Chapter 8 Classes
8.1 Universal Powers
The following powers are available to Player Characters of all classes.
Empower Spell - Universal 1
Attack - Encounter - Implement
Free Action (Interrupt) - (Trigger: you hit with an at-will Implement attack) - targets an enemy hit by the triggering attack -
Effect: Against the target, the triggering attack deals an extra 1d8 and gains Push 2.
Upgrade 13: Increase extra damage to 2d8
Upgrade 23: Increase extra damage to 3d8
Healing Prayer - Universal 1
Attack - Encounter - Implement, Divine
Free Action (Interrupt) - (Trigger: you hit with an at-will Divine attack) - targets an enemy hit by the triggering attack -
Effect: Against the target, the triggering attack deals an extra 1d6. You or an ally adjacent to you heal 1d6, or gain 1d6 Shield Points.
Upgrade 13: Increase extra damage, heal and Shield Points to 2d6
Upgrade 23: Increase extra damage, heal and Shield Points to 3d6
Mobile Attack - Universal 1
Attack - Encounter - Weapon
Free Action (Interrupt) - (Trigger: you hit with an at-will Weapon attack) - targets an enemy hit by the triggering attack -
Effect: Against the target, the triggering attack deals an extra 1W. You shift 2.
Upgrade 13: Increase extra damage to 2W
Upgrade 23: Increase extra damage to 3W
Power Attack - Universal 1
Attack - Encounter - Weapon
Free Action (Interrupt) - (Trigger: you hit with an at-will Weapon attack) - targets an enemy hit by the triggering attack -
Effect: Against the target, the triggering attack deals an extra 1W and gains Push 2.
Upgrade 13: Increase extra damage to 2W
Upgrade 23: Increase extra damage to 3W
Sliding Spell - Universal 1
Attack - Encounter - Arcane, Implement
Free Action (Interrupt) - (Trigger: you hit with an at-will Arcane attack) - targets an enemy hit by the triggering attack -
Effect: Against the target, the triggering attack deals an extra 1d6 and gains Slide 2.
Upgrade 13: Increase extra damage to 2d6
Upgrade 23: Increase extra damage to 3d6
Defensive Training - Universal 1
Attack - Daily
Personal -
Effect: Until you recharge or retrain this power, you gain +3 HP.
Upgrade 15: gain +9 HP instead.
Upgrade 25: gain +18 HP instead.
Offensive Training - Universal 1
Attack - Daily
Personal -
Effect: Until you recharge or retrain this power, your attacks gain +1 Miss Damage.
Upgrade 15: Your attacks gain +1 damage and +1 Miss Damage.
Upgrade 25: Your attacks gain +3 damage and +1 Miss Damage.
8.2 Barbarian
8.2.1 Barbarian Rager
Power Source | Primal |
Role | Striker |
Power Progression | Standard |
HP | High |
Stamina | 6 |
Vitality | 1 |
Morale | 3 |
Magic | 1 |
Light Armor Bonus | 0 |
Fortitude | 2 |
Reflex | 0 |
Will | 0 |
Primary Ability | Str |
Secondary Ability | Con |
Trained Skills | 4 |
Skills | Athletics, Authority, Endurance, Perception, Nature |
Total class skills | 5 |
Weapon Training | All Basic, All Melee Martial |
Implement Training | |
Armor Training | Cloth, Leather, Hide |
Expected Armor | 13 |
Savage Attack: Your melee attacks deal +Constitution damage.
Raging Resilience: You add your Constitution to your Surge Value.
Barbarian Charge: You do not become Hindered due to charging.
You can use Barbarian melee attack powers as part of a charge.
When you charge an enemy, if the enemy is within 3 or more squares from your starting position that turn, you gain Advantage.
Barbarian Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and knowledge checks (Perception, Lore) related to tribal organization
- Break doors, chests, objects (Athletics)
- Find food and shelter in the wilderness (Endurance)
8.2.1.1 Rage Strike
Some Barbarian daily attack powers have the Rage keyword. These powers have an effect that grants the barbarian an ability that lasts for the rest of the encounter, and a secondary attack that can be used immediately or on a later turn that encounter. This secondary attack is named a Rage Strike, is not subject to any cooldown, and can be used by spending a Standard Action. While under the effect of a Rage power, the barbarian is Raging. Some powers gain additional abilities while raging.
Note: A character that somehow manages to use two Rage powers in the same encounter (despite the daily attack cooldown) benefits from the effects of both powers.
Example: Grok the Barbarian spends a Free Action on their turn to use Blood Rage. They can then spend a Standard Action immediately in order to use that power’s Rage Strike or do so on a later turn (for example, after an ally has flanked their target).
8.2.1.2 Class Powers
Invigorating Strike - Barbarian 1
Attack - Primal, Weapon
Melee - Str vs Arm
Hit: W+Str, and you gain Con SP. If you are raging, heal HP equal to half the SP gained.
Level 21: Increase Hit damage to 2W+Str.
Mighty Shove - Barbarian 1
Attack - Primal, Weapon
Melee - Str vs Arm
Effect: Before the attack, Shift 1.
Hit: W+Str. Push 1 or, if you are raging, Push 2.
Level 21: Increase Hit damage to 2W+Str.
Wild Charge - Barbarian 1
Attack - Primal, Weapon
Melee - Str vs Arm
Effect: When you use this power as part of a charge,gain +2 Movement until end of turn.
If you are raging, you also gain Cover and Resist(Reactions) until end of turn.
Hit: W+Str.
Miss: Con damage.
Level 21: Increase Hit damage to 2W+Str.
All-In - Barbarian 1
Attack - Encounter - Primal, Weapon
Melee - Str vs Arm
Hit: 3W+Str.
Miss: You are knocked prone.
Effect: You gain Partial Vulnerability (All) until next turn.
Upgrade 13: Increase Hit damage to 5W+Str
Upgrade 23: Increase Hit damage to 6W+Str
Blade Whirlwind - Barbarian 1
Attack - Encounter - Primal, Weapon
Close Burst 1 - Str vs Ref
Hit: W+Con
Effect: Dazed until end of turn.
Special: You can use this power as part of a charge.
Upgrade 13: Increase Hit damage to 2W+Con
Upgrade 23: Increase Hit damage to 3W+Con
No Pain - Barbarian 1
Attack - Encounter - Primal, Weapon
Melee - Str vs Arm
Hit: 2W+Str. You may lose 1 Vitality and gain Shield Points equal to your Surge Value.
Upgrade 13: Increase Hit damage to 3W+Str
Upgrade 23: Increase Hit damage to 4W+Str
Blood Rage - Barbarian 1
Attack - Daily - Primal, Rage, Weapon
Free Action - Personal -
Effect: Until end of the encounter, you gain Partial Resist (All) while Bloodied, and Bloodied enemies gain Partial Vulnerability (Your attacks).
Secondary Attack: Gain the following Rage Strike:
Melee Weapon, Str vs Arm
Hit:3W+Str. Miss: Half Damage
Upgrade 15: 5W+Str.
Upgrade 25: 7W+Str
Crowd Rage - Barbarian 1
Attack - Daily - Primal, Rage, Weapon
Free Action - Personal -
Effect: Until end of the encounter, you cannot be flanked and, when you hit an enemy, you can deal Con damage to up to 2 other enemies adjacent to you.
Secondary Attack: Gain the following Rage Strike:
Close Burst 1, Str vs Ref
Hit:2W+Str.
Upgrade 15: 3W+Str.
Upgrade 25: 4W+Str
Stubborn Rage - Barbarian 1
Attack - Daily - Primal, Rage, Weapon
Free Action - Personal -
Effect: Roll a save to downgrade a Status Effect this turn. Until end of the encounter, at the start of each turn you can roll a save to downgrade a Status Effect that turn.
Secondary Attack: Gain the following Rage Strike:
Melee Weapon, Str vs Arm
Hit: 3W+Str
Miss: Half Damage.
Upgrade 15: 5W+Str.
Upgrade 25: 7W+Str
Battle Vigor - Barbarian 2
Utility - Encounter - Primal
Minor Action - Personal -
Effect: Gain Con Shield Points or, if you are Bloodied, gain 2xCon Shield Points.
Break Free - Barbarian 2
Utility - Encounter - Primal
Minor Action - Personal -
Effect: Roll a save to end any of the following Status Effects on you: Slowed, Immobilized, Restrained, Grabbed, Prone, Taunted.
Challenge Accepted - Barbarian 2
Utility - Encounter - Primal
Minor Action - Melee - targets an enemy Taunting you or that has Bloodied you this encounter -
Effect: Until end of next turn, you gain Advantage and +Con Crit Range against the target.
8.2.2 Barbarian Berserker
Power Source | Martial,Primal |
Role | Defender-Striker |
Power Progression | Standard |
HP | High |
Stamina | 6 |
Vitality | 2 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 0 |
Fortitude | 2 |
Reflex | 0 |
Will | 0 |
Primary Ability | Str |
Secondary Ability | Con |
Trained Skills | 4 |
Skills | Athletics, Authority, Endurance, Perception, Nature |
Total class skills | 5 |
Weapon Training | All Basic, All Melee Martial |
Implement Training | |
Armor Training | Cloth, Leather |
Expected Armor | 15/12 |
Inner Peace: Inner Peace: While not in Berserker Fury, gain the following bonuses:
+3 Arm, -1 Hit and -1 Crit Range
You have Defender’s Aura.
Enemies in your Defender Aura provoke opportunity attacks from you when ignoring your Taunt.
Enemies in your Defender Aura that shift become Taunted by you until end of turn.
Berserker Fury: When you become Bloodied or use a Barbarian Primal attack power, you enter Berserker Fury until the end of the encounter. You may roll a save to avoid entering this state. While in Berserker Fury, you lose Inner Peace and gain +Con damage bonus on your melee attacks.
Berserker Focus: +1 Hit vs enemies Taunting you. At the start of your turn, if you are in Berserker Fury and not Taunted, you choose a random enemy closest to you. You are Taunted by that enemy until the end of the encounter.
Barbarian Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and knowledge checks (Perception, Lore) related to tribal organization
- Break doors, chests, objects (Athletics)
- Find food and shelter in the wilderness (Endurance)
8.2.2.1 Fury Powers
Some Berserker powers have the Fury keyword.These powers have 2 modes: the Peace mode is used while not in Berserker Fury, and the Fury mode is used while in Berserker Fury. A character without the Berserker Fury feature using a Fury power can only use the Peace mode.
8.2.2.2 Class Powers
Defender Aura - Barbarian Feature 1
Utility
Minor Action - Personal -
Effect: Gain Aura 1: You Taunt enemies in the aura. This effect lasts until you dismiss it as a Minor Action, you become Unconscious, or you enter Berserker Fury
Special: You may not use this power while in Berserker Fury.
Blade Burst - Barbarian 1
Attack - Martial, Weapon, Fury
Close Burst 1 - Str +2 vs Ref
Hit: W.
Level 21: Increase Hit damage to 2W
Calm Down - Barbarian 1
Attack - Martial, Weapon, Fury
Melee - Str vs Arm
Effect:
- Peace: The next enemy you hit this turn is Partially Weakened until your next turn.
- Fury: Until your next turn, you grant Advantage and gain +2 Crit Range.
Hit: W+Str.
Level 21: Increase Hit damage to 2W+Str.
Step Aside - Barbarian 1
Attack - Martial, Weapon, Fury
Melee - Str vs Arm
Hit: W+Str.
- Peace: Shift 1, then Pull that many squares.
- Fury: W+Str. Push 2.
Level 21: Increase Hit damage to 2W+Str.
Deep Breath - Barbarian 1
Attack - Encounter - Martial, Weapon, Healing
Melee - Str vs Arm
Hit: 2W+Str, and you may Heal a Surge.
Effect: You may end your Berserker Fury
Upgrade 13: Increase Hit damage to 3W+Str
Upgrade 23: Increase Hit damage to 4W+Str
Pin Down - Barbarian 1
Attack - Encounter - Martial, Weapon
Melee - Str vs For
Hit: 2W+Str, and Slowed (save ends). As long as the target is slowed this way, they are also Immobilized while adjacent to you.
Upgrade 13: Increase Hit damage to 3W+Str
Upgrade 23: Increase Hit damage to 4W+Str
Whirlwind Rush - Barbarian 1
Attack - Encounter - Martial, Weapon
Close Burst 1 - Str vs Ref
Effect: Before the attack, Shift Con squares.
Hit: W+Con, and Slide 1
Upgrade 13: Increase Hit damage to 2W+Con
Upgrade 23: Increase Hit damage to 3W+Con
Mighty Blow - Barbarian 1
Attack - Daily - Martial, Weapon
Melee - Str vs Arm
Hit: 3W+Str, and Push Con and Prone
Miss: Half damage, and Push 1 and Prone.
Upgrade 15: 5W+Str.
Upgrade 25: 7W+Str
Savage Melee - Barbarian 1
Attack - Daily - Martial, Weapon
Close Burst 1 - Str vs Arm
Hit: 2W+Str, and Taunted and Slowed (save ends)
Miss: Half damage, and Taunted and Slowed until end of next turn
Effect: Gain Cover until your next turn.
Upgrade 15: 3W+Str.
Upgrade 25: 4W+Str
Crippling Blow - Barbarian 1
Attack - Daily, Reliable - Martial, Weapon
Melee - Str vs For
Hit: 2W+Str, Weakened (save ends), Aftereffect: Partially weakened (save ends).
Upgrade 15: 3W+Str.
Upgrade 25: 4W+Str
Contained Fury - Barbarian 2
Utility - Encounter - Martial
Free Reaction - (Trigger: You enter Berserker Fury) - Personal -
Effect: Do not enter Berserker Fury. Choose a random enemy closest to you. Until end of your next turn, you are Taunted by that enemy, and gain +Con damage on melee attacks.
Crowd Control - Barbarian 2
Utility - Encounter - Martial
Minor Action - Close Burst 1 - Enemies in Burst -
Effect:
- Peace: Slowed until end of next turn.
- Fury: Grant Advantage until your next turn.
Effect: Until end of next turn, while you have an enemy adjacent to you, gain Superior Cover against Close and Area attacks.
Out of the Way! - Barbarian 2
Utility - Encounter - Martial
Minor Action - Melee 1 - Ally or enemy -
Effect: Push 1, then Shift 1
8.3 Fighter
8.3.1 Fighter Guardian
Power Source | Martial |
Role | Defender |
Power Progression | Standard |
HP | High |
Stamina | 6 |
Vitality | 2 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 1 |
Fortitude | 2 |
Reflex | 0 |
Will | 1 |
Primary Ability | Str |
Secondary Ability | Con |
Trained Skills | 4 |
Skills | Athletics, Authority, Endurance, Perception, Lore |
Total class skills | 5 |
Weapon Training | All Basic, All One-Handed Melee Martial |
Implement Training | - |
Armor Training | Cloth, Leather, Hide, Chain, Scale, Light Shield, Heavy Shield |
Expected Armor | 16 |
Shield Mastery: Ignore the Heavy Shield penalty to Hit.
Guardian’s Aura: You gain the Defender Aura power.
Enemies Taunted by you trigger Opportunity Attacks from you when ignoring your Taunt or shifting out of your Defender Aura.
Enemies hit by your Opportunity Attacks are Taunted until end of turn.
Guardian’s Shield: When an ally in your Defender Aura is damaged by an attack, or an ally is damaged by an attack made by an enemy in your Defender Aura, reduce the damage by your Con.
Heavy Armor Specialist: Ignore your Skill Armor Penalty.
Fighter Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and knowledge checks related to weapons, armor and fighting styles (Perception, Lore)
- Keep watch (Perception, Endurance)
8.3.1.1 Class Powers
Defender Aura - Fighter Feature 1
Utility
Minor Action - Personal -
Effect: Gain Aura 1: You Taunt enemies in the aura. This effect lasts until you dismiss it as a Minor Action, or you become Unconscious.
Cautious Assault - Fighter 1
Attack - Martial, Weapon, Martial
Melee - Str vs Arm
Hit: 1W+Con, and gain Str SP
Level 21: Increase Hit damage to 2W+Str.
Cleave - Fighter 1
Attack - Martial, Weapon, Martial
Melee - Str vs Arm
Hit: 1W+Str. Choose another enemy adjacent to you or the target. Con damage to that enemy. Enemies damaged by this attack are Taunted until your next turn.
Level 21: Increase Hit damage to 2W+Str.
Shield Bash - Fighter 1
Attack - Martial, Weapon, Shield
Melee - Str vs Arm
Hit: 1W+Str. Push 1 if you wield a Shield
Effect: Shift 1
Level 21: Increase Hit damage to 2W+Str.
Hamstring - Fighter 1
Attack - Encounter - Martial, Weapon
Melee - Str vs Arm
Hit: 2W + Str, and Slowed (save ends). Until end of your next turn, the target has -Con to save while adjacent to you.
Upgrade 13: Increase Hit damage to 3W+Str
Upgrade 23: Increase Hit damage to 4W+Str
Storm of blades - Fighter 1
Attack - Encounter - Martial, Weapon
Close Burst 1 - enemies in burst - Str vs Arm
Hit: Hit: 1W+Str, and Slide 1.
Upgrade 13: Increase Hit damage to 2W+Str
Upgrade 23: Increase Hit damage to 3W+Str
Stunning Strike - Fighter 1
Attack - Encounter - Martial, Weapon
Melee - Str vs For
Hit: Hit: 1W+Con. If you have Advantage, Stunned until end of your next turn. Otherwise, Dazed until end of your next turn.
Upgrade 13: Increase Hit damage to 2W
Upgrade 23: Increase Hit damage to 3W
Brutal Strike - Fighter 1
Attack - Daily - Martial, Weapon, Reliable
Melee - Str vs Arm
Hit: 3W+Str, and Push Con and Prone.
Upgrade 15: Increase Hit damage to 5W+Str
Upgrade 25: Increase Hit damage to 7W+Str
Come And Get It! - Fighter 1
Attack - Daily - Martial, Weapon
Close Burst 3 - enemies in burst - Str vs Wil
Hit: Hit: Pull 2 and Taunted (save ends). Then, if you are adjacent to the target, 1W.
Miss: Pull 1 and Taunted (save ends).
Upgrade 15: Increase Hit damage to 2W
Upgrade 25: Increase Hit damage to 4W
Retaliatory Strike - Fighter 1
Attack - Daily - Martial, Weapon, Reliable, Stance
Melee - Str vs Arm
Hit: 2W+Str, and you enter Stance: Enemies in your Defender Aura take Con damage when they damage you or an ally.
Upgrade 15: Increase Hit damage to 3W+Str
Upgrade 25: Increase Hit damage to 5W+Str
Find Opening - Fighter 2
Utility - Encounter - Martial
Minor Action - Melee -
Effect: Until end of your next turn, your attacks against the target gain Advantage and Pierce Resist
Grit - Fighter 2
Utility - Encounter - Martial
Minor Action - Personal -
Effect: Roll a save to ignore one Combat Condition this turn. On a failed save, lose 1 Surge.
Shield Wall - Fighter 2
Utility - Encounter - Martial, Shield
Minor Action - Personal -
Effect: Until your next turn, you gain Cover against enemy attacks and cannot be flanked.
8.3.2 Fighter Sentinel
Power Source | Martial |
Role | Defender |
Power Progression | Standard |
HP | High |
Stamina | 6 |
Vitality | 2 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 1 |
Fortitude | 2 |
Reflex | 0 |
Will | 1 |
Primary Ability | Str |
Secondary Ability | Wis |
Trained Skills | 4 |
Skills | Athletics, Authority, Endurance, Concentration, Perception |
Total class skills | 5 |
Weapon Training | All Basic, All One-Handed Melee Martial, Longspear, Glaive, Halberd and Whip. |
Implement Training | - |
Armor Training | Cloth, Leather, Hide, Chain, Scale, Light Shield |
Expected Armor | 14 |
Weapon Mastery: +1 Hit with weapon attacks.
Sentinel’s Aura: You gain the Defender Aura power.
Enemies Taunted by you trigger Opportunity Attacks from you when ignoring your Taunt or shifting out of your Defender Aura
Enemies within Melee Reach trigger Opportunity Attacks from you when they Bloody or knock unconscious an ally, even if they are not adjacent to you.
Sentinel’s Alertness: +Wis to Init.
When you roll Initiative, or when you are Bloodied for the first time each encounter, gain Wis SP.
Heavy Armor Mobility: Ignore your Movement Penalty from Armor.
Fighter Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and knowledge checks related to weapons, armor and fighting styles (Perception, Lore)
- Keep watch (Perception, Endurance)
8.3.2.1 Class Powers
Defender Aura - Fighter Feature 1
Utility
Minor Action - Personal -
Effect: Gain Aura 1: You Taunt enemies in the aura. This effect lasts until you dismiss it as a Minor Action, or you become Unconscious.
Fancy Footwork - Fighter 1
Attack - Martial, Weapon, Martial
Melee - Str vs Arm
Hit: 1W+Str
Effect: Shift 1, then, if you hit with this attack, Pull 1.
Level 21: Increase Hit damage to 2W+Str.
Knock Down - Fighter 1
Attack - Martial, Weapon, Martial
Melee - Str vs Arm
Hit: 1W+Str. If you have Advantage, knock Prone. Otherwise, you gain Advantage against the target until end of your next turn.
Level 21: Increase Hit damage to 2W+Str.
Sure Strike - Fighter 1
Attack - Martial, Weapon, Martial
Melee - Str+1 vs Arm
Hit: 1W+Str.
Miss: Wis damage
Level 21: Increase Hit damage to 2W+Str.
Disarm - Fighter 1
Attack - Encounter - Martial, Weapon
Melee - Str vs Ref
Hit: 2W + Wis. If you have Advantage, Weakened until end of your next turn. Otherwise, Partially Weakened until end of your next turn.
Upgrade 13: Increase Hit damage to 3W+Str
Upgrade 23: Increase Hit damage to 4W+Str
Halt! - Fighter 1
Attack - Encounter - Martial, Weapon
Melee Weapon +1 - Str vs Wil
Hit: 2W + Str, Pull 1 and Slowed until end of your next turn.
Upgrade 13: Increase Hit damage to 3W+Str
Upgrade 23: Increase Hit damage to 4W+Str
Skewer - Fighter 1
Attack - Encounter - Martial, Weapon
Line (Melee Weapon +1) - enemies in line - Str vs Arm
Hit: Hit: 2W+Str.
Upgrade 13: Increase Hit damage to 3W+Str
Upgrade 23: Increase Hit damage to 4W+Str
Blade Dance - Fighter 1
Attack - Daily - Martial, Weapon, Stance
Minor Action - Melee - Str vs Arm
Hit: 1W, and Slide 1.
Effect: Stance: At the start of your turn, you can make the secondary attack as a Free Action.
Secondary Attack: Melee, Str vs Arm. Hit: 1W and Slide 1.
Upgrade 15: Primary and secondary attacks gain ‘target 1 or 2 enemies’
Upgrade 25: As level 15, and increase Hit damage for primary and secondary attack to 2W.
Comeback Strike - Fighter 1
Attack - Daily - Martial, Weapon
Melee - Str vs Arm
Hit: 2W+Str.
Miss: Half Damage
Effect: Heal a surge and double the amount healed.
Upgrade 15: Increase Hit damage to 3W+Str
Upgrade 25: Increase Hit damage to 5W+Str
Deadly Chase - Fighter 1
Attack - Daily - Martial, Weapon
Melee - Str vs Arm
Effect: Shift your Speed in a line.
Hit: 3W+Str, and Immobilized until end of your next turn.
Miss: Half Damage, and Slowed until end of your next turn.
Upgrade 15: Increase Hit damage to 5W+Str
Upgrade 25: Increase Hit damage to 7W+Str
Find Opening - Fighter 2
Utility - Encounter - Martial
Minor Action - Melee -
Effect: Until end of your next turn, your attacks against the target gain Advantage and Pierce Resist
Grit - Fighter 2
Utility - Encounter - Martial
Minor Action - Personal -
Effect: Roll a save to ignore one Combat Condition this turn. On a failed save, lose 1 Surge.
Watchful Eye - Fighter 2
Utility - Encounter - Martial
Minor Action - Personal -
Effect: Until your next turn, your Defender Aura becomes Aura 2, and you gain Advantage on Reaction attacks.
Special: Requires the Defender Aura power.
8.4 Monk
8.4.1 Fire Monk
Power Source | Inner |
Role | Striker |
Power Progression | Standard |
HP | Medium |
Stamina | 6 |
Vitality | 1 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 2 |
Fortitude | 0 |
Reflex | 1 |
Will | 1 |
Primary Ability | Dex |
Secondary Ability | Cha |
Trained Skills | 4 |
Skills | Athletics, Concentration, Finesse, Perception, Arcana |
Total class skills | 5 |
Weapon Training | Dagger, Light Hammer, Quarterstaff, Halfspear, Nunchaku |
Implement Training | |
Armor Training | Cloth |
Expected Armor | 13 |
Monk Strike: Gain proficiency with the following Inner Weapons: Unarmed Smash, Unarmed Chop.
You can apply bonuses and abilities from your Ki Focus implement when making Weapon attacks with these weapons.
Gain +1 Hit on attacks with a Dagger, Light Hammer, Quarterstaff or Halfspear.
Monk Mobility: Choose a Level 2 Monk Utility power. You gain that power.
Fiery Flurry of Blows: You gain the Fiery Flurry of Blows power.
8.4.1.1 Class Powers
Fiery Flurry of Blows - Monk Feature 1
Attack - Inner
Free Action - Melee Weapon - One or two creatures -
Effect: Cha Fire damage. Gain Advantage against the target until end of next turn. If you haven’t hit the target this turn, they gain Partial Vulnerable (your Fire attacks) until end of next turn.
Special: Use only during your turn, if you have hit with an attack this turn. Can only be used once per turn.
Dragon’s Tail - Monk 1
Attack - Inner, Weapon
Melee - Dex vs For
Hit: 1W+Dex, and Prone if you have Advantage. Otherwise, the target grants Advantage until end of next turn.
Level 21: Increase Hit damage to 2W+Dex
Eel’s Bite - Monk 1
Attack - Inner, Weapon, Lightning
Melee - Dex vs Ref
Hit: 1W+Dex Lightning. This turn, targets of your Flurry of Blows become Shocked until end of next turn.
Level 21: Increase Hit damage to 2W+Dex
Salamander Dash - Monk 1
Attack - Inner, Weapon, Fire
Melee - Dex vs Ref
Effect: Shift 1
Hit: 1W+Dex Fire.
Level 21: Increase Hit damage to 2W+Dex
Dragon Uppercut - Monk 1
Attack - Encounter - Inner, Weapon, Fire
Melee - Dex vs For
Effect: You ignore the Hindered condition this turn.
Hit: 2W+Dex Fire, Push 1, and knocked Prone.
Upgrade 13: Increase Hit damage to 3W+Dex
Upgrade 23: Increase Hit damage to 4W+Dex
Heavenly Strike - Monk 1
Attack - Encounter - Inner, Weapon
Melee - Dex vs Arm. You gain Advantage for this attack.
Effect: You Fly half your Speed and make this attack from any space in that movement. This movement does not provoke Opportunity Attacks. At the end of the movement, if you are not on a ground square, you land safely.
Hit: 2W+Dex
Upgrade 13: Increase Hit damage to 3W+Dex
Upgrade 23: Increase Hit damage to 4W+Dex
Open the Gate of Battle - Monk 1
Attack - Encounter - Inner, Weapon
Melee+1 - Dex vs Arm. You gain Advantage for this attack if the target is not Bloodied.
Effect: This attack gains +2 Crit Range if the target is at full HP.
Hit: 2W+Dex
Upgrade 13: Increase Hit damage to 3W+Dex
Upgrade 23: Increase Hit damage to 4W+Dex
Masterful Spiral - Monk 1
Attack - Daily - Inner, Implement
Close Burst 2 - Enemies in Burst - Dex vs Ref
Hit: 2d8+Dex
Miss: Half Damage
Effect: Until the end of the encounter, your Melee Reach increases by 1
Upgrade 15: flIncrease Hit damage to 3d8+Dex
Upgrade 25: Increase Hit damage to 5d8+Dex
Supreme Avalanche Combination - Monk 1
Attack - Daily - Inner, Implement, Reliable
Melee - Dex vs Arm
Hit: 3W+Dex. Until the end of the encounter, your Flurry of Blows deals +1d4 damage.
Upgrade 15: Increase Hit damage to 5W+Dex, and Flurry of Blows extra damage to +1d6
Upgrade 25: Increase Hit damage to 7W+Dex, and Flurry of Blows extra damage to +1d8
Whirling Mantis - Monk 1
Attack - Daily - Inner, Weapon
Melee - Dex vs For
Effect: Shift your speed. During this movement, you can make this attack once against each enemy you move adjacent to.
Hit: 2W+Dex
Miss: Half Damage
Upgrade 15: Increase Hit damage to 3W+Dex
Upgrade 25: Increase Hit damage to 4W+Dex
Soaring Crane - Monk 2
Utility - Encounter - Inner
Move Action - Personal -
Effect: Fly your Speed. At the end of the movement, if you are not on a ground square, you land safely.
Feather Steps - Monk 2
Utility - At-Will - Inner
Move Action - Personal -
Effect: Move your Speed. You can walk over liquid surfaces and ignore difficult terrain during this movement.
Spider Technique - Monk 2
Utility - At-Will - Inner
Move Action - Personal -
Effect: Climb your Speed
8.4.2 Void Monk
Power Source | Inner |
Role | Striker |
Power Progression | Standard |
HP | Medium |
Stamina | 6 |
Vitality | 1 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 2 |
Fortitude | 0 |
Reflex | 1 |
Will | 1 |
Primary Ability | Dex |
Secondary Ability | Wis |
Trained Skills | 4 |
Skills | Athletics, Concentration, Finesse, Perception, Arcana |
Total class skills | 5 |
Weapon Training | Dagger, Light Hammer, Quarterstaff, Halfspear, Nunchaku |
Implement Training | |
Armor Training | Cloth |
Expected Armor | 13 |
Monk Strike: Gain proficiency with the following Inner Weapons: Unarmed Smash, Unarmed Chop.
You can apply bonuses and abilities from your Ki Focus implement when making Weapon attacks with these weapons.
Gain +1 Hit on attacks with a Dagger, Light Hammer, Quarterstaff or Halfspear.
Monk Mobility: Choose a Level 2 Monk Utility power. You gain that power.
Centered Flurry of Blows: You gain the Centered Flurry of Blows power.
8.4.2.1 Class Powers
Centered Flurry of Blows - Monk Feature 1
Attack - Inner
Free Action - Melee Weapon - One or two creatures -
Effect: Wis damage. Slide 1 to a square adjacent to you or, if you haven’t hit the target this turn, Slide 1.
Special: Use only during your turn, if you have hit with an attack this turn. Can only be used once per turn.
Crashing Wave - Monk 1
Attack - Inner, Implement
Close Blast 2 - Enemies you can see in Blast - Dex vs For
Hit: 1d8+Dex.
Level 21: Increase Hit damage to 2d8+Dex
Ki Projection - Monk 1
Attack - Inner, Implement
Ranged 5 (safe) - Dex vs Arm
Hit: 1d8+Dex.
Effect: This turn, your Flurry of Blows can be used even if you have not hit with an attack.
Level 21: Increase Hit damage to 2d8+Dex
Spinning Bird Kick - Monk 1
Attack - Inner, Implement
Close Burst 1 - Enemies you can see in Burst - Dex vs Ref
Hit: 1d6+Dex.
Level 21: Increase Hit damage to 2d6+Dex
Drunken Monkey - Monk 1
Attack - Encounter - Inner, Weapon
Melee - Dex vs Will
Hit: 2W+Dex. Slide 2, then each enemy adjacent to the target takes Wis damage.
Upgrade 13: Increase Hit damage to 3W+Dex
Upgrade 23: Increase Hit damage to 4W+Dex
Ki Blast - Monk 1
Attack - Encounter - Inner, Implement
Ranged 5 (safe) - Dex vs Arm
Hit: 2d8+Dex.
Miss: Half Damage
Effect: Choose a square adjacent to the target. This turn, your Flurry of Blows can be used even if you have not hit with an attack, and you can use Flurry of Blows as if you were in that square.
Upgrade 13: Increase Hit damage to 3d8+Dex
Upgrade 23: Increase Hit damage to 4d8+Dex
Open the Gate of Battle - Monk 1
Attack - Encounter - Inner, Weapon
Melee+1 - Dex vs Arm. You gain Advantage for this attack if the target is not Bloodied.
Effect: This attack gains +2 Crit Range if the target is at full HP.
Hit: 2W+Dex
Upgrade 13: Increase Hit damage to 3W+Dex
Upgrade 23: Increase Hit damage to 4W+Dex
Ki Barrage - Monk 1
Attack - Daily - Inner, Implement, Fire
Close Line 10 - Dex vs Ref
Hit: 2d8+Dex Fire
Miss: Half Damage
Effect: This turn, your Flurry of Blows can be used even if you have not hit with an attack, has no limit of targets, and can target any enemy in the Line or adjacent to it.
Upgrade 15: Increase Hit damage to 3d8+Str
Upgrade 25: Increase Hit damage to 5d8+Str
Masterful Spiral - Monk 1
Attack - Daily - Inner, Implement
Close Burst 2 - Enemies in Burst - Dex vs Ref
Hit: 2d8+Dex
Miss: Half Damage
Effect: Until the end of the encounter, your Melee Reach increases by 1
Upgrade 15: flIncrease Hit damage to 3d8+Dex
Upgrade 25: Increase Hit damage to 5d8+Dex
Supreme Avalanche Combination - Monk 1
Attack - Daily - Inner, Implement, Reliable
Melee - Dex vs Arm
Hit: 3W+Dex. Until the end of the encounter, your Flurry of Blows deals +1d4 damage.
Upgrade 15: Increase Hit damage to 5W+Dex, and Flurry of Blows extra damage to +1d6
Upgrade 25: Increase Hit damage to 7W+Dex, and Flurry of Blows extra damage to +1d8
Mantis Step - Monk 2
Utility - Encounter - Inner
Minor Action - Personal -
Effect: Shift 2
Mirror Technique - Monk 2
Utility - Encounter - Inner
Minor Action - Melee 1 -
Effect: Shift to swap spaces with the target.
Run with the Wind - Monk 2
Utility - At-Will - Inner
Move Action - Personal -
Effect: Move your Speed +2.
8.4.3 Earth Monk
Power Source | Inner |
Role | Striker |
Power Progression | Standard |
HP | Medium |
Stamina | 6 |
Vitality | 1 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 2 |
Fortitude | 0 |
Reflex | 1 |
Will | 1 |
Primary Ability | Dex |
Secondary Ability | Str |
Trained Skills | 4 |
Skills | Athletics, Endurance, Concentration, Perception, Arcana |
Total class skills | 5 |
Weapon Training | Dagger, Light Hammer, Quarterstaff, Halfspear, Nunchaku |
Implement Training | |
Armor Training | Cloth |
Expected Armor | 13 |
Monk Strike: Gain proficiency with the following Inner Weapons: Unarmed Smash, Unarmed Chop.
You can apply bonuses and abilities from your Ki Focus implement when making Weapon attacks with these weapons.
Gain +1 Hit on attacks with a Dagger, Light Hammer, Quarterstaff or Halfspear.
Monk Mobility: Choose a Level 2 Monk Utility power. You gain that power.
Avalanche Flurry of Blows: You gain the Avalanche Flurry of Blows power.
8.4.3.1 Class Powers
Avalanche Flurry of Blows - Monk Feature 1
Attack - Inner
Free Action - Melee Weapon - One or two creatures -
Effect: Str damage. Push 1 or, if you haven’t hit the target this turn, Push 2.
Special: Use only during your turn, if you have hit with an attack this turn. Can only be used once per turn.
8.4.4 Water Monk
Power Source | Inner |
Role | Striker |
Power Progression | Standard |
HP | Medium |
Stamina | 6 |
Vitality | 1 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 2 |
Fortitude | 0 |
Reflex | 1 |
Will | 1 |
Primary Ability | Dex |
Secondary Ability | Str |
Trained Skills | 4 |
Skills | Athletics, Endurance, Concentration, Perception, Arcana |
Total class skills | 5 |
Weapon Training | Dagger, Light Hammer, Quarterstaff, Halfspear, Nunchaku |
Implement Training | |
Armor Training | Cloth |
Expected Armor | 13 |
Monk Strike: Gain proficiency with the following Inner Weapons: Unarmed Smash, Unarmed Chop.
You can apply bonuses and abilities from your Ki Focus implement when making Weapon attacks with these weapons.
Gain +1 Hit on attacks with a Dagger, Light Hammer, Quarterstaff or Halfspear.
Monk Mobility: Choose a Level 2 Monk Utility power. You gain that power.
Fluid Flurry of Blows: You gain the Fluid Flurry of Blows power.
8.4.4.1 Class Powers
Fluid Flurry of Blows - Monk Feature 1
Attack - Inner
Free Action - Melee Weapon+1 - One or two creatures -
Effect: Str damage. If you haven’t hit the target this turn, Pull 1.
Special: Use only during your turn, if you have hit with an attack this turn. Can only be used once per turn.
8.4.5 Air Monk
Power Source | Inner |
Role | Striker |
Power Progression | Standard |
HP | Medium |
Stamina | 6 |
Vitality | 1 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 2 |
Fortitude | 0 |
Reflex | 1 |
Will | 1 |
Primary Ability | Dex |
Secondary Ability | Wis |
Trained Skills | 4 |
Skills | Athletics, Concentration, Finesse, Perception, Arcana |
Total class skills | 5 |
Weapon Training | Dagger, Light Hammer, Quarterstaff, Halfspear, Nunchaku |
Implement Training | |
Armor Training | Cloth |
Expected Armor | 13 |
Monk Strike: Gain proficiency with the following Inner Weapons: Unarmed Smash, Unarmed Chop.
You can apply bonuses and abilities from your Ki Focus implement when making Weapon attacks with these weapons.
Gain +1 Hit on attacks with a Dagger, Light Hammer, Quarterstaff or Halfspear.
Monk Mobility: Choose a Level 2 Monk Utility power. You gain that power.
Hurricane Flurry of Blows: You gain the Hurricane Flurry of Blows power.
8.4.5.1 Class Powers
Hurricane Flurry of Blows - Monk Feature 1
Attack - Inner
Free Action - Melee Weapon - One or two creatures -
Effect: Wis damage. Shift 1. If you haven’t hit a target this turn, Shift 2 instead. (You only Shift once regardless of the number of targets.)
Special: Use only during your turn, if you have hit with an attack this turn. Can only be used once per turn.
8.5 Priest
8.5.1 Priest of Light
Power Source | Divine |
Role | Support |
Power Progression | Standard |
HP | Medium |
Stamina | 7 |
Vitality | 1 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 1 |
Fortitude | 1 |
Reflex | 0 |
Will | 1 |
Primary Ability | Wis |
Secondary Ability | Cha |
Trained Skills | 4 |
Skills | Authority, Concentration, Nature, Diplomacy, Arcana |
Total class skills | 5 |
Weapon Training | Light Hammer, Mace, Quarterstaff |
Implement Training | Symbol, Staff |
Armor Training | Cloth, Chain |
Expected Armor | 12 |
Healing Word: Gain the Healing Word power.
Faith Healing: When you use a Healing power, add Cha to the Surge Value of any character healing a Surge.
When you heal a character to full health, that character gains Cha Shield Points.
Shield of the Gods: You and allies within 5 squares gain Resist (Crit Damage). When you or an ally within 5 squares is critically hit by an enemy, they roll a save - on a success, the attacking enemy is knocked Prone.
Ritual Training: You gain Ritual Training as a bonus Adventure Feat.
Priest Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and knowledge checks (Arcana, Lore) related to Gods, Divine power and the undead.
- Heal the sick or wounded (Nature, Concentration)
8.5.1.1 Class Powers
Healing Word - Priest Feature
Utility - Encounter x2 - Divine, Healing
Minor Action - Ranged 5 (safe) - targets an ally -
Effect: The target heals a Surge + 1d6.
Level 11: Surge +2d6
Level 21: Surge +3d6
Guiding Light - Priest 1
Attack - Divine, Implement
Ranged 6 - Wis vs Ref
Hit: 1d8+Wis Radiant, and until your next turn, attacks against the target gain Advantage and halve hit penalties from Cover and Concealment.
Level 21: Increase Hit damage to 2d8+Wis
Healing Light - Priest 1
Attack - Divine, Implement
Ranged 6 - Wis vs Ref
Hit: 1d8 Radiant, and you or an ally within 2 of you heal Wis
Level 21: Increase Hit damage to 2d8
Blinding Light - Priest 1
Attack - Encounter - Divine, Implement
Ranged 6 - Wis vs Ref
Hit: 2d8+Cha Radiant, and Blind (save ends).
Upgrade 13: Increase Hit damage to 3d8+Wis
Upgrade 23: Increase Hit damage to 4d8+Wis
Dazzling Burst - Priest 1
Attack - Encounter - Divine, Implement
Area 6 Burst 2 - targets enemies - Wis vs Wil
Hit: 1d10 Radiant, and Dazzled until your next turn.
Upgrade 13: Increase Hit damage to 2d8
Upgrade 23: Increase Hit damage to 2d8
Restoring Beam - Priest 1
Attack - Encounter - Divine, Implement
Close Line 8 - targets enemies - Wis vs Ref
Hit: 1d8+Wis Radiant.
Effect: If you hit one or more targets, allies in the line heal Wis and can make a save.
Upgrade 13: Increase Hit damage to 2d8
Upgrade 23: Increase Hit damage to 3d8
Consecrated Ground - Priest 1
Attack - Daily - Implement, Zone
Close Burst 2 -
Effect: Until end of next turn, create Zone in burst. While in the zone, you and your allies gain Regeneration equal to your Charisma.
Sustain Minor: The zone persists until end of your next turn. Make a Secondary Attack targeting enemies in the zone.
Secondary Attack: Wis vs For, Hit: 1d8 Radiant.
Upgrade 15: Increase Secondary Hit damage to 2d8
Upgrade 25: Increase Secondary Hit damage to 3d8
Heroism - Priest 1
Attack - Daily - Divine, Implement
Melee - targets an ally -
Effect: 2d12+Wis Shield Points.
Until end of the encounter, +Cha to Hit and +Cha to Action Point Rolls
Upgrade 15: 4d12+Wis Shield Points
Upgrade 25: 6d12+Wis Shield Points
Pacify - Priest 1
Attack - Daily - Implement, Reliable
Ranged 6 - Wis + Cha vs Wil
Hit: The target is Weak (save ends). When the target attacks, the target cannot save against this effect that turn.
Special: This attack misses automatically if the target is over 90 HP.
Upgrade 15: Miss automatically if target is over 180 HP
Upgrade 25: Miss automatically if target is over 270 HP
Sanctuary - Priest 2
Utility - Encounter - Divine
Minor Action (use only if you haven’t attacked this turn) - Close Burst 1 -
Effect: Create a zone in burst until end of next turn. You and your allies gain Resist (All) while in zone. Effect ends if you or an ally attack while in the zone.
Saving Grace - Priest 2
Utility - Encounter - Divine
Minor Action - Ranged 6 (safe) - targets you or an ally -
Effect: Choose one - the target rolls a save, or the target chooses a Condition and rolls a save to downgrade that condition until end of your next turn.
Bless - Priest 2
Utility - Daily
Minor Action - Close Burst 5 - targets you and allies -
Effect: Until end of the encounter, +1 to Hit and +1 to Save.
8.5.2 Priest of Luck
Power Source | Divine |
Role | Support |
Power Progression | Standard |
HP | Medium |
Stamina | 7 |
Vitality | 1 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 1 |
Fortitude | 1 |
Reflex | 0 |
Will | 1 |
Primary Ability | Wis |
Secondary Ability | Cha |
Trained Skills | 4 |
Skills | Authority, Concentration, Nature, Diplomacy, Arcana |
Total class skills | 5 |
Weapon Training | Light Hammer, Mace, Quarterstaff |
Implement Training | Symbol, Staff |
Armor Training | Cloth, Chain |
Expected Armor | 12 |
Healing Word: Gain the Healing Word power.
Fortune’s Blessing: At the start of each of your turns, randomly choose an ally that has not benefited from Fortune’s Blessing on your previous turn. That ally gains +1 to Hit, Save, and all defenses until your next turn.
Shield of the Gods: You and allies within 5 squares gain Resist (Crit Damage). When you or an ally within 5 squares is critically hit by an enemy, they roll a save - on a success, the attacking enemy is knocked Prone.
Ritual Training: You gain Ritual Training as a bonus Adventure Feat.
Priest Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and knowledge checks (Arcana, Lore) related to Gods, Divine power and the undead.
- Heal the sick or wounded (Nature, Concentration)
8.5.2.1 Class Powers
Healing Word - Priest Feature
Utility - Encounter x2 - Divine, Healing
Minor Action - Ranged 5 (safe) - targets an ally -
Effect: The target heals a Surge + 1d6.
Level 11: Surge +2d6
Level 21: Surge +3d6
Armor of Fortune - Priest 1
Attack - Weapon, Divine
Melee - Wis vs Arm
Hit: 1W+Wis. Choose a random ally. You and that ally gain +2 Arm until end of your next turn.
Level 21: Increase Hit damage to 2d8+Wis
Lucky Strike - Priest 1
Attack - Implement, Lightning
Melee 1 or Ranged 6 - Wis vs Ref
Hit: 1d4+Wis Lightning
Effect: Attacks against the target have Advantage until end of your next turn.
Level 21: Increase Hit damage to 2d8+Wis
Shield of Chance - Priest 1
Attack - Divine, Implement
Ranged 6 - Wis vs Arm
Hit: 1d6+Wis
Effect: Choose a random ally without Shield Points. That ally gains Cha Shield Points
Level 21: Increase Hit damage to 2d6+Wis
Blinding Light - Priest 1
Attack - Encounter - Divine, Implement
Ranged 6 - Wis vs Ref
Hit: 2d8+Cha Radiant, and Blind (save ends).
Upgrade 13: Increase Hit damage to 3d8+Wis
Upgrade 23: Increase Hit damage to 4d8+Wis
Dazzling Burst - Priest 1
Attack - Encounter - Divine, Implement
Area 6 Burst 2 - targets enemies - Wis vs Wil
Hit: 1d10 Radiant, and Dazzled until your next turn.
Upgrade 13: Increase Hit damage to 2d8
Upgrade 23: Increase Hit damage to 2d8
Restoring Beam - Priest 1
Attack - Encounter - Divine, Implement
Close Line 8 - targets enemies - Wis vs Ref
Hit: 1d8+Wis Radiant.
Effect: If you hit one or more targets, allies in the line heal Wis and can make a save.
Upgrade 13: Increase Hit damage to 2d8
Upgrade 23: Increase Hit damage to 3d8
Consecrated Ground - Priest 1
Attack - Daily - Implement, Zone
Close Burst 2 -
Effect: Until end of next turn, create Zone in burst. While in the zone, you and your allies gain Regeneration equal to your Charisma.
Sustain Minor: The zone persists until end of your next turn. Make a Secondary Attack targeting enemies in the zone.
Secondary Attack: Wis vs For, Hit: 1d8 Radiant.
Upgrade 15: Increase Secondary Hit damage to 2d8
Upgrade 25: Increase Secondary Hit damage to 3d8
Heroism - Priest 1
Attack - Daily - Divine, Implement
Melee - targets an ally -
Effect: 2d12+Wis Shield Points.
Until end of the encounter, +Cha to Hit and +Cha to Action Point Rolls
Upgrade 15: 4d12+Wis Shield Points
Upgrade 25: 6d12+Wis Shield Points
Pacify - Priest 1
Attack - Daily - Implement, Reliable
Ranged 6 - Wis + Cha vs Wil
Hit: The target is Weak (save ends). When the target attacks, the target cannot save against this effect that turn.
Special: This attack misses automatically if the target is over 90 HP.
Upgrade 15: Miss automatically if target is over 180 HP
Upgrade 25: Miss automatically if target is over 270 HP
Sanctuary - Priest 2
Utility - Encounter - Divine
Minor Action (use only if you haven’t attacked this turn) - Close Burst 1 -
Effect: Create a zone in burst until end of next turn. You and your allies gain Resist (All) while in zone. Effect ends if you or an ally attack while in the zone.
Saving Grace - Priest 2
Utility - Encounter - Divine
Minor Action - Ranged 6 (safe) - targets you or an ally -
Effect: Choose one - the target rolls a save, or the target chooses a Condition and rolls a save to downgrade that condition until end of your next turn.
Bless - Priest 2
Utility - Daily
Minor Action - Close Burst 5 - targets you and allies -
Effect: Until end of the encounter, +1 to Hit and +1 to Save.
8.6 Ranger
8.6.1 Ranger Beastmaster
Power Source | Martial |
Role | Striker |
Power Progression | Standard |
HP | Low |
Stamina | 6 |
Vitality | 2 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 0 |
Fortitude | 1 |
Reflex | 1 |
Will | 0 |
Primary Ability | Dex |
Secondary Ability | Wis or Con |
Trained Skills | 4 |
Skills | Athletics, Endurance, Stealth, Perception, Nature |
Total class skills | 5 |
Weapon Training | All Basic, All 1-handed Martial, All Reach Martial, Short Bow, Light Crossbow, Longbow |
Implement Training | |
Armor Training | Cloth, Leather |
Expected Armor | 12 |
Beast Companion: You gain a Beast Companion that fights alongside you. See the Beast Companion section for detailed rules and companion options.
Beast Strike: You gain the Beast Strike power.
Beast Recovery: Whenever you heal a surge, your companion heals a surge for free. When you take a Short, Long or Extended Rest, your companion heals to full HP.
Ranger Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and knowledge checks (Nature) related to natural and magical beasts.
- Track enemies (Perception, Nature) and avoid enemy tracking (Stealth)
- Hunting (Nature)
8.6.1.1 Beast Companions
Beastmaster Rangers have a beast companion that fights alongside them. When creating your character, choose one of the following options as your companion.
Name | Size | Movement | H | B | HP | Arm | For | Ref | Wil | Trait |
---|---|---|---|---|---|---|---|---|---|---|
Predator | Medium | 6 | 4 | 1d8 | Medium | 13 | 12 | 14 | 12 | Finishing Move:+Wis damage against Prone targets. |
Raptor | Small | 3, Fly Speed 7 | 5 | 1d6 | Medium | 14 | 11 | 14 | 13 | Raptor’s Guidance: When the companion hits an enemy, you gain +Wis damage on your next attack against the target this turn. |
Bruiser | Medium | 5 | 3 | 1d8 | High | 12 | 14 | 11 | 12 | Bruiser’s Opportunity: On Opportunity Attacks, gain +Con to Hit and +Con damage. |
Most stats work the same way as for PCs or monsters - use defense stats and HP when the companion is attacked, and movement when the companion takes a move action. The following stats are unique to beast companions:
- H: Beast hit bonus. Base bonus applied to hit rolls made by the companion.
- B: Beast damage die. Damage die used in attack rolls made by the companion. An attack may roll multiple of these dice, and can apply additional bonus, e.g. 2B + Wis.
Whenever a companion trait of Beast attack asks you to use an ability modifier, use the ranger’s abilities.
Beast HP depend on the ranger’s level, and are determined using the following table:
Level | Medium HP | High HP |
---|---|---|
1 | 16 | 22 |
2 | 18 | 24 |
3 | 19 | 26 |
4 | 21 | 28 |
5 | 22 | 30 |
6 | 24 | 32 |
7 | 25 | 34 |
8 | 27 | 36 |
9 | 28 | 38 |
10 | 30 | 40 |
11 | 33 | 44 |
12 | 36 | 48 |
13 | 39 | 52 |
14 | 42 | 56 |
15 | 45 | 60 |
16 | 48 | 64 |
17 | 51 | 68 |
18 | 54 | 72 |
19 | 57 | 76 |
20 | 60 | 80 |
21 | 66 | 88 |
22 | 72 | 96 |
23 | 78 | 104 |
24 | 84 | 112 |
25 | 90 | 120 |
26 | 96 | 128 |
27 | 102 | 136 |
28 | 108 | 144 |
29 | 114 | 152 |
30 | 120 | 160 |
The ranger controls their companion’s actions. Companions act in the same initiative turn as the ranger, and don’t have their own pool of actions. Instead, they can act when the ranger spends an action, in the following ways:
- When the ranger takes a Move Action, the companion can move its speed for free.
- When the ranger uses Total Defense, the companion can do the same for free.
- When the ranger uses an attack power with the Beast keyword, the companion can make attacks as part of that action.
- The ranger gains the class feature power Beast Strike, which allows them to spend a Free Action to make the companion attack an enemy.
- The companion has a melee basic attack, shown below. When an enemy provokes an opportunity attack from the companion, the ranger may spend a Free Reaction to have the companion make an opportunity attack. Both the ranger and the companion can make opportunity attacks the same turn.
Beast Strike - Ranger Feature 1
Attack - Primal, Beast
Free Action - Melee Beast - H vs Arm.
Hit: 1B
Beast Basic Attack - Ranger 1
Attack - Primal, Beast
Melee Beast - H vs Arm.
Hit: 1B
The companion has no Surge Value and no Stamina of its own. It can only Heal a Surge with the Beast Recovery class feature, using the ranger’s surge value.
8.6.1.2 Class Powers
Beast Strike - Ranger Feature 1
Attack - Primal, Beast
Free Action - Melee Beast - H vs Arm.
Hit: 1B
Level 21: Increase Hit damage to 2B.
Bear Assault - Ranger 1
Attack - Martial, Weapon
Melee or Ranged - Dex vs Arm.
Effect: Until end of turn, whenever you or your companion hit an enemy, the attacker gains Con SP.
Hit: 1W+Con.
Level 21: Increase Hit damage to 2W+Con
Combined Advance - Ranger 1
Attack - Martial, Weapon
Melee or Ranged - Dex vs Arm.
Effect: You and your companion shift 1.
Hit: 1W+Dex.
Level 21: Increase Hit damage to 2W+Dex
Combined Tactics - Ranger 1
Attack - Martial, Weapon
Melee or Ranged - Dex vs Arm.
Effect: Until end of turn, whenever you or your companion hit an enemy, Slide 1.
Hit: 1W+Dex.
Level 21: Increase Hit damage to 2W+Wis
Distracting Strike - Ranger 1
Attack - Martial, Weapon
Melee or Ranged - Dex vs Wil.
Effect: The target can’t use Reactions this turn.
Hit: 1W+Dex, and the target can’t use Reactions until end of your next turn.
Level 21: Increase Hit damage to 2W+Dex
Double Taunt - Ranger 1
Attack - Martial, Weapon
Melee or Ranged - Dex vs Arm.
Effect: Until end of turn, whenever you or your companion hit an enemy, you may have the attacker Taunt the target until end of your next turn.
Hit: 1W+Dex.
Level 21: Increase Hit damage to 2W+Dex
Wolf Pack Strike - Ranger 1
Attack - Martial, Weapon
Melee or Ranged - Dex vs Arm.
Effect: Until your next turn, whenever you or your companion hit an enemy with Advantage, the target is knocked Prone.
Hit: 1W+Wis
Level 21: Increase Hit damage to 2W+Wis
Escalating Assault - Ranger 1
Attack - Encounter - Martial, Weapon
Melee or Ranged - Dex vs Arm
Effect: Until end of next turn, you and your companion gain a +2 Power bonus to Hit against the target, and whenever you or your companion hit the target, this bonus increases by 1.
Hit: 2W+Dex
Upgrade 13: Increase Hit damage to 3W+Wis
Upgrade 23: Increase Hit damage to 4W+Wis
Fang Burst - Ranger 1
Attack - Encounter - Primal, Weapon, Beast
Close Burst 1 - enemies in Burst - Dex vs Ref
Hit: W+Wis
Secondary Attack: Close Burst 1 (Beast, targets enemies in Burst) - H vs Ref
Hit: B damage.
Upgrade 13: Increase Hit damage on the primary attack to 2W+Wis
Upgrade 23: Increase Hit damage on the Secondary Attack to 2B
Go for the Eyes! - Ranger 1
Attack - Encounter - Martial, Weapon
Melee or Ranged - Dex vs Arm
Effect: Until end of turn, whenever you or your companion hit an enemy, the target is Dazzled until end of next turn or, if already Dazzled, Blinded until end of next turn.
Hit: 2W+Dex
Upgrade 13: Increase Hit damage to 3W+Wis
Upgrade 23: Increase Hit damage to 4W+Wis
Blade and Fang - Ranger 1
Attack - Daily - Primal, Weapon, Beast
Close Line 6 - enemies in line - Dex vs Ref
Hit: 2W+Dex
Effect: After both attacks, you move to the end of your attack’s line, and your companion moves to the end of its attack’s line.
Secondary Attack: Close Line 6 (Beast, enemies in line) - H vs Ref
Hit: 2B damage.
Upgrade 15: Increase Hit damage to 3W+Dex on primary attack, 3B on secondary attack.
Upgrade 25: Increase Hit damage to 4W+Dex on primary attack, 4B on secondary attack.
Giant Growth - Ranger 1
Attack - Daily - Primal, Beast
Melee (Beast) - Dex vs Arm
Effect: Until end of the encounter, your companion gains +1 Reach, its size increases to Large, and it gains a damage bonus equal to +2 per B.
Hit: 3B damage.
Miss: Half Damage
Upgrade 15: Increase Hit damage to 5B, and the damage bonus to +3 per B
Upgrade 25: Increase Hit damage to 7B, and the damage bonus to +4 per B
Protect the Companion - Ranger 1
Attack - Daily - Primal, Beast
Melee (Beast) - Dex vs Arm
Effect: Your Companion heals a Surge for free, and can stand up from Prone and Shift your Con as a Free Reaction. It gains Resist(all) until the end of the encounter.
Hit: 3B damage, and Dazzled until end of next turn.
Miss: Half Damage
Upgrade 15: Increase Hit damage to 5B
Upgrade 25: Increase Hit damage to 7B
Close Formation - Ranger 2
Utility - Encounter - Martial
Minor Action - Personal -
Effect: Until end of next turn, as long as you and your companion are adjacent to each other, you both gain Cover and Resist (Close, Burst)
Companion Recovery - Ranger 2
Utility - Encounter - Primal
Minor Action - Melee 1 - your companion -
Effect: Your companion heals a Surge for free.
Synchronized Step - Ranger 2
Utility - Encounter - Martial
Minor Action - Personal -
Effect: You and your companion Shift 2.
8.6.2 Ranger Archer
Power Source | Martial |
Role | Striker |
Power Progression | Standard |
HP | Medium |
Stamina | 6 |
Vitality | 1 |
Morale | 3 |
Magic | 1 |
Light Armor Bonus | 0 |
Fortitude | 1 |
Reflex | 1 |
Will | 0 |
Primary Ability | Dex |
Secondary Ability | Wis |
Trained Skills | 4 |
Skills | Athletics, Endurance, Stealth, Perception, Nature |
Total class skills | 5 |
Weapon Training | All Basic, All Ranged Martial, All Off-Hand Martial |
Implement Training | |
Armor Training | Cloth, Leather |
Expected Armor | 12 |
Ranged Master: You gain +Wis damage with Ranged and Area attacks.
Prime Shot: On ranged attacks against an enemy closest to you, if the target is not adjacent to you, gain +1 Hit, +1 Crit Range.
Ranger Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and knowledge checks (Nature) related to natural and magical beasts.
- Track enemies (Perception, Nature) and avoid enemy tracking (Stealth)
- Hunting (Nature)
8.6.2.1 Class Powers
Combined Tactics - Ranger 1
Attack - Martial, Weapon
Melee or Ranged - Dex vs Arm.
Effect: Until end of turn, whenever you or your companion hit an enemy, Slide 1.
Hit: 1W+Dex.
Level 21: Increase Hit damage to 2W+Wis
Distracting Strike - Ranger 1
Attack - Martial, Weapon
Melee or Ranged - Dex vs Wil.
Effect: The target can’t use Reactions this turn.
Hit: 1W+Dex, and the target can’t use Reactions until end of your next turn.
Level 21: Increase Hit damage to 2W+Dex
8.6.3 Ranger - Dual Weapon
Power Source | Martial |
Role | Striker |
Power Progression | Standard |
HP | High |
Stamina | 6 |
Vitality | 1 |
Morale | 3 |
Magic | 1 |
Light Armor Bonus | 0 |
Fortitude | 1 |
Reflex | 1 |
Will | 0 |
Primary Ability | Dex |
Secondary Ability | Wis |
Trained Skills | 4 |
Skills | Athletics, Endurance, Stealth, Perception, Nature |
Total class skills | 5 |
Weapon Training | All Basic, All 1-handed Martial |
Implement Training | |
Armor Training | Cloth, Leather, Hide |
Expected Armor | 13 |
Off-Hand Strike: You gain the Off-Hand Strike power.
Ranger Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and knowledge checks (Nature) related to natural and magical beasts.
- Track enemies (Perception, Nature) and avoid enemy tracking (Stealth)
- Hunting (Nature)
8.6.3.1 Class Powers
Off-Hand Strike - Ranger Feature 1
Attack - Martial, Weapon, Off-Hand
Free Action - Melee - Dex -2 vs Arm.
Hit: 1W+Str
Level 21: Increase Hit damage to 2W+Str.
Double Taunt - Ranger 1
Attack - Martial, Weapon
Melee or Ranged - Dex vs Arm.
Effect: Until end of turn, whenever you or your companion hit an enemy, you may have the attacker Taunt the target until end of your next turn.
Hit: 1W+Dex.
Level 21: Increase Hit damage to 2W+Dex
Wolf Pack Strike - Ranger 1
Attack - Martial, Weapon
Melee or Ranged - Dex vs Arm.
Effect: Until your next turn, whenever you or your companion hit an enemy with Advantage, the target is knocked Prone.
Hit: 1W+Wis
Level 21: Increase Hit damage to 2W+Wis
8.6.4 Ranger - Skirmisher
Power Source | Martial |
Role | Striker |
Power Progression | Standard |
HP | Medium |
Stamina | 6 |
Vitality | 1 |
Morale | 3 |
Magic | 1 |
Light Armor Bonus | 0 |
Fortitude | 1 |
Reflex | 1 |
Will | 0 |
Primary Ability | Dex |
Secondary Ability | Wis |
Trained Skills | 4 |
Skills | Athletics, Endurance, Stealth, Perception, Nature |
Total class skills | 5 |
Weapon Training | All Basic, All 1-handed Martial, All Reach Martial, Short Bow, Light Crossbow, Longbow |
Implement Training | |
Armor Training | Cloth, Leather, Hide |
Expected Armor | 13 |
Master Skirmisher: You gain +Wis damage with Weapon attacks.
Runner’s Momentum: While in combat, at the end of each turn, if you are 3 or more squares away from your initial position, you gain +1 to Hit and Defenses until end of next turn. If this bonus was already active, it increases to +2.
Skirmisher’s evasion: You gain the Skirmisher’s Evasion power.
Ranger Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and knowledge checks (Nature) related to natural and magical beasts.
- Track enemies (Perception, Nature) and avoid enemy tracking (Stealth)
- Hunting (Nature)
8.6.4.1 Class Powers
Skirmisher’s Evasion - Ranger Feature 1
Utility - Martial
Free Reaction - (Trigger: An enemy enters an adjacent square.) - Melee Weapon - Targets triggering enemy -
Effect: The target is Partially Weakened until its next turn
8.7 Rogue
8.7.1 Rogue Scoundrel
Power Source | Martial |
Role | Striker |
Power Progression | Standard |
HP | Medium |
Stamina | 6 |
Vitality | 1 |
Morale | 3 |
Magic | 1 |
Light Armor Bonus | 1 |
Fortitude | 0 |
Reflex | 2 |
Will | 0 |
Primary Ability | Dex |
Secondary Ability | Cha |
Trained Skills | 5 |
Skills | Athletics, Authority, Concentration, Stealth, Finesse, Perception, Trickery, Diplomacy |
Total class skills | 8 |
Weapon Training | All Off-Hand, Short Bow |
Implement Training | |
Armor Training | Cloth, Leather |
Expected Armor | 13 |
Sneak Attack: When attacking with Advantage with an Rogue Weapon, deal +1d4 damage per W. (Weapon damage modifiers apply to this damage)
Scoundrel’s Weapon: You treat the following weapons as Rogue Weapons: Off-Hand Weapons, Short Bows.
You deal +Cha damage with Rogue Weapons.
+1 Hit with Dagger attacks.
Scoundrel’s Ambush: Gain +Cha Initiative.
Gain Advantage when attacking enemies that have not yet acted in the current encounter.
Gain Advantage against Slowed, Immobilized or Grabbed enemies.
Rogue Training: Rogue Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy, Trickery) and knowledge checks (Perception, Lore) related to crime.
- Pick locks (Finesse), pick pockets (Trickery)
- Find traps (Perception) and disable traps (Concentration)
8.7.1.1 Class Powers
Piercing Strike - Rogue 1
Attack - Martial, Weapon, Light Weapon
Melee or Ranged - Dex vs Ref, +2 if adjacent to the target.
Hit: 1W+Dex
Level 21: Increase Hit damage to 2W+Dex
Setup Strike - Rogue 1
Attack - Martial, Weapon, Light Weapon
Melee or Ranged - Dex vs Arm
Effect: Shift 1
Hit: 1W+Dex
Effect: Until end of your next turn, your attacks against the target have Advantage.
Level 21: Increase Hit damage to 2W+Dex
Expose Weakness - Rogue 1
Attack - Encounter - Martial, Weapon, Light Weapon
Melee or Ranged - Dex vs Arm
Effect: Until end of your next turn, your attacks against the target have Advantage or, if you already have Advantage, gain +2 Crit Range.
Hit: 2W+Dex.
Upgrade 13: Increase Hit damage to 3W+Dex
Upgrade 23: Increase Hit damage to 4W+Dex
Stay Down - Rogue 1
Attack - Encounter - Martial, Weapon, Light Weapon
Melee or Ranged - Dex vs Arm
Hit: 2W+Dex, and Prone. If you have Advantage, provokes Opportunity Attacks when standing up next turn.
Upgrade 13: Increase Hit damage to 3W+Dex
Upgrade 23: Increase Hit damage to 4W+Dex
Switcheroo - Rogue 1
Attack - Encounter - Martial, Weapon, Light Weapon
Melee or Ranged - Dex +2 vs Wil
Effect: Before or after the attack, choose an adjacent character. You and that creature Slide to switch places.
Hit: 2W+Dex
Upgrade 13: Increase Hit damage to 3W+Dex
Upgrade 23: Increase Hit damage to 4W+Dex
Blinding Trick - Rogue 1
Attack - Daily - Martial, Weapon, Light Weapon
Melee or Ranged - Dex vs For
Hit: Blinded (save ends)
Miss: Miss: Grants Advantage (save ends)
Effect: Make a Secondary Attack against the target.
Secondary Attack: Dex vs Arm
Hit: 3W+Dex, and gain a penalty of double your Cha to saves until your next turn.
Upgrade 15: Increase Secondary Hit damage to 5W+Dex
Upgrade 25: Increase Secondary Hit damage to 7W+Dex
Open Wounds - Rogue 1
Attack - Daily - Martial, Weapon, Light Weapon, Reliable
Melee or Ranged - Dex vs Arm
Hit: 3W, and Dex Ongoing damage (save ends). When the target moves, the target cannot save against this effect that turn.
Upgrade 15: Increase Hit damage to 5W
Upgrade 25: Increase Hit damage to 7W
Stunning Blow - Rogue 1
Attack - Daily - Martial, Weapon, Light Weapon, Reliable
Melee - targets an enemy granting Advantage to you - Dex vs For
Hit: 2W+Dex, and Stunned (save ends)
Upgrade 15: Increase Hit damage to 3W+Dex
Upgrade 25: Increase Hit damage to 5W+Dex
I didn’t do it! - Rogue 2
Utility - Encounter - Martial
Minor Action - Ranged 6 (safe) - targets an enemy you have hit this turn. -
Effect: Until end of your next turn, the target is Taunted by your ally closest to it, and grants Advantage to you.
Jump to Cover - Rogue 2
Utility - Encounter - Martial
Move Action - Personal -
Effect: Move your Speed and fall Prone. If you are in Cover (other than Body Cover) or Concealment from all enemies, you become Shrouded, then make a Hard Stealth check (safe) to become Hidden.
Tumble - Rogue 2
Utility - Encounter - Martial
Move Action - Personal -
Effect: Shift your Speed.
Special: When you spend an Action Point, recharge this.
8.8 Shaman
8.8.1 Shaman Special rules
8.8.1.1 Spirit Powers
Some Shaman powers have the Spirit keyword. The following rules apply to a power with this keyword.
- A character may only choose to learn the power if they have the Spirit Companion power.
- A character may only use the power while they have an active Spirit Companion.
- Range for the power is determined from the Spirit Companion’s space.
8.8.1.2 Spirit Companion
Shamans can conjure a Spirit Companion that assist them in combat. As Conjurations, companions are not characters and do not have HP, but they may be attacked. The following rules apply when a spirit companion is attacked:
- The Companion uses the Shaman’s defenses.
- The Companion has Resist (Close and Area attacks).
- When the Companion is damaged,the Shaman takes half that much damage.
- The Companion has a Damage Threshold based on the Shaman’s level (see table below). When the Companion takes damage equal or greater than this threshold, it is destroyed (shaman save negates).
Companions are unaffected by damaging effects other than direct attacks, such as damage from zone effects or auras.
Level | Threshold | Level | Threshold | Level | Threshold |
---|---|---|---|---|---|
1 | 8 | 11 | 20 | 21 | 44 |
2 | 9 | 12 | 22 | 22 | 48 |
3 | 10 | 13 | 24 | 23 | 52 |
4 | 11 | 14 | 26 | 24 | 56 |
5 | 12 | 15 | 28 | 25 | 60 |
6 | 13 | 16 | 30 | 26 | 64 |
7 | 14 | 17 | 32 | 27 | 68 |
8 | 15 | 18 | 34 | 28 | 72 |
9 | 16 | 19 | 36 | 29 | 76 |
10 | 17 | 20 | 38 | 30 | 80 |
8.8.2 Predator Shaman
Power Source | Primal |
Role | Support |
Power Progression | Standard |
HP | Medium |
Stamina | 7 |
Vitality | 1 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 1 |
Fortitude | 1 |
Reflex | 0 |
Will | 1 |
Primary Ability | Wis |
Secondary Ability | Int |
Trained Skills | 4 |
Skills | Concentration, Perception, Nature, Diplomacy, Arcana, Lore |
Total class skills | 5 |
Weapon Training | Basic Weapons |
Implement Training | Totem, Staff |
Armor Training | Cloth, Leather |
Expected Armor | 12 |
Spirit Companion: Gain the Spirit Companion power.
Shaman Healing Word: Gain the Spirit Healing power.
Predator Spirit Boon: Your Spirit has Aura 2: Allies in Aura gain +Int Crit Damage. Allies in Aura gain +1 Crit Range against Bloodied enemies.
Spirit’s Fangs: Gain the Spirit’s Fangs power
Wrath of Winter: Gain the Wrath of Winter power as an extra At-Will attack power.
8.8.2.1 Class Powers
Spirit’s Fangs - Shaman Feature 1
Attack - Primal, Implement, Spirit
Free Reaction (Interrupt) - (Trigger: An adjacent enemy moves or makes a Ranged or Area attack) - Melee Spirit 1 - triggering enemy - Wis vs Arm
Hit: 1d4+Int
Level 21: Increase Hit damage to 2d4+Int
Spirit Companion - Shaman Feature 1
Utility - Primal, Conjuration
Minor Action - Ranged 3 -
Effect: Conjure a Spirit Companion until the end of the encounter. When you take a Move Action or Run, your Spirit Companion can Move 6.
Spirit Healing - Shaman Feature
Utility - Encounter x2 - Divine, Healing
Minor Action - Ranged 5 (safe) - targets an ally -
Effect: The target heals a Surge. Each ally adjacent to your Spirit heals 1d6.
Level 11: Each ally adjacent to your Spirit heals 2d6.
Level 21: Each ally adjacent to your Spirit heals 3d6
Spirit’s Guidance - Shaman 1
Attack - Primal, Implement
Ranged - Wis vs Ref
Hit: 1d8+Wis Radiant
Effect: Until end of next turn, your Spirit gains Aura 1: Spirit’s allies in aura gain +Int Miss Damage.
Level 21: Increase Hit damage to 2d8+Wis
Stalking Spirit - Shaman 1
Attack - Primal, Implement, Spirit
Melee Spirit 1 - Wis-1 vs Ref
Effect: Until the end of your next turn, your Spirit can flank.
Hit: 1d12+Wis
Level 21: Increase Hit damage to 2d12+Wis
Switching Spirit - Shaman 1
Attack - Primal, Implement, Spirit
Melee Spirit 1 - Wis vs Wil
Hit: 1d8+Wis, and the target and the spirit Slide to switch spaces.
Level 21: Increase Hit damage to 2d8+Wis
Wrath of Winter - Shaman 1
Attack - Primal, Implement
Ranged - Wis vs For
Hit: 1d8+Wis Cold, and Push 1.
Effect: Teleport your Spirit to a space adjacent to the target.
Level 21: Increase Hit damage to 2d8+Wis
Predator Charge - Shaman 1
Attack - Encounter - Primal, Implement, Spirit
Close Spirit Line 6 - Targets enemies in Line - Wis vs Ref
Hit: 1d8+Wis, and until end of next turn Shocked and grants Advantage.
Effect: Teleport your Spirit to a square adjacent to the other end of the Line.
Upgrade 13: Increase Hit damage to 2d8+Wis
Upgrade 23: Increase Hit damage to 3d8+Wis
Rallying Roar - Shaman 1
Attack - Encounter - Primal, Implement
Ranged 7 - Wis vs Wil
Hit: 2d8+Wis Psychic
Effect: Until end of your next turn, your Spirit gains Aura 1: Allies in Aura deal +Int damage against Bloodied enemies.
Upgrade 13: Increase Hit damage to 3d8+Wis
Upgrade 23: Increase Hit damage to 4d8+Wis
Twin Panthers - Shaman 1
Attack - Encounter - Primal, Implement, Spirit
Melee Spirit 1 - Target 1 or 2 enemies adjacent to any of your Spirit Companions - Wis vs Ref
Effect: Conjure an additional Spirit Companion adjacent to an enemy within 6 squares of you (this happens before declaring targets for this attack). This Spirit lasts until end of your next turn.
Hit: 1d8+Wis
Upgrade 13: Increase Hit damage to 2d8+Wis
Upgrade 23: Increase Hit damage to 3d8+Wis
Spirit of Alacrity - Shaman 1
Attack - Daily - Primal, Implement, Reliable
Ranged 7 - Wis vs Ref
Hit: 3d8+Wis Lightning. Until the end of the encounter, your Spirit gains Aura 2: At the end of each of your turns in which you hit an enemy, allies in the aura gain Advantage against any enemy you hit that turn, and may Slide 1.
Upgrade 15: Increase Hit damage to 5d8+Wis. Increase Aura to Aura 3.
Upgrade 23: Increase Hit damage to 7d8+Wis. Increase Aura slide to Slide 2.
Spirit of Allure - Shaman 1
Attack - Daily - Primal, Implement, Spirit
Close Spirit Burst 2 - enemies in Burst - Wis vs Wil
Hit: 1d10+Int Psychic, and Pull 1
Miss: Pull 1
Effect: Until the end of the encounter, your Spirit gains Aura 2: When an enemy in the aura is hit, Pull 1 towards Spirit
Upgrade 15: Increase Hit damage to 2d10+Wis. Increase range to Close Spirit Burst 3.
Upgrade 23: Increase Hit damage to 3d10+Wis. Increase Aura to Aura 3. Increase pull from Hit and from Aura effect to Pull 2.
Spirit of Frenzy - Shaman 1
Attack - Daily - Primal, Implement, Spirit
Melee Spirit 1 - Wis vs Ref
Effect: This attack has +Int Crit Range
Hit: 3d8+Wis
Miss: Half Damage
Effect: Until the end of the encounter, your Spirit gains Aura 1: attacks from the Spirit’s allies against enemies in aura have +1 Crit Range
Upgrade 15: Increase Hit damage to 5d8+Wis
Upgrade 23: Increase Hit damage to 7d8+Wis
Spirit Gate - Shaman 2
Utility - Encounter - Primal, Teleport
Minor Action - Ranged 5 - targets an ally. -
Effect: The target and your Spirit teleport to switch places.
Special: Requires an active Spirit Companion.
Spirit Salvation - Shaman 2
Utility - Encounter - Primal, Spirit
Minor Action - Close Spirit Burst 1 - Spirit’s allies in Burst -
Miss: Roll a Save
Spirit Winds - Shaman 2
Utility - Encounter - Primal, Spirit
Minor Action - Spirit Personal -
Effect: The Spirit and any allies of the Spirit adjacent to it can Slide 2.
8.8.3 Vitality Shaman
Power Source | Primal |
Role | Support |
Power Progression | Standard |
HP | Medium |
Stamina | 7 |
Vitality | 1 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 1 |
Fortitude | 1 |
Reflex | 0 |
Will | 1 |
Primary Ability | Wis |
Secondary Ability | Con |
Trained Skills | 4 |
Skills | Endurance, Concentration, Perception, Nature, Diplomacy, Lore |
Total class skills | 5 |
Weapon Training | Basic Weapons |
Implement Training | Totem, Staff |
Armor Training | Cloth, Leather |
Expected Armor | 12 |
Spirit Companion: Gain the Spirit Companion power.
Shaman Healing Word: Gain the Spirit Healing power.
Vitality Spirit Boon: Your Spirit has Aura 1: Allies in Aura gain +Con Surge Value.
Spirit’s Shield: Gain the Spirit’s Shield power
Wrath of Winter: Gain the Wrath of Winter power as an extra At-Will attack power.
8.8.3.1 Class Powers
Spirit’s Shield - Shaman Feature 1
Attack - Primal, Implement, Spirit
Free Reaction (Interrupt) - (Trigger: An adjacent enemy moves or makes a Ranged or Area attack) - Melee Spirit 1 - triggering enemy - Wis vs Arm
Hit: 1d6, and a Spirit’s ally within 5 squares of the target heals Con HP.
Level 21: Increase Hit damage to 2d4+Int
Spirit Companion - Shaman Feature 1
Utility - Primal, Conjuration
Minor Action - Ranged 3 -
Effect: Conjure a Spirit Companion until the end of the encounter. When you take a Move Action or Run, your Spirit Companion can Move 6.
Spirit Healing - Shaman Feature
Utility - Encounter x2 - Divine, Healing
Minor Action - Ranged 5 (safe) - targets an ally -
Effect: The target heals a Surge. Each ally adjacent to your Spirit heals 1d6.
Level 11: Each ally adjacent to your Spirit heals 2d6.
Level 21: Each ally adjacent to your Spirit heals 3d6
Distracting Spirit - Shaman 1
Attack - Primal, Implement
Ranged - Wis vs Wil
Hit: 1d8+Wis Psychic, and Shocked until end of next turn.
Effect: Until end of next turn, your Spirit gains Aura 1: enemies in Aura cannot flank.
Level 21: Increase Hit damage to 2d6+Wis
Spirit’s Protection - Shaman 1
Attack - Primal, Implement
Ranged - Wis vs Ref
Hit: 1d6+Wis. Until end of next turn, your Spirit gains Aura 1: Spirit’s allies in aura have Cover
Level 21: Increase Hit damage to 2d6+Wis
Taunting Spirit - Shaman 1
Attack - Primal, Implement, Spirit
Melee Spirit 1 - Wis vs Wil
Hit: 1d6+Wis Psychic, and the Spirit gains Con SP. Until end of your next turn, your Spirit gains Aura 1: enemies in Aura are Taunted.
Level 21: Increase Hit damage to 2d6+Wis
Wrath of Winter - Shaman 1
Attack - Primal, Implement
Ranged - Wis vs For
Hit: 1d8+Wis Cold, and Push 1.
Effect: Teleport your Spirit to a space adjacent to the target.
Level 21: Increase Hit damage to 2d8+Wis
Earth to Mud - Shaman 1
Attack - Encounter - Primal, Implement
Ranged 7 - Wis vs For
Hit: 2d8+Wis, and Slowed until end of your next turn.
Effect: Until end of your next turn, your Spirit gains Aura 1: Spaces in Aura are Difficult Terrain.
Upgrade 13: Increase Hit damage to 3d8+Wis.
Upgrade 23: Increase Hit damage to 4d8+Wis. Increase Aura to Aura 2.
Taunting Roar - Shaman 1
Attack - Encounter - Primal, Implement, Spirit
Melee Spirit 1 - Wis vs Wil
Hit: 2d8+Wis, and the Spirit and Spirit’s allies adjacent to it gain Con SP.
Effect: Until end of your next turn, your Spirit gains Aura 1: enemies in Aura are Taunted.
Upgrade 13: Increase Hit damage to 2d8+Wis
Upgrade 23: Increase Hit damage to 3d8+Wis
Twin Panthers - Shaman 1
Attack - Encounter - Primal, Implement, Spirit
Melee Spirit 1 - Target 1 or 2 enemies adjacent to any of your Spirit Companions - Wis vs Ref
Effect: Conjure an additional Spirit Companion adjacent to an enemy within 6 squares of you (this happens before declaring targets for this attack). This Spirit lasts until end of your next turn.
Hit: 1d8+Wis
Upgrade 13: Increase Hit damage to 2d8+Wis
Upgrade 23: Increase Hit damage to 3d8+Wis
Spirit of Hope - Shaman 1
Attack - Daily - Primal, Implement, Reliable
Ranged 7 - Wis vs Ref
Hit: 3d6+Wis Radiant. Until the end of the encounter, your Spirit gains Aura 1: At the end of each of your turns in which you hit an enemy, the Spirit’s allies in the aura can Roll a Save.
Upgrade 15: Increase Hit damage to 5d6+Wis. Spirit’s allies in aura also gain +2 to Saves.
Upgrade 23: Increase Hit damage to 7d6+Wis. Increase Aura to Aura 2.
Spirit of Tremors - Shaman 1
Attack - Daily - Primal, Implement, Spirit
Close Spirit Burst 1 - enemies in burst - Wis vs For
Hit: 2d6+Wis, and Prone
Effect: Until the end of the encounter, your Spirit gains Aura 1: Spaces in Aura are Difficult Terrain for enemies. Enemies in aura are knocked prone when hit.
Upgrade 15: Increase Hit damage to 3d6+Wis. Increase range to Burst 2.
Upgrade 23: Increase Hit damage to 4d8+Wis. Increase aura to Aura 2.
Spirit of Youth - Shaman 1
Attack - Daily - Primal, Implement
Ranged 7 - Wis vs For
Hit: 3d6+Wis
Miss: Half Damage
Effect: Your Spirit gains SP equal to the damage dealt. Until the end of the encounter, your Spirit gains Aura 1: Allies of the Spirit in aura gain Regeneration: Con.
Upgrade 15: Increase Hit damage to 5d6+Wis
Upgrade 23: Increase Hit damage to 7d6+Wis. Increase Aura to Aura 2.
Fortify Spirit - Shaman 2
Utility - Encounter - Primal, Spirit
Minor Action - Spirit Personal -
Effect: The Spirit and any allies of the Spirit adjacent to it gain Con SP.
Spirit Gate - Shaman 2
Utility - Encounter - Primal, Teleport
Minor Action - Ranged 5 - targets an ally. -
Effect: The target and your Spirit teleport to switch places.
Special: Requires an active Spirit Companion.
Spirit Salvation - Shaman 2
Utility - Encounter - Primal, Spirit
Minor Action - Close Spirit Burst 1 - Spirit’s allies in Burst -
Miss: Roll a Save
8.9 Warlock
8.9.1 Shadow Warlock
Power Source | Arcane |
Role | Controller |
Power Progression | Standard |
HP | Medium |
Stamina | 6 |
Vitality | 1 |
Morale | 2 |
Magic | 2 |
Light Armor Bonus | 0 |
Fortitude | 0 |
Reflex | 0 |
Will | 1 |
Primary Ability | Cha |
Secondary Ability | Dex |
Trained Skills | 4 |
Skills | Concentration, Stealth, Finesse, Trickery, Arcana |
Total class skills | 5 |
Weapon Training | All Basic |
Implement Training | Wand, Rod, Weapon Implement |
Armor Training | Cloth, Leather |
Expected Armor | 12 |
Controller Power: This character can take attack powers with the Control keyword.
Warlock Power: Gain an additional Warlock Daily Attack power, of a level equal to the level of your lowest Warlock Daily Attack power slot.
You can use an additional Daily Attack power per encounter (but no more than one per turn). +1 to Recharge rolls for your Warlock daily powers.
Shadow Curse: Once per turn, when you hit an enemy with an attack, the enemy is afflicted with your Shadow Curse until the end of the encounter. Enemies under the Shadow Curse treat you as having Concealment or, if you already have Concealment, as having Total Concealment.
Some Warlock powers refer to your Warlock Curse. You can have these effects apply to this class feature.
Shadow Pact: Once per round, when an enemy under your Shadow Curse is reduced to 0 HP, the enemy’s space becomes a Zone of Difficult Terrain for your enemies until the end of the encounter. The Zone has Zone Damage: Dex Shadow (enemies only).
8.9.1.1 Class Powers
Unseen Horror - Warlock 1
Attack - Shadow, Implement, Control
Ranged 10 - Cha vs Wil
Hit: 1d10 Psychic. Push Dex, and Slowed until end of your next turn.
Miss: Push 1
Veil of Darkness - Warlock 1
Attack - Shadow, Implement, Control
Ranged 10 - Cha vs For
Hit: 1d10+Cha Shadow, and Dazzled until end of your next turn.
Miss: Treat this attack as a hit for the purposes of applying your Shadow Curse
Dark Bolt - Warlock 1
Attack - Encounter - Shadow, Implement, Control
Ranged 15 - Cha vs For
Hit: 2d8+Int Shadow, and Blind (save ends)
Miss: Dazzled (save ends)
Howling Agony - Warlock 1
Attack - Encounter - Shadow, Implement, Control
Ranged 10 - Cha vs Wil
Hit: 2d10+Cha Psychic, and Dazed (save ends). Push Dex all enemies that can see and hear the target.
Miss: Half Damage. Push 1 all enemies that can see and hear the target.
Soul Drain - Warlock 1
Attack - Encounter - Shadow, Implement, Control
Ranged 7 - Cha vs For
Hit: 2d10+Cha Shadow, and knocked prone.
Miss: Half Damage
Effect: You heal damage equal to half the damage dealt. If you kill the target with the attack, gain SP equal to half the damage dealt.
Black Hole - Warlock 1
Attack - Daily - Shadow, Implement, Control
Ranged 10 - Cha vs Ref
Hit: 3d6+Cha Shadow
Effect: Until the end of the encounter, create a Zone in a Burst 2 centered on the target. The Zone is Very Difficult and Obscuring Terrain, and has Zone Damage: Cha Shadow.
Shadowfiend - Warlock 1
Attack - Daily - Shadow, Summon, Control
Minor Action -
Effect: - Note: summons benefit from Curse
- +2 Def
- Shadow Aura - Aura 2: Enemies in aura grant Advantage and can<U+FFFD>t gain Advantage.
- Standard Command - Ch vs Ref, 2d8+Ch, and Dazed UEONT
- Reaction Command (enemy provokes OA from hound) - Make Standard Command attack against target.
- Move Command - Teleport 2
Soul Feed - Warlock 1
Attack - Daily - Shadow, Implement, Control
Ranged 7 - Cha vs For
Hit: 3d10+Cha Shadow, and Weakened (save ends)
Miss: Half Damage
Effect: Regain 1 Surge. If you kill the target with this attack, regain 2 Surges instead.
A Curse Upon You - Warlock 2
Utility - Encounter - Shadow
Minor Action - Ranged 5 -
Effect: The target is affected by your Warlock Curse until the end of the encounter.
Dark Portal - Warlock 2
Utility - Encounter - Shadow
Move Action - Personal -
Effect: Teleport 2+Dex. Gain Concealment until next turn.
Treacherous Shadows - Warlock 2
Utility - Encounter - Shadow
Minor Action - Ranged 10 - targets any number of cursed enemies -
Effect: Create a zone of Shadows in a square adjacent to the target until next turn. When the target takes an action that triggers opportunity attacks while adjacent to the zone, the target takes 2xDex Shadow damage
8.10 Warlord
8.10.1 Warlord Tactician
Power Source | Martial |
Role | Support |
Power Progression | Standard |
HP | Medium |
Stamina | 7 |
Vitality | 1 |
Morale | 2 |
Magic | 1 |
Light Armor Bonus | 0 |
Fortitude | 1 |
Reflex | 0 |
Will | 1 |
Primary Ability | Str |
Secondary Ability | Int |
Trained Skills | 4 |
Skills | Authority, Perception, Trickery, Diplomacy, Lore |
Total class skills | 5 |
Weapon Training | All Basic, All Melee 1-hand, Longspear, Glaive, Halberd, Whip |
Implement Training | |
Armor Training | Cloth, Leather, Hide, Chain, Light Shield |
Expected Armor | 13 |
Inspiring Word: Gain the Inspiring Word power.
Warlord’s Advice: Allies that can see or hear you gain +2 Initiative.
Tactical Action: The first time one of your allies uses an Action Point each encounter, they gain +Int to Hit and Arm until their next turn.
Warlord Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy) and Lore checks related to the military, teamwork activities.
- Teach and train others (Concentration)
8.10.1.1 Class Powers
Invigorating Word - Warlord Feature 1
Utility - Encounter x2 - Martial, Healing
Minor Action - Ranged 5 (safe) - targets an ally that can hear you -
Effect: The target heals a Surge+1d6
Upgrade 15: Surge+2d6
Level 21: Surge+3d6
A bit to the left! - Warlord 1
Attack - Martial, Weapon
Melee - Str vs Arm
Effect: Before or after the attack, an ally within 2 squares of the target shifts 1.
Hit: 1W+Str
Level 21: Increase Hit damage to 2W+Str.
Hit right here! - Warlord 1
Attack - Martial, Weapon
Melee - Str vs Ref
Hit: -Int to defenses this turn.
Effect: An ally adjacent to you or the target makes a basic attack against the target as a Free Reaction.
All yours! - Warlord 1
Attack - Encounter - Martial, Weapon
Melee - Str vs Arm
Hit: 2W+Str, Slide 1. Choose an ally adjacent to the target. The target is Taunted by that ally (save ends) and, while the effect lasts, the target provokes an attack of opportunity from that ally if it shifts or ignores a Taunt.
Upgrade 13: Increase Hit damage to 3W+Str
Upgrade 23: Increase Hit damage to 4W+Str
One-two punch - Warlord 1
Attack - Encounter - Martial, Weapon
Melee - Str vs Arm
Hit: 1W, and Partially Vulnerable (your allies) this turn.
Effect: An ally adjacent to the target makes a basic attack against it as a Free Reaction.
Upgrade 13: Increase Hit damage to 2W 23: Increase Hit damage to 3W
Sunder Armor - Warlord 1
Attack - Encounter - Martial, Weapon
Melee - Str vs Arm
Hit: 2W+Str, and -Int Arm until end of your next turn
Upgrade 13: Increase Hit damage to 3W+Str
Upgrade 23: Increase Hit damage to 4W+Str
Follow Me! - Warlord 1
Attack - Daily - Martial, Weapon
Melee - targets an enemy you can charge. -
Effect: Charge the target. Up to two allies that can see and hear you become Weakened this turn and charge the target as a Free Reaction, ignoring opportunity attacks for the charge
Upgrade 15: Your charging allies deal half damage on a miss.
Upgrade 25: Your charging allies become Partially Weakened instead.
Pile On! - Warlord 1
Attack - Daily (Reliable) - Martial, Weapon
Melee - targets a bloodied enemy - Str vs Arm
Hit: 1W+Str, and up to two allies adjacent to the target make a melee basic attack against it.
Upgrade 15: Increase Hit damage to 2W+Str
Upgrade 25: Increase Hit damage to 3W+Str
Time for Action! - Warlord 1
Attack - Daily (Reliable) - Martial, Weapon
Melee - Str vs Arm
Hit: 3W+Str. Until your next turn, your allies can reroll failed Action Point Rolls. The first time an ally makes an attack with an Action Point before your next turn, that ally gains +Int Crit Range and +Int Damage for the attack.
Upgrade 15: Increase Hit damage to 5W+Str
Upgrade 25: Increase Hit damage to 7W+Str
Forget it! - Warlord 2
Utility - Encounter - Martial
Minor Action - Ranged 5 (safe) - targets an ally that can hear you and is adjacent to an enemy -
Effect: The target is no longer Taunted, and Shifts 1 away from an adjacent enemy as a Free Reaction.
Incoming! - Warlord 2
Utility - Encounter - Martial
Reaction (Interrupt) - (Trigger: You or an ally are targeted by a close or area attack.) - No Range - targets all characters targeted by the triggering attack -
Effect: Knocked Prone, and gain Resist against the triggering attack.
Move It! - Warlord 2
Utility - Encounter - Martial
Move Action - Ranged 5 (safe) - targets an ally that can hear you -
Effect: As a Free Reaction, the target stands up if prone, and moves their speed.
8.11 Wizard
8.11.1 Wizard Elementalist
Power Source | Arcane |
Role | Controller |
Power Progression | Standard |
HP | Medium |
Stamina | 6 |
Vitality | 1 |
Morale | 2 |
Magic | 2 |
Light Armor Bonus | 0 |
Fortitude | 0 |
Reflex | 0 |
Will | 1 |
Primary Ability | Int |
Secondary Ability | Dex |
Trained Skills | 4 |
Skills | Concentration, Finesse, Trickery, Arcana, Lore |
Total class skills | 5 |
Weapon Training | Dagger, Quarterstaff |
Implement Training | Staff, Wand, Rod, Orb, Tome |
Armor Training | Cloth |
Expected Armor | 11 |
Controller Power: This character can take attack powers with the Control keyword.
Wizard Power: Gain an additional Wizard Daily Attack power, of a level equal to the level of your lowest Wizard Daily Attack power slot.
You can use an additional Daily Attack power per encounter (but no more than one per turn). +1 to Recharge rolls for your Wizard daily powers.
Elemental Range: Gain +Dex to the range of your Ranged and Area attacks, and to the size of your Line attacks.
Wizard Flexibility: Gain an additional At-Will attack power.
Master Ritualist: Gain Ritual Training or Summon Familiar as a bonus Adventure Feat.
You learn an additional Heroic Ritual from each Ritual Training feat.
You learn an additional Paragon Ritual from each Paragon Ritual Training feat.
You learn an additional Epic Ritual from each Epic ritual Training feat.
Wizard Training: Wizard Training: Reduce by 1 the DC of the following Skill Checks:
- Social checks (Authority, Diplomacy, Trickery) and knowledge checks (Arcana, Lore) related to Arcane magic.
- Study and gather information from books (Concentration)
8.11.1.1 Class Powers
Arcane Missiles - Wizard 1
Attack - Arcane, Implement, Control
Ranged 5 - targets up to 3 enemies - Int vs Arm
Hit: 1d6+Int/2, and Push 1
Level 21: Increase Hit damage to 2d6+Int/2
Frost Bolt - Wizard 1
Attack - Arcane, Implement, Control
Ranged 10 - Int vs For
Hit: 1d8+Int Cold, and Slowed (save ends)
Level 21: Increase Hit damage to 2d8+Int
Lesser Fireball - Wizard 1
Attack - Arcane, Implement, Control
Area 10 Burst 1 - Int vs Ref
Hit: 1d8+Int Fire
Level 21: Increase Hit damage to 2d8+Int
Burning Hands - Wizard 1
Attack - Encounter - Arcane, Implement, Control
Close Blast 5 - Int vs Ref
Hit: 2d10+Int Fire
Miss: Half Damage
Upgrade 13: Increase Hit damage to 3d10+Int
Upgrade 23: Increase Hit damage to 4d10+Int
Ice Beam - Wizard 1
Attack - Encounter - Arcane, Implement, Control
Close Line 10 - Int vs For
Hit: 1d12 Cold, and Immobilized until your next turn.
Miss: Slowed until your next turn.
Upgrade 13: Increase Hit damage to 2d12
Upgrade 23: Increase Hit damage to 3d12
Shock Sphere - Wizard 1
Attack - Encounter - Arcane, Implement, Control
Area 10 Burst 2 - Int vs Ref
Hit: 2d6 Lightning, and Dazed until end of your next turn.
Miss: Shocked until end of your next turn.
Upgrade 13: Increase Hit damage to 4d6
Upgrade 23: Increase Hit damage to 6d6
Crushing Fist - Wizard 1
Attack - Daily - Arcane, Implement, Control
Ranged 20 - Int vs Ref
Hit: 3d6, and Grabbed until end of next turn.
Sustain Minor: Repeat the attack
Upgrade 15: Increase Hit damage to 6d6,
Upgrade 25: Increase Hit damage to 9d6
Fireball - Wizard 1
Attack - Daily - Arcane, Implement, Control
Area 20 Burst 3 - Int vs Ref
Hit: 3d8+Int Fire
Miss: Half Damage
Upgrade 15: Increase Hit damage to 5d8+Int
Upgrade 25: Increase Hit damage to 7d8+Int
Ice Storm - Wizard 1
Attack - Daily - Arcane, Implement, Control
Area 10 Burst 2 - Int vs For
Hit: 2d6 Cold, and Prone
Miss: Half Damage
Effect: Create a Zone of Difficult Terrain in burst until end of your next turn.
Sustain Minor: Int Cold to creatures in the zone. You can move the zone 1 square. Sustain the zone until end of your next turn.
Upgrade 15: Increase Hit damage to 4d6
Upgrade 25: Increase Hit damage to 6d6
Arcane Shield - Wizard 2
Utility - Encounter - Arcane
Minor Action - Personal -
Effect: Gain Superior Cover until end of next turn. This effect ends after an attack hits or misses you.
Levitate - Wizard 2
Utility - Daily - Arcane
Minor Action - Personal -
Effect: Until end of the encounter, gain Fly Speed 2 (Altitude 2).
Wall of Ice - Wizard 2
Utility - Daily - Arcane
Minor Action - Area 10 Wall 6 -
Effect: Create a Zone of Difficult Terrain in the wall until the end of the encounter. At the start of your next turn, each unoccupied square in the wall becomes blocking terrain up to 10 feet tall. Characters can attack a wall square to destroy it - each square has 10 HP and resist (Blasts and Bursts).