regains the use of his or her second wind.

You call upon your deity to invigorate you and your battle-weary allies.

At-Will Conjuration, Divine
Standard Action Ranged 3

Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 power bonus to Perception and Insight checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can have only a single holy lantern active at a time.

A conjured beacon of divine light shines like a lantern, piercing shadows and deception.

Encounter Divine, Fear, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Will

Hit: 1[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.

The supernatural awe and dread that radiates from you as you swing your weapon leaves your foe momentarily frozen in terror.

Encounter Charm, Divine, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Will

Hit: 2d8 + Wisdom modifier radiant damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.

Calling down the power of your god, you bathe your foe in agonizing radiance, driving strength out of its impending attacks.

Encounter Divine, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.

You invoke the power of your deity. From your holy symbol a searing ray of light flashes forth, striking and blinding your enemy for a short time.

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you and each ally adjacent to the target can spend a healing surge. Add your Charisma modifier to the hit points regained.

You utter a solemn prayer as you bring your weapon down upon your foe, invoking the power of your deity to physically bolster you and nearby allies.

Daily Conjuration, Divine, Implement, Radiant
Standard Action Ranged 10

Effect: You conjure two soldiers, each occupying 1 square within range. The conjured soldiers don't attack normally, but whenever an opportunity attack would be provoked from a conjured soldier, the soldier makes a Wisdom vs. Reflex attack. On a hit, the attack deals 1d10 + Wisdom modifier radiant damage. You can move one soldier or both a total of 3 squares as a move action. Creatures can move through the spaces occupied by the soldiers. The soldiers last until the end of the encounter.

You conjure two ghostly soldiers, indistinct except for glowing weapons. They lash out with divine radiance against enemies that pass.

Daily Conjuration, Divine, Implement
Standard Action Area wall 5 within 10 squares

Effect: You conjure a wall of contiguous squares filled with spinning blades of astral energy that lasts until the end of your next turn. The wall can be up to 5 squares long and up to 2 squares high. The spaces occupied by the blade barrier are difficult terrain. If a creature enters the barrier's space or starts its turn there, it takes 3d6 + Wisdom modifier damage plus ongoing 5 damage (save ends).

Sustain Minor: The barrier persists.

A barrier of whirling blades appears, slashing at those who come too close or try to pass through.

Daily Divine, Healing, Radiant, Weapon
Standard Action Close burst 2

Target: Each enemy in burst you can see

Attack: Strength vs. Fortitude

Hit: 2[W] + Strength modifier radiant damage, and you push the target 1 square.

Effect: Until the end of the encounter, you gain regeneration 5, and you and each ally within the burst gain a +2 power bonus to AC.

You swing your weapon in a wide arc around you, creating a halo of divine energy that drives foes back while fortifying you and your allies.

Daily Divine, Fire, Implement
Standard Action Area burst 2 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Reflex

Hit: 2d10 + Wisdom modifier fire damage, and ongoing 5 + Wisdom modifier fire damage (save ends).

Miss: Half damage, and no ongoing fire damage.

A column of flame roars downward to engulf your foes.

Daily Divine, Healing, Teleportation
Standard Action Melee touch

Target: One willing ally

Effect: The target is whisked away to a place of safety in the Astral Sea for 3 rounds. While there, the target can spend a healing surge each round but cannot take any other actions. At the end of the effect, the target reappears in the space he or she left or, if the space is not vacant, in the nearest unoccupied space.

With a touch, you send one of your allies to a sequestered location in the Astral Sea, where he can recuperate for a brief time before rejoining the battle.

Daily Conjuration, Divine
Standard Action Ranged 10

Effect: You conjure four ghostly warriors, each occupying 1 square within range. As a move action, you can move any of the knights 2 squares. They can't attack or be attacked or damaged, and they last until the end of the encounter. Enemies can't enter a square occupied by a conjured knight, but allies can move through the knights' spaces as if the knights were allies. The conjured knights grant cover to allies but not enemies.

You conjure four ghostly knights that carry huge shields emblazoned with the symbol of your deity.

Daily Divine, Healing
Standard Action Close burst 5

Targets: You and each ally in burst

Effect: The targets regain hit points as if they had spent a healing surge. Add your Charisma modifier to the hit points regained.

With a wave of your hand, healing motes of silver light engulf you and all nearby allies.

Encounter Divine
Immediate Interrupt Ranged 5

Trigger: An ally in range is hit by an attack

Effect: The ally gains a +4 power bonus to AC until the end of your next turn.

You invoke a prayer that instantly defends one of your allies.

Encounter Divine, Lightning, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier lightning damage. Make a secondary attack.

Secondary Target: One creature within 3 squares of you

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier lightning damage.

You channel your god's divine wrath into your weapon, unleashing an arc of lightning with a successful strike that then leaps to another foe within range.

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you or an ally within 5 squares regains hit points equal to 15 + your Charisma modifier.

You recite a short verse as you strike your enemy with your weapon. If you hit, the power of the quoted verse brings healing to you or an ally close by.

Encounter Divine, Healing, Implement, Radiant
Standard Action Close blast 5

Target: Each enemy in blast

Attack: Wisdom vs. Will

Hit: 2d10 + Wisdom modifier radiant damage.

Effect: Allies in the blast can spend a healing surge.

Whispering a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its glorious light, but your allies are fortified by it.

Encounter Divine, Implement
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Fortitude

Hit: 3d8 + Wisdom modifier damage, and the target takes a penalty to all defenses equal to your Charisma modifier until the end of your next turn.

You direct your attention at an enemy, whisper an ancient battle prayer, and send jolts of wracking pain through his body.

Daily Divine, Lightning, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Will

Hit: 2[W] + Strength modifier lightning damage, and ongoing 10 lightning damage (save ends). While this power's ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage.

Miss: Half damage, and no ongoing lightning damage.

Crackling with heavenly lightning, your weapon hits your foe and engulfs him in glowing arcs. Lightning jumps to other foes that approach the target.

Daily Divine, Fire, Healing, Implement
Standard Action Area burst 2 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Reflex

Hit: 3d10 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends). While this power's ongoing damage is in effect, you and your allies regain hit points equal to 5 + your Charisma modifier when starting a turn adjacent to one or more targets taking the ongoing damage.

Miss: Half damage, and no ongoing fire damage.

Divine fire engulfs your foes and leaves them burning. Like beacons of holy flame, your burning foes heal your nearby allies while the flames persist.

Daily Divine, Implement, Radiant, Zone
Standard Action Close burst 3

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 4d10 + Wisdom modifier radiant damage, and the target is slowed until the end of your next turn.

Miss: Half damage, and the target is not slowed.

Effect: The burst creates a zone of difficult terrain that grants cover to you and your allies against ranged attacks until the end of your next turn.

Sustain Minor: The zone persists.

You create a circle of faintly glowing divine symbols around you that hinders the movement of enemies caught within it and protects you and your allies from ranged attacks.

Encounter Conjuration, Divine
Standard Action Ranged 5

Effect: You conjure a shield that appears in 1 square within range. You and any allies adjacent to the shield gain a +2 bonus to AC. Every round, you can move the shield up to 3 squares within range as a move action. It can't be attacked or damaged and lasts until the end of the encounter.

You conjure a shimmering silver shield, which you can then move around the battlefield to provide protection where it is needed most.

Daily Divine
Standard Action Ranged 10

Target: You or one ally

Effect: The target gains a +5 power bonus to AC and a +10 power bonus to all other defenses until the end of the encounter. This effect ends if the target makes an attack.

You utter a prayer as you point toward a nearby ally, surrounding him in a mantle of faint silvery light that repels attacks for as long as he does not attack.

Daily Divine, Healing
Standard Action Close burst 3

Targets: You and each ally in burst

Effect: You gain a +2 power bonus to AC, and all targets gain resist 5 to all damage until the end of the encounter.

As you mutter a fervent prayer, the power of your god encases you and healing motes of silver light surround you and all nearby allies.

Daily Divine, Zone
Standard Action Close burst 5

Effect: The burst creates a zone of hallowed ground. You and any allies gain the following benefits while within the zone a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.

You speak a prayer, and the ground around you becomes hallowed, granting you and your allies divine protection.

Encounter Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Fortitude

Hit: 2[W] + Strength modifier radiant damage, and the target is blinded until the end of your next turn.

You utter a brief prayer, and a brilliant nimbus of golden light surrounds your weapon, blinding your enemy on impact

Encounter Charm, Divine, Implement, Psychic
Standard Action Area burst 3 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 2d10 + Wisdom modifier psychic damage, and the target is immobilized and unable to make attacks against you until the end of your next turn.

You begin reciting a verse from some ancient holy text. The truths you speak are enough to wound and hamper your enemies.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. Choose one ally within 5 squares of you; if the target attacks that ally before the end of your next turn, reduce the target's damage against that ally to 0.

You shout a sacred invocation, and your weapon smolders with silver wisps of divine power. In addition to delivering a stern blow to your enemy, the divine energy clings to your target and foils its attacks for a short time.

Encounter Divine, Implement, Thunder
Standard Action Close blast 5

Target: Each enemy in blast

Attack: Wisdom vs. Reflex

Hit: 3d6 + Wisdom modifier thunder damage, and you push the target a number of squares equal to 3 + your Charisma modifier.

Effect: Allies in the blast can shift 1 square.

You shout a word that forcefully thrusts your enemies back while allowing your allies to position themselves more advantageously.

Daily Divine, Fire, Implement, Zone
Standard Action Area burst 5 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Reflex

Hit: 5d10 + Wisdom modifier fire damage.

Miss: Half damage.

Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that start their turn in this zone take 1d10 + Wisdom modifier fire damage.

Sustain Minor: The zone persists.

A roiling cloud of fire scours your foes, lingering on the battlefield until you allow it to burn itself out.

Daily Divine, Healing, Implement, Radiant
Standard Action Close burst 3

Target: Each enemy in burst

Attack: Strength vs. AC

Hit: 2d10 + Strength modifier radiant damage.

Effect: You gain regeneration 10 and a +2 power bonus to attack rolls until the end of the encounter.

A burst of furious light washes over your foes and fortifies you with the wrath of your god.

Daily Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: You and each ally within 5 squares of you regain hit points as if you had each spent a healing surge.

The divine power of your mighty attack fortifies your allies.

Daily Conjuration, Divine, Implement
Standard Action Ranged 10

Target: One creature adjacent to the ghostly knight

Attack: Wisdom vs. AC

Hit: 3d10 + Wisdom modifier damage.

Effect: You conjure a ghostly knight that occupies 1 square within range, and the knight attacks an adjacent creature. Once per round as a minor action, you can make the knight attack an adjacent creature. Every round, you can move the knight 5 squares as a move action. It lasts until the end of the encounter.

You conjure a ghostly warrior clad in the ceremonial armor of your faith. With sword in hand, it attacks your enemies.

Daily Conjuration, Divine
Standard Action Ranged 10

Effect: You conjure the likeness of an angel that occupies 1 square within range. The angel grants any target you can see a speed of fly 8 and a +4 power bonus to AC against opportunity attacks. Changing the target is a minor action. A creature that no longer benefits from the effect lands on the ground safely. The angel can't move or be attacked or damaged, and it lasts until the end of the encounter.

You conjure a luminous winged angel with indistinct features. It hovers 1 foot above the ground and grants others the power of flight.

Daily Divine, Healing, Teleportation
Standard Action Ranged 10

Target: You or one willing ally

Effect: The target teleports away to a safe location in the Astral Sea and regains hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can't take any actions. At the start of its next turn, it returns to an unoccupied space chosen by you within 5 squares of its previous location.

You beseech your deity for aid. A heavenly trumpet sounds, and you or a nearby ally is instantly whisked away to a fortress on the Astral Sea, restored to full health, and returned safely to the battlefield in short order.

Daily Conjuration, Divine
Standard Action Ranged 2

Effect: You conjure a chariot of cloudstuff that occupies a 2-by-2 space within range, and a winged horse of cloudstuff that occupies a 2-by-2 space adjacent to the chariot. The horse and chariot have a speed of fly 8. The chariot can carry up to four Small or Medium creatures, and the horse can hold one Small or Medium rider. The chariot grants cover to its occupants. The chariot and the horse can't attack or be separated, and they can't be attacked or damaged. They remain until you take an extended rest unless you dismiss them (a free action).

You conjure a white cloud that coalesces into a chariot pulled by a winged horse, both made of solid cloudstuff.

Daily Divine
Standard Action Close burst 5

Targets: You and each ally in burst

Effect: Every effect that a save can end is removed from the targets.

You wave a hand, releasing golden motes of light that strike nearby allies, ridding them of all lingering afflictions.

Daily Conjuration, Divine, Healing
Standard Action Ranged 10

Effect: You conjure a spirit that appears in 1 square within range. You or any ally adjacent to or in the same square as the spirit can spend a healing surge as a minor action. The spirit can heal one target per round and regains its healing ability at the start of each of your turns. Creatures can move through the spirit's space without impediment. The spirit can't move or be attacked or damaged, and it lasts until the end of the encounter.

You conjure an insubstantial spirit that hovers in the air nearby and heals your wounded comrades.

Encounter Divine, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 6d6 + Wisdom modifier radiant damage.

You invoke a holy phrase. Merciless blades of silvery light suddenly appear around your enemy and begin hacking at it.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

With a hushed prayer, you imbue your weapon with the divine might of your god, such that one hit with the weapon leaves your enemy reeling.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 2 vs. AC

Hit: 4[W] + Strength modifier damage. The next attack roll you make against the target gains a +2 power bonus.

You strike your enemy hard with your weapon and invoke an ancient divine curse that makes him more vulnerable to a subsequent attack.

Encounter Divine, Healing, Implement, Radiant
Standard Action Area burst 5 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 3d8 + Wisdom modifier radiant damage.

Effect: You and each ally in the burst gain a power bonus to AC equal to your Charisma modifier until the end of your next turn and can spend a healing surge. Add your Charisma modifier to the hit points regained.

You whisper an ancient prayer, igniting your holy symbol with divine light that quickly spreads to engulf your enemies and allies. The light sears your foes and momentarily bathes your allies in a protective, healing glow.

Daily Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 6[W] + Strength modifier radiant damage.

Effect: The target takes a –2 penalty to all defenses (save ends).

Your attack illuminates your foe with a radiant glow, guiding attacks against it.

Daily Divine, Implement, Psychic
Standard Action Close burst 5

Target: Each enemy in burst

Attack: Wisdom vs. Fortitude

Hit: 4d10 + Wisdom modifier psychic damage, and the target is stunned until the end of your next turn.

Miss: Half damage, and the target is not stunned.

A single word of divine power damages and stuns nearby foes.

Daily Divine, Implement
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Will

Hit: 3d10 + Wisdom modifier damage, and the target is stunned and can't be affected by any attack other than this one until the end of your next turn.

Sustain Standard: Each time you sustain the power, you and the target both take 2d10 + Wisdom modifier damage. The target remains stunned and protected against all other attacks. You can't sustain this power if you are bloodied.

Faintly glowing symbols encircle your foe, trapping it.

Daily Divine, Implement, Radiant, Zone
Standard Action Close burst 2

Target: Each enemy in burst

Attack: Strength vs. Reflex

Hit: 3d10 + Strength modifier radiant damage.

Effect: The burst creates a protected zone until the end of your next turn. You and each ally within the zone gain a +2 bonus to AC. Enemies that enter the zone end their current movement.

Sustain Minor: The zone persists.

You create a circle of faintly glowing symbols that halts your enemies and protects you and your allies from attack.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 2 vs. AC

Hit: 4[W] + Strength modifier damage.

With a simple prayer, you gain a sudden clarity of purpose and empower your weapon with the indomitable might of your deity.

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you and each ally within 10 squares of you can spend a healing surge. Add your Charisma modifier to the hit points regained.

As you spill the blood of your enemy, you whisper a prayer to your deity, who rewards your battle prowess with a timely blessing upon you and all nearby allies.

Encounter Divine, Implement, Necrotic
Standard Action Ranged 20

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 4d10 + Wisdom modifier necrotic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

You utter a divine phrase that lashes your enemy, dealing a terrible wound.

Encounter Divine, Healing, Implement, Radiant
Standard Action Area burst 2 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 3d8 + Wisdom modifier radiant damage.

Effect: You and each ally in the burst regain hit points equal to 10 + your Charisma modifier and make a saving throw.

When you invoke an ancient prayer, a brilliant burst of light explodes in front of you, healing your allies and searing your enemies.

Daily Cold, Divine, Fire, Implement, Lightning, Thunder
Standard Action Area burst 5 within 20 squares

Zone

Target: Each enemy in burst

Attack: Wisdom vs. Reflex

Hit: 6d10 + Wisdom modifier cold, fire, lightning, and thunder damage. Resistance doesn't reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target that has vulnerability to any one of the four damage types is subject to that vulnerability.

Miss: Half damage.

Effect: The burst creates a stormy zone until the end of your next turn.

Sustain Minor: When you sustain this power, make a Wisdom vs. Reflex attack against every enemy within the zone, dealing 2d10 + Wisdom modifier lightning damage if you hit and half damage if you miss.

You unleash a terrible storm upon your enemies, raining ice, fire,lightning, and thunder down upon them.

Daily Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 7[W] + Strength modifier radiant damage.

Miss: Half damage.

Your weapon explodes with brilliant light as you swing it at yourfoe.

Encounter Divine, Implement; Lightning, Radiant, or Thunder
Standard Action Close burst 8

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 2d8 + Wisdom modifier damage of the energy type you chose for your Astral Vibrance path feature.

As your angelic visage emerges, a wave of astral energy emanates from you and washes over your enemies with deadly effect.

Daily Divine, Fear
Minor Action Personal

Effect: Enemies gain a –2 penalty to attack rolls against you until the end of the encounter or until you are bloodied.

Your features blur into an angel's holy veil, and you are filled with a divine presence.

Daily Divine, Weapon
Standard Action Melee weapon

Attack: Strength vs. AC

Hit: 5[W] + Strength modifier damage.

Effect: You gain a speed of fly 6 (hover) until the end of the encounter. (See the Dungeon Master's Guide for rules on hovering.)

You channel divine energy into a single, powerful attack that transforms you into an angelic being. Wings of radiant light spread from your back as your features transform into those of an angel.

Encounter Divine
Standard Action Ranged 5

Target: One creature

Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This power lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit.

You predict dire results for your enemy.

Daily Divine
Standard Action Ranged 10

Targets: You and each ally in range

Effect: The targets gain a +5 power bonus to all d20 rolls until the end of your next turn, but the targets cannot score critical hits while this power is in effect.

You peer into the future and predict good fortune for you and your allies.

Daily Divine, Implement
Standard Action Ranged 20

Target: One creature

Attack: Wisdom vs. Will

Hit: 5d10 + Wisdom modifier damage.

Miss: Rewind your turn to the moment before you made the attack, and you don't use this power. Choose a different standard action this turn. You can't use hammer of fate again until the next encounter.

You hammer your foe with prophetic words of power. If your foe avoids the barrage, you can untangle the lines of fate and perform a different action.

Encounter Divine, Radiant
Standard Action Close burst 8

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 3d8 + Wisdom modifier radiant damage. If the target is either an undead creature or a demon, it is also stunned until the end of your next turn.

Radiant light explodes from you like a solar flare, evaporating shadows and dealing illuminating damage to everything around you.

Daily Divine, Healing, Radiant, Zone
Standard Action Close burst 2

Effect: The burst creates a zone of divine light until the end of your next turn. You and each ally who ends his or her turn within the zone regain hit points equal to 5 + your Charisma modifier. A demon or an undead creature that enters the zone or starts its turn there takes 1d10 + your Charisma modifier radiant damage.

Sustain Standard: The zone persists.

Special: The zone ends at the end of your turn if you are bloodied.

A healing sun shines forth from you, repairing the wounds of your allies while keeping creatures of darkness at bay.

Daily Divine, Implement, Radiant
Standard Action Ranged 20

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 3d10 + Wisdom modifier radiant damage.

Effect: At the start of your next turn, the target is the center of a burst 5 radiant explosion that affects only your enemies Wisdom vs. Will; 3d10 radiant damage; half damage on a miss.

You fire a brilliant ray of searing light into a foe, igniting that foe and briefly turning it into a small sun.

Encounter Divine, Healing, Implement
Standard Action Close burst 1

Target: Each adjacent enemy

Attack: Wisdom vs. Fortitude

Hit: 2[W] + Wisdom modifier

Effect: You and each bloodied ally within 10 squares of you can spend a healing surge.

You attack every enemy next to you, shouting a revitalizing battle cry that inspires your allies.

Daily Divine, Healing
Free Action Personal

Trigger: You roll a natural 20 when making a melee attack Effect Regain hit points as if you had spent two healing surges, or recover one daily power you have already used. Once you use this power, you cannot recover it except by taking an extended rest.

When you score a critical hit against an enemy, your deity favors you with healing or by renewing one of your prayers.

Daily Divine, Implement, Radiant
Standard Action Close burst 5

Primary Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 2d8 + Wisdom modifier damage, and ongoing 5 radiant damage (save ends). Make a secondary attack.

Secondary Target: One creature taking ongoing radiant damage within 5 squares of you

Secondary Attack: Wisdom vs. Reflex

Hit: 5d10 + Wisdom modifier damage.

Sustain Standard: You can make the secondary attack in subsequent rounds as long as at least one of your primary targets is taking ongoing radiant damage.

You call upon a powerful prayer that turns your enemies into pyres ablaze with radiant energy.

You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory. You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory.
Standard Action Personal

Daily

Effect: You regain one arcane power you have already used.

Daily Healing

Effect: Regain all of your hit points and healing surges, automatically save against all effects on you, recover all expended encounter powers, or recover all expended daily powers except this one. Once you use this power, you cannot recover it except by taking an extended rest.

When the need is great, you pull an amazing trick out of thin air.

Daily Healing
Minor Action Personal

Effect: You gain regeneration equal to your highest ability score until the end of the encounter.

You ignite the divine spark that glows within you, unleashing a wave of regenerating energy for a short time.

Encounter Divine
Immediate Interrupt Ranged 5

Trigger: An enemy scores a critical hit on you or an ally

Effect: Turn a critical hit against you or an ally within range into a normal hit.

Special: You must take the Armor of Bahamut feat to use this power.

Bahamut protects you or a friend from devastating harm.

Encounter Divine
Move Action Melee 1

Target: One ally

Effect: Shift into the space of an adjacent ally; that ally simultaneously shifts into your space. Your space and your ally's space must be the same size.

Special: You must take the Avandra's Rescue feat to use this power.

Avandra smiles upon you and helps you rescue a friend in need.

Encounter Divine
Immediate Interrupt Ranged 10

Trigger: Another creature within range spends an action point to take an extra action

Effect: You take a move action.

Special: You must take the Corellon's Grace feat to use this power.

Corellon's grace allows you to move when others take action.

Encounter Divine
Minor Action Ranged 10

Target: One ally

Effect: If you have at least three allies within range, grant one of those allies a +2 power bonus to the first attack roll he or she makes before the start of your next turn.

Special: You must take the Harmony of Erathis feat to use this power.

Erathis brings harmony of purpose to like-minded allies.

Encounter Divine
Minor Action Ranged 5

Target: You or one ally

Effect: The target gains a +5 power bonus to Will defense until the start of your next turn.

Special: You must take the Ioun's Poise feat to use this power.

Ioun grants strength of will to those she favors.

Encounter Divine, Healing
Free Action Ranged 5

Trigger: You or an ally within range scores a critical hit with a melee attack

Effect: You or the ally can spend a healing surge.

Special: You must take the Kord's Favor feat to use this power.

Kord favors a strong hit in combat with healing.

Encounter Divine, Healing
Minor Action Ranged 5

Target: You or one ally; bloodied target only

Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied. If you are 11th level or higher, this power grants regeneration 4 instead. If you are 21st level or higher, this power grants regeneration 6 instead.

Special: You must take the Melora's Tide feat to use this power.

Melora sends a tide of healing energy to aid you or a bloodied friend.

Encounter Divine
Minor Action Personal

Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large or larger creatures.

Special: You must take the Moradin's Resolve feat to use this power.

Moradin's blessing puts the small on more equal footing with the large.

Encounter Divine, Implement, Radiant
Standard Action Close burst 1 (3 at 11th level, 5 at 21st level)

Target: Each undead creature in burst

Attack: Wisdom vs. Will

Hit: 1d12 + Wisdom modifier radiant damage, and the target is stunned until the end of your next turn. Increase damage to 2d12 at 5th level, 3d12 at 11th, 4d12 at 15th, 5d12 at 21st, and 6d12 at 25th.

Special: You must take the Pelor's Radiance feat to use this power.

When undead creatures abound, Pelor's radiance shines to aid the faithful.

Encounter Divine, Healing
Free Action Ranged 10

Trigger: Your attack drops an enemy within range to 0 hit points or fewer

Effect: You or an ally within 5 squares of the enemy can spend a healing surge.

Special: You must take the Raven Queen's Blessing feat to use this power.

The Raven Queen grants a boon to those who send the dead on their way.

Encounter Divine

No Action Ranged 5

Trigger: You roll a natural 20 on a saving throw

Effect: Choose an enemy within range; that creature gains the condition you just saved against.

Special: You must take the Sehanine's Reversal feat to use this power.

Sehanine's blessing turns the powers of your enemies against them.

Daily Daily
Immediate Reaction Personal

Trigger: You gain a condition or ongoing damage effect that ends with a save.

Effect: Immediately end the effect as if you had succeeded on your saving throw against it.

Seemingly through determination alone, your living con?struct body regularly proves inviolate.

Encounter Encounter
Immediate Interrupt Personal

Trigger: You take a critical hit.

Effect: Negate the critical hit. The triggering attack in?stead deals normal damage. The attack does not gain any of the benefits for scoring a critical hit, such as extra damage due to a magic item or the opportunity to recharge a power.

You're so tough, sometimes critical hits just don't phase you.

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier. Increase damage to 2[W] + Strength modifier at 21st level.

You hit one enemy, then cleave into another.

You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses. You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses.
Standard Action Melee weapon

At-Will * Martial, Weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.

Miss: Half Strength modifier damage. If you're wielding a two-handed weapon, you deal damage equal to your Strength modifier.

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 2 vs. AC

Hit: 1[W] damage. Increase damage to 2[W] at 21st level.

You trade power for precision.

At-Will Martial, Weapon
Standard Action Melee weapon

Requirement: You must be using a shield.

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. Increase damage to 2[W] + Strength modifier at 21st level.

After each mighty swing, you bring your shield to bear and use it to push your enemy back.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and an ally adjacent to the target can shift 2 squares.

You launch a dizzying barrage of thrusts at your enemy, compelling him to give you all his attention. Under the cover of your ferocious attack, one of your allies can safely retreat from that same foe.

Encounter Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength + 2 vs. AC

Hit: 1[W] + Strength modifier damage.

You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you knock the target prone.

You spin beneath your enemy's guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target is slowed and cannot shift until end of your next turn.

You stab viciously at your foe's knee or foot to slow him down. No matter how tough he is, he's going to favor that leg for a time.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

You shatter armor and bone with a ringing blow.

Daily Healing, Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you can spend a healing surge.

A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.

Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.

You strike your enemy hard and hound him with skilled parries and stern reprisals.

Daily Healing, Martial, Stance
Minor Action Personal

Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied.

You shake off the worst of your wounds.

Encounter Martial
Move Action Melee 1

Target: One willing adjacent ally

Effect: You slide the target 2 squares to a square that is adjacent to you.

You pull one of your allies into a more advantageous position.

Encounter Martial
Immediate Interrupt Personal

Trigger: An enemy attacks you and has combat advantage against you

Effect: Cancel the combat advantage you were about to grant to the attack.

You raise your weapon or shield to block an opening in yourdefenses.

Daily Healing, Martial
Minor Action Personal

Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.

You let your adrenaline surge carry you through the battle.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Weapon: If you're wielding a light blade or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier.

Hit: 1[W] + Strength modifier damage.

Weapon: If you're wielding a light blade or a spear, you gain a bonus to the damage roll equal to your Dexterity modifier.

You drive your weapon through a weak point in your foe's defenses.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Weapon: If you're wielding an axe, a hammer, or a mace, you gain a bonus to the damage roll equal to your Constitution modifier.

You wind up and deliver a devastating blow with your weapon.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Weapon: If you're wielding a polearm or a heavy blade, the target is slowed until the end of your next turn.

Weaving your weapon in a graceful figure-eight, you lash out with a sudden attack.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 4 vs. AC

Hit: 1[W] + Strength modifier damage.

You trade damage for accuracy when you really want to land an attack on your opponent.

Encounter Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC, two attacks

Hit: 1[W] + Strength modifier damage.

Weapon: If you're wielding a light blade, a spear, or a flail and have Dexterity 15 or higher, make a secondary attack.

Secondary Target: The same or a different target

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

You become a blur of motion, raining a series of blows upon your opponent.

Encounter Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Weapon: If you're wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier.

Hit: 1[W] + Strength modifier damage.

You put all your strength into a single mighty swing that strikes many enemies at once.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both).

You break through your enemy's armor and deal a painful bleeding wound.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).

You crack your foe upside the head.

Daily Martial, Stance, Weapon
Minor Action Personal

Effect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.

You constantly swing your weapon about, slashing and cutting into nearby enemies.

Daily Martial

No Action Personal

Effect: You gain a +10 bonus to your initiative check. Use this power after rolling your initiative.

No villain or monster can get the drop on you!

Daily Martial, Stance
Minor Action Personal

Effect: Gain a +2 power bonus to your Fortitude, Reflex, or Will defense.

With a soldier's discipline, you fend off attacks that would overcome a lesser person.

Encounter Martial
Immediate Reaction Personal

Trigger: You are hit by an attack

Effect: Reduce the damage from the attack by 5 + your Constitution modifier.

You steel yourself against a brutal attack.

Encounter Martial, Weapon
Standard Action Close burst 3

Target: Each enemy in burst you can see

Effect: Each target must shift 2 and end adjacent to you, if possible. A target that can't end adjacent to you doesn't move. You can then attack any targets that are adjacent to you (close burst 1).

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

You call your opponents toward you and deliver a blow they will never forget.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target takes a –2 penalty to AC until the end of your next turn.

You rain several heavy overhand blows down on your foe. They force him to raise his guard high to meet your attack, exposing a vulnerable spot for your next attack—the underarm, side, or belly.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: You gain a +1 power bonus to AC (or a +2 bonus if you're using a shield) until the end of your next turn.

You use your weapon or shield to parry one blow after another, denying your foes the satisfaction of getting in a solid hit against you.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength –2 vs. AC

Hit: 3[W] + Strength modifier damage.

You trade precision for power.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: Move a number of squares equal to your Dexterity modifier (minimum 1).

You throw your weight into a strike, using the momentum of the swing to surge forward.

Daily Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you slide the target 1 square.

Miss: Half damage.

With supreme skill and great resolve, you beat your enemies back.

Daily Martial, Reliable, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).

You sting and hinder nearby foes with a savage flurry of strikes aimed at their legs.

Daily Healing, Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge.

You strike true, and your enemy's howl of pain is like music to your ears, making you forget about your own wounds.

Encounter Martial
Minor Action Personal

Effect: You can move 3 squares, as long as you can end your move adjacent to an enemy.

You unleash a fierce battle cry as you leap boldly into the fray.

Daily Martial
Immediate Interrupt Personal

Trigger: You are hit by an attack

Effect: You take no damage from the attack that just hit you. However, you are stunned and take a –2 penalty to all defenses until the end of your next turn.

Thanks to a combination of skill and luck, you narrowly avoid an attack but leave yourself perilously exposed.

Daily Martial
Minor Action Close burst 1

Target: Each ally in burst

Effect: The targets gain a +1 shield bonus to AC until the end of the encounter. If you are using a shield, increase the bonus to +2 and apply it to your allies' Reflex defense as well.

Your thoughts turn to defense as you begin using your weapon or shield to protect nearby allies.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target is dazed until the end of your next turn.

Weapon: If you're wielding a hammer or a mace, the target is stunned rather than dazed.

Your weapon makes a satisfying clunk as it connects with your enemy's skull.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target takes a –2 penalty to all defenses until the end of your next turn.

Weapon: If you're wielding a flail, the target's takes a penalty to all defenses equal to your Dexterity modifier.

You deliver a ferocious blow and catch your enemy's armor, shield, or claws with your weapon as you draw back for another attack. Your recovery wrenches your enemy out of place.

Encounter Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. Make a secondary attack.

Weapon: If you're wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.

Secondary Target: Each enemy adjacent to the primary target and within your melee reach

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

Weapon: If you're wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.

You lay about with heavy, sweeping blows, hewing your enemies left and right.

Encounter Martial, Weapon
Standard Action Melee weapon

Targets: One or two creatures

Attack: Strength vs. AC, one attack per target

Hit: 2[W] + Strength modifier damage, and you push the target 1 square.

Weapon: If you're wielding a spear or a polearm, you push the target a number of squares equal to your Dexterity modifier.

Effect: You shift 1 square.

Weapon: If you're wielding a spear or a polearm, you can shift a number of squares equal to your Dexterity modifier.

You trip your enemies, knocking them back. As they recover, you shift to a more advantageous position.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

Weapon: If you're wielding a heavy blade or a light blade, you gain a bonus to the damage roll equal to your Dexterity modifier.

Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.

You duck and weave between your enemies while slashing at them ferociously.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is slowed until the end of your next turn.

Weapon: If you're wielding a pick or a spear, the target also cannot shift until the end of your next turn.

Like the deadly talon of a great raptor, your steel pierces your foe and pins him in place.

Daily Martial, Weapon
Standard Action Melee weapon

Targets: One or two creatures

Attack: Strength vs. AC, two attacks against one target or one attack against each target

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

You strike twice in rapid succession.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target is knocked prone if it is your size or smaller.

Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can shift and repeat the attack up to three times against different targets.

You weave through the battlefield, striking like a hungry serpent and sweeping the feet out from under your enemies.

Daily Healing, Martial, Stance, Weapon
Minor Action Personal

Effect: You gain regeneration equal to your Constitution modifier, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to you takes 1[W] damage and is slowed until the end of its turn, as long as you are able to make opportunity attacks.

You twirl your weapon about and test the defenses of nearby foes while expertly parrying their blows.

Encounter Martial
Immediate Interrupt Melee 1

Trigger: An adjacent ally is hit by an attack

Effect: The ally gains a +2 power bonus to AC and Reflex defense against the triggering attack. If you are using a shield, increase the bonus to +4.

Using your weapon or shield, you block an attack made against a close ally.

Daily Healing, Martial
Minor Action Personal

Effect: You spend a healing surge, regain additional hit points equal to 2d6 + your Constitution modifier, and make a saving throw against one effect that a save can end.

Like a tankard of bad ale, you don't go down easy.

Encounter Martial
Immediate Reaction Personal

Trigger: An adjacent enemy moves away from you

Effect: Shift into the square that the enemy vacated. You have combat advantage against that enemy until the end of your next turn.

You dog your enemy's footsteps, refusing to yield.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 6 vs. AC

Hit: 2[W] + Strength modifier damage.

You trade damage for accuracy to land a much-needed hit on your opponent.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 2[W] + Strength modifier damage, and the target drops one weapon it is holding. You can choose to catch the dropped weapon in a free hand or have it land on the ground at your feet (in your square).

You chop at your foe's hand, causing a grievous injury and forcing him to drop his weapon.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: After the attack, you can move a number of squares equal to your Dexterity modifier and make a melee basic attack after your move.

You frustrate your enemy, landing a calculated blow and then moving away before he can retaliate.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you push the target 3 squares.

Effect: After the attack, you can shift the same distance you pushed the target. You must end your move adjacent to the target.

You land a ringing blow, then push your enemy back without giving other nearby enemies the opportunity to strike you.

Encounter Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage. You push the target 1 square, and it is knocked prone.

You become a whirling cyclone of death, spinning your weapon about as you strike one foe after another, pushing them back and knocking them down.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you push the target 2 squares.

Special: All of your enemies within 2 squares of the target are marked until the end of your next turn.

You land a mighty blow that causes your foe to stagger backward. With a wicked grin, you hoist your weapon and flash it menacingly at other enemies nearby.

Daily Martial, Weapon
Standard Action Close burst 1

Primary Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: Until the start of your next turn, adjacent enemies are subject to a secondary attack.

Secondary Target: Any enemy that moves adjacent to you or starts its turn adjacent to you

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

You thrash your foes with a devastating array of strikes, and then unleash your fury a second time against anyone left standing.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 5[W] + Strength damage, and you push the target 1 square.

You swing your weapon in a terrific arc, hitting with such force that your foe stumbles backward.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Effect: Until the end of the encounter, you can make a melee basic attack against the target as a free action if you are adjacent to it and it either shifts or attacks one of your allies.

After landing a tremendous blow, you dog your enemy and make him think twice about turning his back on you.

Daily Martial
Minor Action Personal

Requirement: An ally within 10 squares is dying.

Effect: You gain an action point that you must spend during your current turn.

The sight of one of your friends dying propels you into sudden action.

Daily Healing, Martial
Immediate Reaction Personal

Trigger: Your hit points drop to 0 or lower

Effect: You regain enough hit points to bring you to one-half your maximum hit points. However, you take a –2 penalty to attack rolls until the end of the encounter.

You refuse to go down, turning a death blow into one last chance for victory.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 4[W] + Strength modifier damage.

Weapon: If you're wielding a flail and are adjacent to the target at the end of your turn, the target is restrained until the start of your next turn.

After landing a decisive blow, you skillfully use your weapon to entangle and restrain your opponent.

Encounter Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. Make a secondary attack.

Weapon: If you're wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier.

Secondary Target: One creature adjacent to the primary target and within your melee reach

Secondary Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage

Weapon: If you're wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier.

You lunge forward and draw blood from one enemy, then spin around and strike another foe with deadly ferocity.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Weapon: If you're wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.

You swing your weapon in deadly arcs, mercilessly hacking and slashing at your foe's armor until finally you break through.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Weapon: If you're wielding a pick, a polearm, or a spear, you can score a critical hit on a roll of 18–20.

Hit: 3[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.

With a sharp thrust of your weapon, you leave your enemy nearly paralyzed with pain.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and the target is dazed until the end of your next turn.

Weapon: If you're wielding a hammer or a mace, you gain a bonus to the damage roll equal to your Constitution modifier, and your enemy is blinded until the end of your next turn.

You bring your weapon down upon your enemy's skull with a loud crack that leaves him dazed and reeling.

Encounter Charm, Martial, Weapon
Standard Action Close burst 4

Target: Each enemy in burst you can see

Effect: Each target must shift 3 and end adjacent to you, if possible. A target that can't end adjacent to you doesn't move. You can then attack any targets that are adjacent to you (close burst 1).

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

You call your opponents toward you and strike out with lashing blows.

Daily Martial, Stance, Weapon
Minor Action Personal

Effect: Whenever you use a fighter power, you can score a critical hit on a roll of 19–20, and you gain a power bonus to damage rolls equal to your Dexterity modifier. Any enemy that starts its turn adjacent to you takes 1[W] damage and ongoing 10 damage (save ends), as long as you are able to make opportunity attacks.

Every enemy within your reach falls victim to the ruthless precision of your attacks and suffers bleeding wounds.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 6[W] + Strength modifier damage, and all of your enemies you can see are marked until the end of your next turn.

After smashing your weapon into a foe with amazing force, you cast your baleful glare upon the enemies that still stand before you.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 6[W] + Strength modifier damage, and until the end of your next turn the only attacks the target can make arebasic attacks.

Your weapon blurs as you attack your foe a dozen times in the blink of an eye. You have an answer for every parry and every counterattack. Under your incredible assault, your enemy can do little more than defend itself.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 4[W] + Strength modifier damage, and the target takes a –2 penalty to AC until the end of your next turn.

Your weapon breaks through shields and armor like they're made of parchment.

Encounter Martial, Weapon
Standard Action Close burst 1

Primary Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: You can shift 2 squares, and then make a secondary attack.

Secondary Target: Each enemy in close burst 1

Secondary Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

You spin your weapon about, carving into adjacent foes and causing them to scream in agony. Without warning, you slip through their blockade and make another spinning sweep.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be using a shield.

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and you take half damage from the target's attacks until the end of your next turn.

Effect: You gain a +2 power bonus to AC until the end of your next turn.

Your shield becomes your staunchest ally.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Effect: All of your enemies within 10 squares of you are marked until the end of your next turn.

You will not be denied your enemy's blood, and other foes that witness your savage attack know the ill fate that awaits them.

Daily Martial, Stance, Weapon
Minor Action Personal

Effect: You deal an extra 1[W] damage with your at-will and encounter fighter powers. If an enemy starts its turn adjacent to you, you can use an at-will fighter power against it as a free action at the start of its turn, as long as you are able to make opportunity attacks.

With the slightest flick of your weapon and minimal movement, you control the battle and turn your enemies' thoughts from conquest to survival.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 7[W] + Strength modifier damage.

Let nothing stand between a warrior and the object of his wrath.

Daily Martial, Weapon
Standard Action Melee weapon

Targets: One or two creatures

Attack: Strength vs. AC, one attack per target

Hit: 5[W] + Strength modifier damage.

Miss: Half damage.

You knock aside your enemies' weapons, creating holes in their defenses that enable you to strike deadly blows against two of them at once.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You can shift into the square formerly occupied by the target. If you do so, each ally within 2 squares of you can shift 1 square as well.

You beat back your enemy, allowing you and your allies to seize new ground.

Encounter Martial
Move Action Personal

Effect: Shift into any adjacent square. If a creature occupies the square into which you shift, you push that creature 1 square.

You throw yourself at your enemy and knock him back.

Daily Healing, Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and you push the target 1 square and it is knocked prone. In addition, the target is dazed until the end of your next turn.

Miss: Half damage.

Effect: You can spend a healing surge.

A mighty blow sends your opponent flying through the air and gives you a few seconds to regain your composure.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 2 vs. AC

Hit: 2[W] + Strength modifier damage.

An unerring strike foretells your enemy's demise.

Daily Martial
Immediate Reaction Personal

Trigger: You take damage from an attack

Effect: Reduce the damage by an amount equal to your level.

With a whirl of your weapon, you expertly deflect an enemy's attack.

Daily Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is knocked prone and immobilized until the end of your next turn.

Effect: You can shift 5 squares, and then make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength + 2 vs. AC

Hit: 2[W] + Strength modifier damage, and the target is knocked prone and immobilized until the end of your next turn.

Effect: You can shift 5 squares, and then make a tertiary attack.

Tertiary Target: One creature other than the primary and secondary targets

Tertiary Attack: Strength + 3 vs. AC

Hit: 1[W] + Strength modifier damage, and the target is knocked prone and immobilized until the end of your next turn.

You leap from one foe to the next, striking with ever-increasing accuracy while negotiating your way through your enemies' thicket of swords.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. Make a secondary attack against the same target.

Secondary Attack: Strength + 2 vs. AC

Hit: 1d6 + Strength modifier damage, and the target is dazed until the end of your next turn.

After landing a solid blow, you belt your enemy in the face with your fist.

Daily Martial, Weapon
Immediate Reaction Personal

Trigger: You take damage from a melee attack

Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and damage rolls against the enemy that damaged you.

You react viciously to an enemy that just hurt you.

Daily Fear, Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage. If the target was bloodied before the attack, it takes +2[W] damage.

Miss: Half damage.

Effect: If you reduce the target to 0 hit points or fewer, you can make a secondary attack.

Secondary Target: Each enemy within 5 squares of you

Secondary Attack: Strength vs. Will

Hit: The target moves its speed away from you.

You skewer yet another unworthy foe and let loose a terrifying roar of triumph when he falls.

Encounter Martial, Weapon
Standard Action (Special) Melee weapon

Special: This power can be used as an opportunity attack.

Target: One creature

Attack: Strength vs. Reflex

Hit: 3[W] + Strength modifier damage.

You slip your blade past your enemy's armor and slice him just so, leaving a bleeding gash.

Encounter Martial
Minor Action Ranged 5

Requirement: You make a successful melee attack with a light blade or heavy blade (not a polearm)

Target: One enemy other than the one you just hit

Effect: The target is marked until the end of your next turn.

With perfect timing, you flick one enemy's blood into the eyes of another.

Daily Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding a light blade or a heavy blade (not a polearm).

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: If you hit at least one of your enemies, you regain one daily power you have already used. If you miss all enemies, you regain one encounter power you have already used.

With a tremendous roar, you swing your blade over your head and make lunging strikes at all nearby enemies. At the end of the flurry, you regain some of your power.

Encounter Divine
Minor Action Close burst 10

Target: One creature in burst

Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.

Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.

Encounter Divine
Minor Action Personal

Effect: Apply your Strength modifier as extra damage on your next attack this turn.

You petition your deity for the divine strength to lay low your enemies.

At-Will Divine, Radiant
Minor Action Close burst 5

Target: One creature in burst

Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn't include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use divine challenge on your next turn. You can use divine challenge once per turn.

Special: Even though this ability is called a challenge, it doesn't rely on the intelligence or language ability of the target. It's a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You can't place a divine challenge on a creature that is already affected by your or another character's divine challenge.

You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.

At-Will (Special) Divine, Healing
Minor Action Melee touch

Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.

Target: One creature

Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

Your divine touch instantly heals wounds.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier. Increase damage to 2[W] + Charisma modifier at 21st level.

You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn. Increase damage to 2[W] + Charisma modifier at 21st level.

Your brutal weapon attack leaves your foe weakened.

At-Will Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier. Increase damage to 2[W] + Strength modifier at 21st level.

You strike an enemy with your weapon, which ignites with holy light.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 1 per enemy adjacent to you vs. AC

Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.

As you bring your weapon to bear, the odds against you add strength to your attack.

Encounter Divine, Fear, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.

When you strike a foe with your weapon, the force of the blow causes him to shudder and second-guess his tactics.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 2[W] + Strength modifier damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.

Silvery spikes cover your weapon, punching through your foe's armor.

Encounter Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier + Wisdom modifier radiant damage.

Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of supernatural evil such as demons and devils.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage.

Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Wisdom modifier.

A translucent golden shield forms in front of a nearby ally as you attack with your weapon.

Daily Divine, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).

Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).

You invoke a prayer that wracks your foe with terrible pain and causes further pain whenever he makes an attack.

Daily Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and one ally within 5 squares of you can spend a healing surge.

Miss: One ally within 5 squares of you can spend a healing surge.

Your melee attack punishes your enemy and heals an ally.

Daily Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Reflex

Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends).

Miss: Half damage, and the target is dazed until the end of your next turn.

You engulf your enemy in searing ribbons of radiance.

Daily Divine
Minor Action Personal

Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.

You speak with such compelling conviction that others find it difficult to refute your beliefs and claims.

Daily Divine
Immediate Interrupt Close burst 1

Trigger: An adjacent ally is hit by a melee or a ranged attack

Effect: You are hit by the attack instead.

You step into an attack made against an adjacent ally to save your comrade.

Daily Divine, Implement, Zone
Standard Action Close burst 3

Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.

You trace a circle around you with your hand, and it quickly expands into a wide circle of faintly glowing runes that glows brightly and protects you and your close allies.

Encounter Divine, Weapon
Standard Action Melee weapon

Targets: One or two creatures

Attack: Strength vs. AC, one attack per target

Hit: 1[W] + Strength modifier damage, and the target is marked until the end of your next turn.

You swing your weapon in a wide arc that strikes not one but two creatures within your reach.

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Will

Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.

When you hit an enemy with your weapon, you and your allies suddenly feel invigorated by the divine power of your faith.

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier.

Your righteous blow fills you and your nearby allies with preternatural resolve.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier.

With a mighty swing of your weapon, you knock your enemy back.

Daily Divine, Implement, Zone
Standard Action Close burst 3

Target: Each enemy in burst

Attack: Charisma vs. Reflex

Hit: 2d6 + Charisma modifier damage.

Effect: The burst creates a zone of bright light. You and each ally within the zone gain a +1 power bonus to all defenses until the end of the encounter.

You wave your hand through the air, and a wide circle of faintly glowing symbols appears around you, damaging enemies and protecting allies within its confines.

Daily Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC, and you must spend a healing surge without regaining any hit points

Hit: 4[W] + Strength modifier radiant damage.

Miss: Half damage.

Divine light engulfs your weapon as you sacrifice your ability to heal in order to strike down your enemy.

Daily Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 3d8 + Charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter.

Miss: Half damage, and the target gains no vulnerability.

You cause a nearby foe to convulse with pain and render it more susceptible to radiant energy.

Daily Divine
Minor Action Ranged 5

Effect: Choose an ally within 5 squares of you. You take half that ally's damage until the end of the encounter or until you end the effect as a free action. No power or effect can reduce the damage you take from this power.

As your weapon connects with your enemies, so too does the magic of your god connect you to your allies.

Daily Divine
Minor Action Close burst 6

Targets: You and each ally in burst

Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.

You and your trusted allies form a telepathic bond.

Daily Divine
Minor Action Close burst 1

Targets: You and each ally in burst

Effect: The targets add your Charisma modifier to damage rolls until the end of the encounter.

A halo of divine light emanates from you, enabling you and nearby allies to strike down your enemies with greater determination.

Encounter Divine, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 2d10 + Charisma modifier damage, and you pull the target a number of squares equal to your Wisdom modifier.

You pull an enemy toward you, dealing grievous wounds as he tries to rebuke you.

Encounter Divine, Teleportation, Weapon
Standard Action Melee weapon

Primary Target: One ally within a number of squares equal to your Wisdom modifier

Effect: You and the target swap places. If an enemy is now within your melee reach, you can make a secondary attack against it.

Secondary Target: One enemy

Secondary Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage.

You call upon the power of your deity to switch places with an ally and strike a foe within reach of your new position.

Encounter Divine, Implement, Radiant
Standard Action Close burst 1

Target: Each enemy in burst

Attack: Charisma vs. Will

Hit: 1d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn.

You present yourself with such conviction that your enemies cannot help but be awestruck by the power of your faith.

Encounter Divine, Thunder, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC (can score a critical hit against a marked enemy on a roll of 19–20)

Hit: 2[W] + Strength modifier thunder damage, and the target is knocked prone.

Your weapon flashes as it strikes, and moments later, a peal of thunder slams into your foe.

Daily Divine, Implement, Radiant
Standard Action Close burst 1

Target: Each enemy in burst

Attack: Charisma vs. Will

Hit: 2d8 + Charisma modifier radiant damage.

Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn.

Sustain Minor: You can sustain the power's effect.

A scintillating crown of radiant energy appears above your head, then expands suddenly to cripple nearby enemies.

Daily Divine, Implement, Radiant
Standard Action Close burst 1

Target: Each enemy in burst

Attack: Charisma vs. Will

Hit: 2d8 + Charisma modifier radiant damage.

Effect: The targets are weakened (save ends).

Special: You cannot use this power if any allies are within 5 squares of you.

Unable to fight alongside your allies, you turn to your faith for protection and press forward undaunted.

Daily Divine, Implement, Radiant
Standard Action Ranged 10

Primary Target: One creature

Attack: Charisma vs. Fortitude

Hit: 1d10 + Charisma modifier radiant damage. Make a secondary attack.

Secondary Target: Each enemy adjacent to the primary target

Secondary Attack: Charisma vs. Fortitude

Hit: 1d10 + Charisma modifier radiant damage, and you push the target 3 squares.

Sustain Minor: When you sustain this power, you can repeat the secondary attack (the primary target is the same each time).

Miss: Half damage, and no secondary attack.

You target an enemy with a searing, pulsating light that also damages enemies adjacent to him and thrusts them back.

Encounter Divine
Minor Action Ranged 5

Target: You or one ally

Effect: The target makes a saving throw with a +2 bonus.

A translucent outline briefly appears above the creature you designate. The divine spirit gestures, relieving some of the creature's suffering, then fades instantly away.

Daily Divine
Immediate Interrupt Personal

Trigger: You are targeted by a close attack or an area attack Effect A close attack or an area attack targeting you automatically hits you, and any of your allies who are also hit take only half damage. This power does not change other effects the attack might cause.

You quickly throw up your hand, and a vortex of swirling energy surrounds you and your friends, shielding them from harm at your expense.

Daily Divine
Standard Action Close burst 3

Targets: You and each ally in burst

Effect: The targets make saving throws against every effect that a save can end.

You whisper a solemn hymn, and divine light washes gently over you and nearby allies, potentially negating harmful and debilitating afflictions.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Will

Hit: 2[W] + Charisma modifier damage, and the target is immobilized until the end of your next turn.

Strands of energy erupt from your weapon as it strikes true, wrapping around your foe and rooting it to the ground.

Standard Action Melee weapon Standard Action Melee weapon

Effect: You can fly a number of squares equal to your Wisdom modifier and make an attack.

Target: One creature within your melee reach

Attack: Strength vs. AC

Special: You must charge as part of this attack.

Hit: 3[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn.

You propel yourself through the air toward a nearby foe as brilliantrays of light stream from your weapon. Encounter * Divine, Radiant, Weapon

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage, and one ally within 5 squares of you regains hit points equal to 10 + your Wisdom modifier.

As you strike a foe with your weapon, you murmur a prayer of renewal, causing a momentary nimbus of light to engulf and heal a nearby ally.

Encounter Divine, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target is marked until the end of your next turn.

You sweep your weapon in a full circle, attacking all adjacent enemies in a dazzling display of martial prowess.

Daily Divine, Healing, Weapon
Standard Action Melee weapon

Special: You can use this power only when you are bloodied.

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Miss: Half damage.

Effect: You can spend a healing surge.

Battered and bloodied, you call upon the divine power of your deity to deal a retributive blow to your enemy and heal your wounds.

Daily Divine, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 3d10 + Charisma damage, and the target takes a –2 penalty to all defenses (save ends).

Miss: Half damage, and the target takes a –1 penalty to all defenses (save ends).

You lash out at an enemy with the power of your faith and break down its defenses.

Daily Divine, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 2d10 + Charisma modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, whenever the target is within 5 squares of you and attacks you or an ally, you can make a secondary attack against the target as an immediate reaction.

Secondary Attack: Charisma vs. Will

Hit: 2d10 + Charisma modifier damage.

Miss: Half damage.

You extend your holy symbol toward a foe, dealing damage and singling him out as the continuing subject of your divine retribution.

Daily Divine, Teleportation
Immediate Interrupt Personal

Trigger: An ally within 5 squares of you is hit by an attack

Effect: You teleport adjacent to the ally and are hit by the attack instead.

You teleport to the side of a friend in peril and take the effects of an attack meant for him.

Daily Divine, Healing
Standard Action Melee touch

Target: One dying creature

Effect: You spend a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add your Charisma modifier to the hit points regained.

You touch a dying creature and share some of your divine inner light, bestowing upon the recipient the power to resist the call of death.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Will

Hit: 2[W] + Charisma modifier damage, and the target is weakened until the end of your next turn.

With a mighty blow, you leave your foe horribly weakened.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, you gain a power bonus to AC equal to your Wisdom modifier.

A symphony of otherworldly music resonates throughout your body, fortifying it to withstand the tests to come.

Encounter Divine, Implement, Radiant
Minor Action Close burst 1

Target: Each enemy in burst

Attack: Charisma vs. Fortitude

Hit: 2d10 + Charisma modifier radiant damage, and the target is marked until the end of your next turn. Effect Until the end of your next turn, allies in the burst gain a power bonus to attack rolls equal to your Wisdom modifier.

You hold your holy symbol high above your head, and a brilliant flash of divine light explodes from it. The radiance sears your foes and inspires your closest allies.

Encounter Divine, Fear, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you push the target a number of squares equal to your Charisma modifier. The target can't move nearer to you on its next turn.

Striking mercilessly, you hound your foe with waves of divine dread.

Daily Divine, Radiant, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Charisma vs. Reflex

Hit: 3[W] + Charisma modifier radiant damage, and the target is blinded (save ends).

Miss: Half damage, and the target is blinded until the end of your next turn.

You swing your weapon and brilliant light explodes around you, blinding your enemies.

Daily Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Miss: Half damage.

Effect: You and allies adjacent to you gain a +1 power bonus to attack rolls until the end of the encounter.

You strike your foe with such conviction that nearby allies can't help but feel inspired.

Daily Divine, Fire, Implement, Zone
Standard Action Area burst 2 within 10 squares

Target: Each enemy in burst

Attack: Charisma vs. Reflex

Hit: 3d10 + Charisma modifier fire damage, and the target grants combat advantage to you and your allies until the end of your next turn.

Miss: Half damage, and the target does not grant combat advantage.

Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that enter the zone or start their turns there take 1d10 fire damage and grant combat advantage to you and your allies.

Sustain Minor: The zone persists.

A raging inferno of holy fire engulfs your enemies and continues to burn those who are drawn to it like moths.

Daily Divine, Teleportation
Standard Action Ranged sight

Target: One willing ally

Effect: The target is teleported from any square you can see to a square within 5 squares of you that is nearer to you than the target's original square.

White wings of astral brilliance envelop an ally in a sparkling cocoon, then disappear. The wings reappear a short distance away and unfold, bringing the ally closer to you.

Daily Divine
Minor Action Close burst 5

Targets: You and each ally in burst

Effect: All targets make a saving throw against each effect that a save can end. Any penalties to attack rolls or defenses affecting the targets are removed.

Ripples of divine energy wash over you and nearby allies, potentially negating harmful and debilitating afflictions.

Daily Divine, Healing
Standard Action Melee touch

Target: One creature

Effect: If the target is alive, it regains hit points no greater than one-half your maximum hit points (your choice), and you take an equal amount of damage. If the target died since the end of your last turn, it returns to life at 0 hit points, and you take damage equal to one-half your maximum hit points. You can't avoid or reduce this damage in any way.

You invoke the greatest of all prayers and touch a wounded or recently slain creature, bestowing upon it the gift of life at the expense of your own health.

Daily Divine, Healing
Minor Action Close burst 5

Targets: You and each ally in burst

Effect: Each target can spend a healing surge.

You utter words of faith, instantly healing yourself and nearby allies.

Encounter Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 4d10 + Charisma modifier radiant damage, and you pull the target a number of squares equal to your Wisdom modifier (minimum 1).

You pull an enemy toward you, searing him with radiant energy as he tries to resist.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage. Until the end of your next turn, any time the target deals damage, you can choose to take that damage. The target's intended victim takes no damage but is subject to any other effects of the attack.

As you assail your foe, you utter a prayer that grants you the power to absorb the damage from your foe's attacks, even when such attacks aren't directed at you.

Encounter Divine, Thunder, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier thunder damage, and the target is knocked prone. Make a secondary attack.

Secondary Target: Each enemy adjacent to you other than the primary target

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier thunder damage, and the target is knocked prone.

You swing your weapon in a mighty arc, unleashing a peal of thunder that knocks adjacent enemies prone.

Encounter Divine, Teleportation, Weapon
Standard Action Ranged 5

Primary Target: One willing ally

Effect: You can teleport the target 5 squares. Until the end of your next turn, you grant the target a power bonus to all defenses equal to your Wisdom modifier. In addition, you teleport to the target's original space and make a secondary attack.

Secondary Target: One creature within your melee reach

Secondary Attack: Charisma vs. AC

Hit: 3[W] + Charisma modifier damage.

With a wave of your hand, you teleport an endangered ally to a safer location, teleport yourself to his previous location, and strike a foe within reach.

Daily Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, the target provokes an opportunity attack from you when it attacks (save ends). You gain a +2 bonus to the opportunity attack roll and deal an extra 1[W] damage.

You land a mighty blow, and the symbol of your deity appears above your enemy's head as a glowing red rune that only you can see, flashing brightly to warn you whenever he's about to attack.

Daily Divine, Fire, Implement
Standard Action Close burst 5

Target: Each enemy in burst

Attack: Charisma vs. Will

Hit: 6d6 + Charisma modifier damage, and ongoing 10 fire damage (save ends). The target is marked until the end of your next turn.

Miss: Half damage, and ongoing 10 fire damage (save ends). The target is marked until the end of your next turn.

Divine light explodes out from your holy symbol, blasting and igniting enemies nearby.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Will

Hit: 3[W] + Strength modifier damage, and the target is blinded until the end of your next turn.

Your weapon glows with a pale inner light, and your enemy is struck blind by the force of your blow.

Encounter Divine, Implement, Radiant
Standard Action Melee touch

Target: One creature

Attack: Charisma vs. Will

Hit: 4d8 + Charisma modifier radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack whether it hits or misses.

You touch your holy symbol to an enemy, branding it with the painfully radiant symbol of your deity and causing it to take damage from its own attacks.

Encounter Divine, Implement
Immediate Reaction Ranged 20

Trigger: A creature within range attacks you

Target: The attacking creature

Attack: Charisma + 2 vs. Fortitude

Hit: 4d10 + Charisma modifier damage, and the target is weakened until the end of your next turn.

You invoke an ancient prayer that unleashes your deity's ire upon a nearby enemy that has just attacked you.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Will

Hit: 3[W] + Charisma modifier damage, and the target is marked until the end of your next turn. In addition, the target cannot gain line of effect to anyone but you until the end of your next turn.

You strike your enemy with such resolve that he is blind to all foes except you.

Encounter Divine, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. Will

Hit: 2[W] + Strength modifier damage, and the target is stunned until the end of your next turn. Make a secondary attack.

Secondary Target: Each enemy other than the primary target adjacent to you

Secondary Attack: Strength vs. Will

Hit: 1[W] + Strength modifier damage, and the target is stunned until the end of your next turn.

You swing your weapon in a mighty arc, stunning targets that you hit.

Daily Divine, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 5d10 + Charisma modifier damage. Whenever the target makes an attack, its attack works as usual, but it takes the full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty.

Miss: 5d10 + Charisma modifier damage.

Special: Many creatures have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target does not gain the benefit of any immunities or resistances.

You pronounce a divine sentence upon your enemy and force him to take the damage of his own attacks.

Daily Divine, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 7[W] + Strength modifier damage. Make a secondary attack.

Miss: Half damage, and no secondary attack.

Secondary Target: Each enemy within 10 squares of you

Secondary Attack: Strength vs. Fortitude

Hit: The target is blinded until the end of your next turn.

You deal a hard blow to your enemy, and divine arcs of light spring from the tip of your weapon and blind those who stand against you.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and until the end of your next turn, your allies have combat advantage against any enemy adjacent to you.

Your weapon glows with astral light, and as it strikes your enemy, that glow spreads to encompass all enemies adjacent to you, temporarily coating them with a glowing target your allies can see.

Encounter Divine
Free Action Personal

Effect: If you don't like the damage you have rolled with one of your attacks, reroll your damage. You must use the result of the second roll.

You strike your enemy, but you pray to increase the amount of damage you deal.

Daily Divine, Fear, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. In addition, the target takes a –2 penalty to all defenses (save ends).

Special: If this attack kills one or more evil or chaotic evil creatures, roll a d20. On a roll of 10 or higher, you can use this power again during this encounter.

Your faith directs you into a whirling attack that strikes out at every foe within reach, instilling them with fear and weakening their defenses.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 4 vs. AC

Hit: 1[W] damage. If the target is marked, it is also weakened and dazed by this attack for as long as the mark remains in effect.

You call upon your devotion to law to make your attack strike true.

Daily Divine
Free Action Personal

Effect: Until the end of the encounter, every use of your divine challenge targets two enemies rather than one.

You contain two foes instead of just one with your divine challenge.

Daily Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Fortitude

Special: If the target has scored a critical hit against you or your allies in this encounter, your attack gains a +2 power bonus and deals +2d10 radiant damage.

Hit: 4[W] + Strength modifier damage, and you push the target 1 square. The target is weakened (save ends).

Miss: 1[W] + Strength modifier damage, and the target is weakened (save ends).

You invoke order through your weapon, causing it to glow as you deliver a punishing blow against an enemy.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature that is marked by you

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you can make a saving throw.

You strike a foe you have challenged, bringing hope and encouragement to nearby allies.

Daily Divine, Healing
Minor Action Personal

Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy, you heal an ally. Choose one ally within 10 squares of you. That ally regains a number of hit points equal to 1d6 [ts] your Wisdom modifier.

A short prayer imbues your weapon with healing power, so that whenever it strikes an enemy it heals an ally.

Daily Divine, Healing, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 4[W] + Charisma modifier radiant damage.

Effect: Choose one ally within 10 squares of you. The ally can spend a healing surge. Add your Charisma modifier to the hit points regained.

You imbue your weapon with radiant power, and as you strike at a foe the power of the attack heals an ally.

Encounter Divine, Implement, Radiant
Standard Action Close burst 5

Target: Each enemy marked by you in burst

Attack: Charisma vs. Will

Hit: 2d8 + Charisma modifier radiant damage, and until the end of your next turn, the target cannot make an attack that does not include you.

A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged.

Daily Divine
Immediate Interrupt Personal

Trigger: An ally within 5 squares of you is attacked

Effect: The attack misses all of your allies it targets, but automatically hits you even if you weren't a target of the attack.

You call upon your innate sense of justice and honor, whisper a short prayer, and redirect an attack so that you take the hit for those you would protect.

Daily Divine, Implement, Radiant
Standard Action Close burst 10

Target: Each enemy in burst

Attack: Charisma vs. Will

Hit: 3d8 + Charisma modifier radiant damage, and the target is marked until the end of your next turn.

Miss: Half damage, and the target is marked until the end of your next turn.

Your enemies surround you, and the purity within you cries out for justice. You focus a powerful prayer through your holy symbol, sending forth a radiant burst of punishing force that no enemy can ignore.

Minor Action Personal Minor Action Personal

Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn. Increase extra damage to +2d6 at 11th level and +3d6 at 21st level.

You maneuver into an advantageous position and strike your foe with ruthless determination.

At-Will Polymorph
Minor Action Personal

Effect: You can alter your physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, page 280).

You alter your form to look like some other humanoid.

Encounter Encounter
Minor Action Close burst 1

Effect: This power creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight for all creatures except you. Any creature except you entirely within the cloud is blinded.

A cloud of darkness obscures you, but your vision pierces it.

Encounter Encounter
Minor Action Ranged 10

Target: One creature

Attack: Intelligence +2 vs. Reflex, Wisdom +2 vs. Reflex, or Charisma +2 vs. Reflex Increase to +4 bonus at 11th level and +6 bonus at 21st level.

Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.

Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.

A flickering halo of purple light surrounds the target, making it easier to hit.

Move Action Ranged 10 Move Action Ranged 10

Target: You or one ally

Effect: The target can fly up to 5 squares. If this power is used on an ally, that ally must remain in your line of sight at all times during the effect.

You hurl yourself or one of your allies safely through the air using your mind.

Encounter Encounter
Immediate Interrupt Personal

Trigger: You are hit by an attack.

Effect: You gain a +2 bonus to all defenses until the end of your next turn.

After withstanding an attack, you use the power of your mind to fortify yourself against further harm.

Encounter Encounter
Standard Action Personal

Effect: You charge and deal an extra 2 damage on a sucessful attack. Increase the extra damage to 4 at 11th level and to 6 at 21st level.

You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe.

Encounter Illusion
Immediate Reaction Personal

Trigger: You take damage.

Effect: You are invisible until you attack or until the end of your next turn.

You turn invisible in response to an enemy's attack.

At-Will At-Will
Immediate Reaction Personal

Trigger: You are missed by a melee attack.

Effect: You shift 1 square.

You avoid your enemy's blow and cleverly slink past his defenses.

Encounter Encounter
Immediate Reaction Personal

Trigger: You suffer an effect that a save can end

Effect: You make a saving throw against the effect.

You shake off an effect that would cripple a lesser warrior.

At-Will At-Will
Minor Action Personal

Effect: You shift 1 square.

You skitter and scamper through the ranks of your enemies, much to their chagrin.

Encounter Encounter
Standard Action Melee 1

Attack: Strength +2 vs. AC Increase to +4 at 11th level, +6 at 21st level.

Special: You must charge as part of the attack.

Hit: 1d6 + Strength modifier damage, and the target is knocked prone. Increase the damage to 2d6 + Strength modifier at 11th level and 3d6 + Strength modifier at 21st level.

You charge the enemy and gore him with your horns.

Encounter Healing, Weapon
Standard Action Melee weapon

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you can spend a healing surge. Increase to 2[W] + Strength modifier damage at 21st level.

Spilling the blood of your enemy invigorates you.

Encounter Teleportation
Move Action Personal

Effect: You teleport 3 squares and become insubstantial until the start of your next turn.

You step into the shadows and reappear a short distance away, hazy and insubstantial.

Encounter Healing
Minor Action Personal

Special: You must be bloodied to use this power.

Effect: Until the end of the encounter or until rendered unconscious, you gain a +2 bonus to damage rolls. In addition, for as long as you are bloodied, you gain regeneration 2 (regeneration 4 at 11th level, regeneration 6 at 21st level).

You unleash the primal beast within and take on a more savage countenance.

Encounter Encounter
Minor Action Personal

Special: You must be bloodied to use this power.

Effect: Until the end of the encounter or until rendered unconscious, your speed increases by 2 and you gain a +1 bonus to AC and Reflex defense.

You unleash the primal beast within and take on a more savage countenance.

Encounter Encounter
Minor Action Personal

Special: You must be bloodied to use this power.

Effect: You gain a number of temporary hit points equal to 3 + one-half your level.

You might be bloodied, but the battle is far from over!

Encounter Healing
Minor Action Personal

Effect: You gain a number of temporary hit points equal to 3 + one-half your level. You may make an immedi?ate saving throw against one effect that inflicts ongo?ing damage and can be ended with a save. In addi?tion, if you are bloodied you regain hit points equal to 3 + one half your level.

It's difficult to take you down, even when you're faltering.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Target: One creature

Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged).

Hit: 1[W] damage (melee) or 1[W] damage (ranged). Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level.

You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage Increase damage to 2[W] + Strength modifier at 21st level.

Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.

Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.

At-Will Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Special: Shift 1 square before or after you attack

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.

You slink past your enemy's guard to make your attack, or you make your attack and then withdraw to a more advantageous position.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Targets: One or two creatures

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level.

If the first attack doesn't kill it, the second one might.

Encounter Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

Enemies surround you—much to their chagrin, as you slash them to pieces with the ferocity of a wounded dire wolverine.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One creature

Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).

You confound enemies by weaving through the battlefield unscathed as you make your attacks.

Encounter Martial, Weapon
Immediate Reaction Melee or Ranged weapon

Trigger: An enemy makes a melee attack against you

Attack: You can shift 1 square, then make a basic attack against the enemy.

Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.

Using the momentum from your enemy's blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Target: One creature

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier.

You sink two arrows or both of your blades into the flesh of your enemy, causing it to howl in pain.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One creature

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and the target is slowed and takes ongoing 5 damage (save ends both).

Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.

A well-placed shot to the leg leaves your enemy hobbled and bleeding.

Daily 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: 2[W] + Strength modifier damage per attack.

Miss: Half damage per attack.

You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike.

Daily Martial, Weapon
Standard Action Ranged weapon

Targets: Two creatures within 3 squares of each other

Attack: Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.

Hit: 2[W] + Dexterity modifier damage.

You fire two arrows at once, which separate in mid-flight to strike two different targets.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One creature

Attack: Strength vs. AC (off-hand weapon)

Hit: 1[W] damage (off-hand weapon).

Effect: You shift 1 square and make a secondary attack against the target.

Secondary Attack: Strength vs. AC (main weapon)

Hit: 2[W] + Strength modifier damage (main weapon), and the target is weakened until the end of your next turn.

You hold your weapons blade-down and slash your foe across the face with one of them. As he spins away and drops his guard, you roll to one side, spring to your feet, and plunge your other blade into his back.

Encounter Martial
Immediate Reaction Ranged 5

Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you're trained

Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your Wisdom modifier.

You are wise in all things. The sooner your friends realize this, the safer and better off they' ll be.

Encounter Martial, Weapon
Immediate Reaction Melee 1

Trigger: An enemy misses you with a melee attack

Effect: Slide the enemy into a square adjacent to you and gain combat advantage against it until the end of your next turn.

You deftly block your enemy's strike and turn his momentum against him, causing him to stumble to the side.

Encounter Martial
Immediate Reaction Personal

Trigger: An enemy damages you with a melee attack

Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.

Even as your foe connects, you leap backward, out of the way of further harm.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Target: One or two creatures

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier.

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.

You attack twice while maneuvering yourself into the most advantageous position possible.

Encounter Martial, Weapon
Immediate Interrupt Melee or Ranged weapon

Trigger: You or an ally is attacked by a creature

Target: The attacking creature

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.

You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One creature that is your quarry

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).

You strike quickly, like a shadow wasp flying out of the darkness, hitting where your foe is most vulnerable.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Targets: One or two creatures

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. With each hit, you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your Wisdom modifier.

You attack twice, causing your foes to stagger backward.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage, and the target is weakened (save ends).

Miss: Half damage, and the target is not weakened.

One well-placed arrow leaves your enemy hunched over and howling in pain.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Targets: One or two creatures

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Special: Before or after these attacks, you can move your speed without provoking opportunity attacks.

Hit: 1[W] + Strength modifier damage per attack. If an attack hits, the target is dazed until the end of your next turn. If both attacks hit the same target, it is dazed and slowed until the end of your next turn.

You leap into the fray and unleash a torrent of steel upon your unsuspecting foes, staggering them with the ferocity of your attacks.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.

Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.

Your arrow burrows into flesh and shatters, sending splinters of wood deep into the wound.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Special: You can shift 2 squares before making this attack.

Primary Target: One creature

Attack: Strength vs. AC, two attacks (main weapon and offhand weapon)

Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon).

Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength vs. AC (off-hand weapon)

Hit: 2[W] damage (off-hand weapon).

You set upon a foe with weapons bared, then weave to the side and deal a wound to another adversary.

Daily Martial

No Action Ranged sight

Effect: At the start of a surprise round in which any allies are surprised, use this power to allow a number of allies equal to your Wisdom modifier to avoid being surprised.

You are the eyes and ears of the group, always alert for the telltale signs of an ambush.

Daily Martial
Minor Action Ranged 10

Target: One ally

Effect: Any ally within 10 squares of you who attempts an untrained check with a skill in which you are trained gains a power bonus to checks with a single skill of your choice equal to your Wisdom modifier. The ally must be able to see or hear you to gain this bonus. The benefit lasts until the end of the encounter or for 5 minutes.

Your allies benefit from the things that you have learned.

Encounter Martial
Immediate Interrupt Personal

Trigger: An enemy moves adjacent to you

Effect: You can shift a number of squares equal to your Wisdom modifier.

You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One or two creatures

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon).

Your steel blades flash menacingly as you taunt your foes with parries and cut deep wounds into their flesh.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One creature

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged). Gain a power bonus to this attack equal to your Wisdom modifier. Ignore any penalties from cover or concealment (but not superior cover or total concealment).

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).

Like the hawk, you strike with calculated precision.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: One or two creatures

Attack: Dexterity vs. AC, one attack per target

Hit: 2[W] + Dexterity modifier damage (first shot) and 1[W] + Dexterity modifier damage (second shot).

You unleash two arrows in rapid succession.

Encounter Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier and it is knocked prone.

You slash and stab at surrounding foes with unbound fury, knocking them off balance with thrusts and leg sweeps.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One or two creatures

Attack: You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.

Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged) per attack.

Miss: Half damage per attack.

Without breaking stride, you make two attacks against a single foe or two different targets.

Daily Martial, Weapon
Standard Action Ranged 1

Target: One adjacent enemy

Attack: Dexterity vs. AC. This attack does not provoke opportunity attacks.

Hit: 4[W] + Dexterity modifier damage.

Miss: Half damage.

Though menaced by fangs and claws, you calmly unload an arrow into the creature's gaping maw—mere inches from your outstretched arm.

Daily Martial, Weapon
Standard Action Close blast 3

Requirement: You must be wielding a ranged weapon.

Target: Each enemy in blast you can see

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Miss: Half damage.

You fire repeatedly with a short draw, showering arrows at each enemy in front of you.

Daily Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst you can see

Attack: Strength vs. AC, one attack per target

Hit: 2[W] + Strength modifier damage.

Miss: Half damage.

You spin around with blades outstretched, using momentum and skill to slice through enemy defenses.

Encounter Martial
Minor Action Personal

Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square.

Like a gazelle, you startle allies and enemies alike with your sudden swiftness.

Daily Martial
Immediate Interrupt Personal

Trigger: An enemy moves adjacent to you

Effect: You can shift 1 square and then move a number of squares equal to 1 + your Wisdom modifier. You can't end your move adjacent to the triggering enemy.

You keep your distance from an approaching adversary, backpedaling easily away from him.

Daily Martial, Stance
Minor Action Personal

Effect: Your movement is not hindered by difficult terrain.

You expertly navigate through difficult terrain.

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 per attack. If one attack hits, the target takes a penalty to AC equal to your Wisdom modifier until the end of your next turn. If both attacks hit, the target takes a penalty to AC equal to 2 + your Wisdom modifier until the end of your next turn.

You attack the weak spots in your opponent's armor, not only dealing damage but also leaving your prey vulnerable to later attacks.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: One creature of your size or smaller

Attack: Dexterity vs. Reflex

Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone.

One shot topples your foe.

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 per attack. If you hit with either attack, you gain a power bonus to AC equal to 2 + your Wisdom modifier until the end of your next turn.

Between strikes, you use both of your weapons to deflect incoming blows.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Targets: One or two creatures

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. The target is immobilized until the start of your next turn.

With a well-aimed attack, you pin your foe to the ground or to a nearby wall.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Targets: One or more creatures

Attack: Strength vs. AC. Alternate main and off-hand weapon attacks until you miss. As soon as an attack misses, this attack ends.

Hit: 2[W] + Strength modifier damage per attack.

Time seems to slow down as your weapons fall upon your hapless foes like rain from an ominous sky.

Daily Martial, Weapon
Standard Action Ranged weapon

Targets: One, two, or three creatures

Attack: Dexterity vs. AC, three attacks

Hit: 1[W] + Dexterity modifier damage per attack, and ongoing 5 damage (save ends). A target hit twice takes ongoing 10 damage (save ends). A target hit three times takes ongoing 15 damage (save ends).

Miss: Half damage per attack, and no ongoing damage.

Your arrows puncture flesh, and from these wounds blood flows in crimson streams.

Daily Martial, Weapon
Standard Action Ranged weapon

Targets: One, two, or three creatures

Attack: Dexterity vs. AC, three attacks

Hit: 1[W] + Dexterity modifier damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2[W] damage.

Miss: The target is dazed (save ends).

Your targets won't know what hit them.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One or two creatures

Attack: Strength vs. Fortitude (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage per attack. If one attack hits, the target is stunned (save ends). If both attacks hit, the target is stunned and immobilized (save ends both).

Miss: Half damage per attack, and the target is not stunned or immobilized.

You fight past your enemies' shields and armor and deal nasty cuts that leave them reeling and unable to react.

Daily Martial
Immediate Interrupt Personal

Trigger: An enemy hits you with a melee attack

Effect: Shift 1 square away from the enemy.

When your enemy launches his attack, you leap out of the way, leaving your foe to hit nothing but air.

Daily Martial, Stance
Minor Action Personal

Effect: Your speed increases by 2.

You have an uncanny knack for being in the right place at the right time.

Daily Martial
Standard Action Personal

Effect: Shift a number of squares equal to your Wisdom modifier and make a saving throw. You are no longer marked by any enemy.

Amid the chaos of combat, you're able to calm yourself for an instant and recover from a harmful effect.

Encounter Martial, Weapon
Immediate Reaction Ranged weapon

Trigger: A creature within range attacks your ally

Target: The attacking creature

Attack: Dexterity vs. AC, and gain a power bonus to this attack equal to your Wisdom modifier.

Hit: 2[W] + Dexterity modifier damage.

You point your bow at the villain who just wounded your friend and loose a vengeful arrow.

Encounter Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and the target is immobilized and knocked prone until the end of your next turn.

You whirl around with blades outstretched, slashing your foes across the legs and causing them to fall to the ground in mewling heaps.

Encounter Martial, Weapon
Standard Action Ranged weapon

Targets: One, two, or three creatures

Attack: Dexterity vs. AC, three attacks

Hit: 1[W] + Dexterity modifier damage per attack.

You launch a volley of three arrows, which streak across the battlefield with whispered threats of oblivion.

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 per attack. If both attacks hit, the target takes an extra 1d10 damage and is weakened until the end of your next turn.

You swing your blades in lethal arcs, dousing the battlefield in your enemy's blood.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Targets: One, two, or three creatures

Attack: Strength + 2 vs. AC, three attacks

Hit: 2[W] + Strength modifier damage (first attack; main), 2[W] + Strength modifier damage (second attack; offhand), and 1[W] + Strength modifier (third attack; main). A target hit once is dazed until the end of your next turn. A target hit twice is stunned until the end of your next turn. A target hit three times is weakened and stunned until the end of your next turn.

Miss: Half damage per attack, and the target is not dazed, stunned, or weakened.

Effect: After the first attack and after the second attack, you can shift 1 square.

You move swiftly around your enemies, weaving back and forth and delivering a vicious slash with each soft step.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage. In addition, you push the target a number of squares equal to your Strength modifier, and it is knocked prone.

Miss: Half damage, and you push the target 1 square and it is knocked prone.

You loose an arrow that pierces your foe, hurls him back, and knocks him off his feet.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC, two attacks. If the first attack hits, you gain a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.

Hit: 2[W] + Dexterity modifier damage per attack.

Miss: Half damage per attack.

The first shot is always the toughest.

Daily Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target

Hit: 1[W] + Strength modifier damage per attack. If you hit a target with one weapon, it takes ongoing 5 damage (save ends). If you hit a target with both weapons, it takes ongoing 10 damage (save ends).

Miss: Half damage per attack, and no ongoing damage.

Crimson droplets splatter as you slash into all nearby foes.

Daily Illusion, Martial
Standard Action Personal

Effect: When it is not your turn, enemies treat you as invisible if you have cover or concealment from them. An enemy still knows the square you occupy if it saw you in that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.

You vanish into your surroundings with such speed and skill that your enemies can't even begin to guess where you might be.

Daily Martial
Immediate Interrupt Personal

Trigger: You are hit by an area attack or a close attack

Effect: Shift a number of squares equal to your Wisdom modifier.

You throw yourself to the ground, tumble a safe distance, and spring to your feet no worse for wear.

Daily Martial, Stance
Minor Action Personal

Effect: You gain a bonus to damage rolls equal to your Wisdom modifier.

You take careful aim with every shot.

Encounter Martial
Move Action Personal

Effect: Shift a number of squares equal to your Wisdom modifier.

You deftly maneuver around your foes as the battle rages on.

Encounter Martial, Weapon
Immediate Interrupt Melee weapon

Trigger: A creature makes a melee attack against you

Target: The attacking creature

Attack: Strength vs. AC

Hit: [W] + Strength modifier damage.

Effect: Until the end of your next turn, the target's attack rolls against you take a penalty equal to your Wisdom modifier.

Your enemy strikes, and as you defend yourself with one blade, you drive the other deep into his gullet.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One or two creatures

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 2[W] + Strength modifier damage per attack. If one attack hits, the target takes a –2 penalty to attack rolls until the end of your next turn. If both attacks hit the same target, this penalty worsens to –4.

Effect: If any adjacent creature makes an attack against you and misses before the start of your next turn, make a melee basic attack against it with both your main weapon and your off-hand weapon as an immediate reaction.

You stab and slash enemies that come close to you.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 4[W] + Dexterity modifier damage, and you push the target a number of squares equal to 2 + your Wisdom modifier.

You test the strength of your bowstring as you pull an arrow back as far as it will go and unleash it upon your unsuspecting foe.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC, three attacks

Hit: 1[W] + Dexterity modifier damage per attack. If two attacks hit, deal an extra 1[W] damage. If all three attacks hit, deal an extra 2[W] damage.

You pepper your foe with arrows.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Target: One creature

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged) per attack.

Miss: Half damage per attack.

Effect: After making these attacks, you can shift a number of squares equal to your Wisdom modifier.

With bow or blades, you rain a series of deadly blows on your opponent.

Daily Martial, Stance
Minor Action Personal

Effect: You can make a basic attack against an enemy you choose as an immediate interrupt if it attacks you.

You counter your opponent's attack with a ferocious strike of your own.

Daily Martial, Weapon
Standard Action Close blast 5

Requirement: You must be wielding a ranged weapon.

Target: Each enemy in blast

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage.

Miss: Half damage.

You loose a volley of arrows with such force that they skewer several nearby enemies.

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: 2[W] + Strength modifier damage per attack. If both attacks hit, the target takes an extra 1d10 damage and is stunned until the end of your next turn.

You plunge your blades into your opponent and rip them out with the ferocity of a tiger, leaving your prey gasping for life.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: Each enemy in range

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage.

You launch a barrage of arrows that strike all enemies before you.

Encounter Martial, Weapon
Immediate Reaction Ranged weapon

Trigger: One creature you can see has just taken damage

Target: The creature that took damage

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, or 3[W] + Dexterity modifier damage if the target is bloodied.

As an enemy reels from a terrible wound, you quickly loose an arrow to finish him off.

Encounter Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

Effect: You can shift a number of squares equal to 1 + your Wisdom modifier, and make another close burst 1 attack (as above).

You strike your enemies in all directions. Then, like a tornado, you weave through the battlefield and unleash a second onslaught of whirling steel.

Daily Martial, Stance, Weapon
Minor Action Personal

Requirement: You must be wielding two melee weapons.

Effect: You can use your off-hand weapon to make a melee basic attack with a –2 penalty against each enemy you hit using a melee attack power.

You follow every strike with a backhanded swipe that breaks through your enemy's defenses.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC, three attacks. If the first attack hits, you gain a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks normally.

Hit: 2[W] + Dexterity modifier damage per attack.

Miss: Half damage per attack.

If you can hit with the first arrow, the others will follow.

Daily Martial, Weapon
Immediate Interrupt Melee weapon

Trigger: An enemy hits you with a melee attack

Requirement: You must be wielding two melee weapons.

Target: The triggering enemy

Attack: Strength vs. AC, two attacks (main weapon and offhand weapon)

Hit: 3[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon). If both attacks hit, the target's attack misses.

Miss: Half damage with your main weapon, and no damage with your off-hand weapon.

Crossing your blades, you form a defense as solid as a mighty shield, ready to riposte if your enemy isn't lucky.

Encounter Martial, Weapon
Immediate Reaction Ranged weapon

Trigger: An ally makes a ranged attack or an area attack

Target: One creature attacked by your ally

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage.

You combine fire with one of your allies to take down a troublesome foe.

Encounter Martial
Free Action Personal

Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer

Effect: You gain an action point that you must spend before the end of your next turn.

One enemy falls, and those that remain are about to learn what heroism is all about.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: Each enemy designated as your quarry

Attack: Dexterity vs. AC

Hit: 3[W] damage.

Miss: The target is knocked prone as it dodges your attack.

You have multiple quarries in your sights, so you unleash a deadly volley of shots at each of them.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: One creature designated as your quarry

Special: Ignore penalties for cover (but not superior cover), concealment, and total concealment. You can attack an invisible target as if it wasn't invisible.

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Your shot is undeterred by obstructions and magical veils.

Daily Martial

No Action Personal

Effect: Make a Stealth check and use that as your initiative check result. If you get the first turn in the encounter, you can shift up to your speed as a free action before taking any other actions.

Even as your allies take stock of the enemies pouring in around them, you move into position and set your plans into motion.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 4[W] + Dexterity modifier damage.

Effect: The target is designated as your quarry until the end of the encounter, and you can designate one additional creature as a quarry following the normal Hunter's Quarry rules.

“This foe is my prey!”

Encounter Martial, Weapon
Immediate Interrupt Melee weapon

Trigger: An adjacent enemy shifts or moves

Target: The enemy

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.

Your enemy steps unwittingly into your trap, and you catch him by surprise with a sudden, paralyzing thrust.

Daily Martial
Immediate Reaction Personal

Trigger: An ally spends an action point to take an extra action

Effect: You gain an action point that you must spend before the end of your next turn.

You find it within yourself to capitalize on your comrade's latest act of daring.

Daily Healing, Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Special: You can spend a healing surge before attacking.

Primary Target: One creature

Attack: Strength vs. AC (main weapon)

Hit: 3[W] + Strength modifier damage (main weapon).

Effect: The target is marked until the end of the encounter. Make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength vs. AC (off-hand weapon)

Hit: 2[W] + Strength modifier damage (off-hand weapon).

Effect: The target is marked until the end of the encounter.

You fortify yourself, raise your weapons, and carve scarring wounds into the flesh of your enemies.

Encounter Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you push the target 1 square.

You sweep your blades in mighty arcs around you, cutting foes that get too close and thrusting them back.

Encounter Martial, Stance
Minor Action Personal

Effect: You take a –2 penalty to all defenses and gain a +2 bonus to attack rolls.

Aw, what the hell. You only live once.

Daily Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Special: Before you attack, shift a number of squares equal to your Wisdom modifier.

Target: Each enemy in burst you can see

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target

Hit: 1[W] + Strength modifier damage per attack.

Effect: You regain your second wind if you have already used it during this encounter.

You rush into the midst of your enemies and, like a freezing wind, flay them alive.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Special: You can move 2 squares before the attack.

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.

A final lunge brings you into an advantageous position.

At-Will Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.

A needle-sharp point slips past armor and into tender flesh.

At-Will Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt a Strength vs. AC attack that deals 1[W] + Strength modifier damage. Increase damage to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level.

With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier + Charisma modifier damage. Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level.

A distracting flourish causes the enemy to forget the blade at his throat.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.

An expert strike catches your foe by surprise and leaves him reeling from the pain.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 2[W] + Dexterity modifier damage.

Effect: Switch places with a willing adjacent ally.

It's hard to get to the little guy when he takes cover behind an ally who can crush plate armor in his teeth.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Will

Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.

Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.

A false stumble and a shove place the enemy exactly where you want him.

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.

Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.

If you twist the blade in the wound just so, you can make your enemy howl in pain.

Daily Martial, Weapon
Standard Action Close blast 3

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.

Target: Each enemy in blast you can see

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn.

Miss: Half damage, and the target is not blinded.

A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both).

Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

You deal a staggering blow to your enemy, setting it up for future attacks.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage, and you slide the target 1 square.

Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.

Through a series of feints and lures, you maneuver your foe right where you want him.

At-Will Martial
Move Action Personal

Prerequisite: You must be trained in Stealth.

Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.

You are stealthy and fleet of foot at the same time.

At-Will Martial
Move Action Personal

Prerequisite: You must be trained in Athletics.

Effect: Make a high jump or a long jump. Determine the DC of the Athletics check as though you had a running start. The distance you jump can exceed your speed.

You leap a great distance without a running start.

Encounter Martial
Free Action Personal

Trigger: You roll a Bluff check and dislike the result

Prerequisite: You must be trained in Bluff.

Effect: Reroll the Bluff check. You decide whether to make the reroll before the DM announces the result.

The line between truth and deception is thin, and you cross it with ease.

Encounter Martial
Minor Action Personal

Prerequisite: You must be trained in Thievery.

Effect: Make a Thievery check as part of this action, even if the check is normally a standard action.

You can pilfer a coin pouch in the blink of an eye.

Encounter Martial
Move Action Personal

Prerequisite: You must be trained in Acrobatics.

Effect: You can shift a number of squares equal to one-half your speed.

You tumble out of harm's way, dodging the opportunistic attacks of your enemies.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Will

Hit: 2[W] + Dexterity modifier damage. In addition, you switch places with the target and can then shift 1 square.

Artful Dodger: You can shift a number of squares equal to your Charisma modifier.

You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space.

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, and the target grants combat advantage to you until the end of your next turn.

You land a calculated blow that causes your enemy to drop his guard, leaving him vulnerable to subsequent attacks.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Brutal Scoundrel: You gain a bonus to the attack roll equal to your Strength modifier.

Hit: 1[W] + Dexterity modifier damage, and the target is knocked prone.

Balance and momentum are your allies as you lunge forward, strike deftly, and knock your opponent to the ground.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn.

You land an expert blow and follow up with a clever series of feints that bewilder your enemies.

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.

Effect: Until the end of the encounter, the target takes damage equal to your Dexterity modifier each time it attacks you, and you can shift as an immediate reaction after such an attack.

You follow up a fierce attack with a series of quick, painful strikes woven between your enemy's attacks.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and ongoing damage equal to 5 + your Strength modifier (save ends).

Miss: Half damage, and no ongoing damage.

Each drop of blood is another nail in your enemy's coffin.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement.

Miss: Half damage, and the target is not knocked prone.

You topple your enemy with a crippling blow and force him to stumble around the battlefield.

At-Will Martial
Immediate Interrupt Personal

Trigger: You are hidden and lose cover or concealment against an opponent

Prerequisite: You must be trained in Stealth.

Effect: Make a Stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with its Perception check. If at the end of your turn you do not have cover or concealment against a creature, that creature automatically notices you.

You blend into your surroundings.

Encounter Martial
Move Action Personal

Prerequisite: You must be trained in Acrobatics.

Effect: If you are marked, end that condition. You can shift a number of squares equal to your speed.

With nimble ease, you sidestep one perilous situation after another.

Encounter Martial
Standard Action Close burst 10

Prerequisite: You must be trained in Intimidate.

Targets: You and each ally in burst

Effect: The targets gain a +2 power bonus to Charismabased skill and ability checks until the end of your next turn.

When it comes to lying, cajoling, or persuading others, your allies follow your lead.

At-Will Martial
Move Action Personal

Prerequisite: You must be trained in Athletics.

Effect: Make an Athletics check to climb a surface. You can move at your full speed during this climb.

You climb surfaces with astounding ease.

Encounter Martial
Immediate Interrupt Personal

Trigger: You are hit by an attack against your Will defense

Prerequisite: You must be trained in Bluff.

Effect: Gain a +2 power bonus to your Will defense against the triggering attack.

You cloud your mind with vague thoughts that shield you against a sudden mental attack.

Encounter Martial, Weapon
Standard Action Close blast 5

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.

Target: Each enemy in blast you can see

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage.

You shower your enemies in sharp metal.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 1[W] + Dexterity modifier damage, and the target takes a –1 penalty to AC and Reflex defense until the end of your next turn

Brutal Scoundrel: The penalty to AC and Reflex defense is equal to your Strength modifier.

You deal a staggering blow, opening a hole in your enemy's defenses.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Miss: Make a secondary attack against the target.

Secondary Attack: Dexterity vs. AC

Artful Dodger: You gain a bonus to the attack roll for the secondary attack equal to your Charisma modifier.

Hit: 1[W] + Dexterity modifier damage.

A gifted rogue can turn failure into fortune.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 1[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn.

You scoop up a handful of sand or dirt or pebbles, strike your foe, and throw the grit in his face to blind him.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both)

Miss: Half damage, and no ongoing damage.

You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.

Daily Martial, Weapon
Standard Action Melee 1

Requirement: You must be wielding a light blade.

Target: One creature

Attack: You slide the target to any other square adjacent to you, and then make a Dexterity vs. AC attack.

Hit: 3[W] + Dexterity modifier damage.

Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it.

You adroitly outmaneuver your enemy, pushing and baiting him with every stride and strike.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious.

Miss: Half damage, and the target is dazed until the end of your next turn.

A well-placed blow takes your foe out of the fight.

Daily Martial
Move Action Personal

Prerequisite: You must be trained in Acrobatics.

Effect: You automatically succeed on an Acrobatics check to escape from a grab or to escape from restraints.

You are as slippery as an eel.

Daily Martial
Move Action Personal

Prerequisite: You must be trained in Acrobatics.

Effect: Move into the space of an adjacent creature larger than you and at least Large in size. (It gets its usual opportunity attack against you as you leave an adjacent square.) You gain combat advantage against the creature, and it takes a –4 penalty to attack rolls against you. When the creature moves, you move along with it, staying in the same portion of the creature's space. The creature can make a Strength or Dexterity vs. Reflex attack (as a standard action with no penalty) to slide you into an adjacent square and end this effect.

Special: Allies of the target creature can attack you without penalty.

You take cover beneath a much larger creature, making it harder for the creature to hit you.

Encounter Martial
Free Action Personal

Prerequisite: You must be trained in Thievery.

Effect: On your next action, ignore the –10 penalty when you make a Thievery check to pick a pocket during combat.

You snatch an item from an enemy during combat.

At-Will Martial
Move Action Personal

Prerequisite: You must be trained in Stealth.

Effect: You must be hiding to use this power. You can move your speed. At the end of that movement, if you have cover, you can make a Stealth check with no penalty for moving. If you make the Stealth check, you stay hidden during your movement.

You silently step from shadow to shadow, slipping past your foes unseen and unheard.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Will

Hit: The target takes damage as if it were hit by its own melee basic attack. If you have combat advantage against the target, you can add your Sneak Attack damage.

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