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).