Half-elf Dilettante Resource.

185 posts / 0 new
Last post
I think that Half-Elf is one of the most under-rated races in 4.0.  They are without a doubt the most versitle.  This is all of the at-wills sorted by attack type:
Horrible - A different at-will is better Difficult This ability requires special circumstances or additional feats to be viable. So-so - Only usable for specific builds Good - A good choice for most. Great - A choice worth changing race to half-elf.
Str vs.
Show


  • AC
    • Priest's Shield (Cleric)[1] 1[W]+Str, and both you and an ally gain +1 AC

    • Righteous Brand (Cleric)[1] 1[W]+Str, one ally gains your Str to his attack. Cleave (Fighter)[1] 1[W]+Str and adjacent target takes Str damage. Reaping Strike (Fighter)[1] 1[W]+Str, or Str on a miss.

    • Sure Strike (Fighter) [1] +2 attack, 1[W] Hit and Run (Fighter) [1] 1[W]+Str and first movement doesn't provoke.

    • Tide of Iron (Fighter) [1] 1[W]+Str and one square push. Brash Strike (Fighter) [1] +2 attack, 1[W]+Str, if axe, hammer, or mace, +Con. Grant combat advantage to target next turn

    •  Crushing Strike (Fighter) [1] 1[W]+Str, Gain temp con hp based off endurance. [invigorating] Dual Strike (Fighter) [1] Two attacks, 1[W] each. This has been downgraded after the errata HERE They must now be separate targets.

    • Footwork Lure (Fighter) [1] 1[W]+Str, shift 1, opponent takes previous spot. Holy Strike (Paladin) [1] 1[W]+Str radiant. If marked, add +wis damage. Valiant Strike (Paladin) [1] + attack per adjacent enemy, 1[W]+Str

    • Careful Attack (Ranger)[1 or ranged] +2 attack, 1[W]

    • Circling Strike (Ranger) [1] 1[W]+Str, beast shifts one.

    • Twin Strike (Ranger)[1 or ranged] 1[W], two targets. Viper's Strike (Warlord)[1] 1[W]+Str, if target shifts an ally can AoO Devastating Strike (Barbarian) [1] 1[W]+1d8+Str, you suffer -2 ac. 2 hander

    • Howling Strike (Barbarian)[1] 1[W]+1d6+Str can use after charging 2 hander

    • Pressing Strike (Barbarian) [1] Shift 2, 1[W]+Str and push 1 Recuperating Strike (Barbarian) [1] 1[W]+Str and gain Con temp hp.

    • Brash Assault (Warlord)[1] 1[W]+Str, target can make a basic melee attack against you with combat advantage, if it does: an ally within 5 can do the same.

    •  Earth Shield Strike (Warden)[1] 1[W]+Str, +1 ac. Strength of Stone (Warden)[1] 1[W]+Str, and gain Con temp hp. Thorn Strike (Warden)[2] 1[W]+Str, pull 1

    •  Weight of Earth (Warden)[1] 1[W]+Str, and slowed.

    • Furious Smash(Warlord)[1] Str, adjacent ally adds CHA to attack and damage.

    • Rousing Assault (Warlord) [1] 1[W] + Str, add Cha to warlord healing used before next turn Challenging Strike (Paladin) [1] 1[W]+Str, target is marked until end of next turn or until you move away from the target.

    • Foe to Foe (Barbarian) [1] 1[W]+Str If you have reduced at least one non-minion enemy to 0 hp during this encounter, add 1d8 extra damage. While raging, instead add 1d10 extra damage. Recovery Strike (Cleric, DP)[1] 1[W]+Str and the next ally who hits the target regains hp equal to your Cha

    • Ardent Strike (Paladin, DP) [1] 1[W]+Str and the target is subject to divine sanction until the end of the turn. This counts as a basic attack for charging.


  • Fort
    • Knockdown Assault (Fighter) [1] str. Target knocked prone. Can be used as charge.


  • REF
    • Opening Smash (Warlord)[1]Push target one, one ally either shifts INT squares or makes a basic attack.


Con vs.
  • AC
    • Eldritch Strike (Warlock)[1] 1[W]+Con and slide target 1, counts as basic melee.


  • FORT
    • Dire Radiance(Warlock)[10] 1d6+Con radiant, if target moves, 1d6+con Rod, Wand


  • REF
    • Eldritch Blast(Warlock)[10] 1d10+con, counts as basic ranged. Rod, Wand

    • Hellish Rebuke (Warlock)[10] 1d6+con fire, if you are damaged repeat. Rod, Wand [



Dex vs.
Show

  • AC
    • Careful Attack (Ranger)[1 or ranged] +2 attack, 1[W]

    • Nimble Strike (Ranger) 1[W]+Dex, and shift 1.

    •  Twin Strike (Ranger)[1 or ranged] 1[W], two targets.

    • Deft Strike (rogue)[1 or ranged] Shift 2 , 1[W]+Dex crossbow, light blade, or sling

    • Riposte Strike (Rogue)[1] 1[W]+Dex, can counter strike, Str vs Ac, 1[W]+Str Light Blade

    • Sky Flourish (Rogue)1[W]+Dex+Cha crossbow, light blade, or sling

    • Disheartening Strike (Rogue)1[W]+Dex, if you are trained in intimidate, -2 ac also. crossbow, light blade, or sling

    • Hunter's Teamwork (Ranger)[ranged] 1[w]+Dex, if target has 2 adjacent allies...gain combat advantage.


  • REF
    • Piercing Strike (Rogue) 1[W]+Dex Light Blade

    • Probing Strike (Rogue) 1[W]+Dex, +1 attack to same target next turn.



  Int vs.
Show

  • Commander's Strike (Warlord)[10] Ally makes basic attack, + your int

  • Storm Pillar (Wizard) [10]until next turn, all who enter burst 1 take 1d6+Int Orb, Staff, Wand

  • AC
    • Booming Blade (Swordmage)[1] 1[W]+Int, if target moves away 1d6+con Greenflame Blade (Swordmage)[1] 1[W]+Int, Str fire damage to enemies adjacent to target. Magic Weapon (Articifer)[1] +1 to attack, 1[W] +Int and each adjacent ally gaints +1 atk/dam equal to your CON or WIS bonus.

    • Aggravating Force (Articifer)[1 or ranged] 1[W]+Int and the next ally to attack the target gains +2 atk.


  •  REF
    • Cloud of Daggers (Wizard) [Area 1 within 10] 1d6+int, creatures who start in the area take Wis damage Orb, Wand, Staff

    • Scorching Burst (Wizard)[Area 1 within 10] Orb, Wand, Staff Magic Missle (Wizard)[20] 2d4+int, counts as basic ranged. Orb, Wand, Staff

    • Sword Burst (Swordmage) [close burst 1] 1d6+int force damage

    • Static Shock (Articifer)[5] 1d8+Int lightning, targets next attack takes a negative equal to your con score. Rod, Staff, Wand


  • FORT
    • Ray of Frost (Wizard)[10]1d6+int, and target is slowed Orb, Wand, Staff

    • Thunderwave (Wizard)[close blast 3]1d6+int, and targets pushed back wis squares Orb, Wand, Staff

    • Lightning Lure (Swordmage)[3] 1d6+Int and pull target to you Blade

    • Chilling Cloud (Wizard) [Area 1 within 10] Int and enemies in area take -2 to attack Orb, Wand, Staff

    • Thundering Armor (Articifer) [10] Ally gains +1 AC, adjacent enemy takes 1d8+Int thunder and is pushed 1. Rod, Staff, Wand WILL

    • Illusionary Ambush (Wizard) [10] 1d6+Int Psychic, -2 attack till next turn. Orb, Staff, Wand

    • Phantom Bolt (Wizard)[10] 1d8+Int psychic, and slide 1 Orb, Staff, Wand  



  Wis vs.
Show

  • AC
    • Predator Strike (Ranger) [1] 1[b]+ beast's str +Wis AC Bond of Pursuit (Avenger) [1] 1[W]+Wis, if the target doesn't end his turn next to you, shift 1+Dex squares closer.

    • Bond of Retribution (Avenger) [1] 1[W]+Wis, if someone else attacks you, it also takes int. Overwhelming Strike [1] 1[W]+Wis, switch places with target.

    • Leading Strike (Avenger, DP) [1] 1[W]+Wis, adjacent ally gains INT to his attack


  • REF
    • Lance of Faith (Cleric)[5] 1d8+Wis, and one ally gains +2 to attack holy symbol

    • Sacred Flame (Cleric)[5] 1d6+Wis, and one ally gains your Cha +1/2 level temp hp. Or makes a save. Radiant Vengeance (Avenger) [10] 1d8+Wis, gain Wis temp hp.

    • Flame Seed (Druid) [10]1d6 fire, adjacent area does WIS damage to occupants Staff, Totem

    • Grasping Claws (Druid) [1]1d8+Wis, slowed. Can be basic meleeStaff, Totem

    • Pounce (Druid) [1] 1d8+Wis, and target grants combat advantage to next attacker. Can be used after charge. Staff, Totem

    • Savage Rend (Druid) [1]1d8+Wis and slide target 1 Staff, Totem Storm Spike (Druid) [10]1d8+Wis lightning, if the target doesn't move 2. Wis lightning again. Staff, Totem

    • Divine Bolts (Invoker) [10]2 targets take 1d6+Wis lightning Rod or Staff Sun Strike (Invoker) [10] 1d8+Wis radiant and slide 1 Rod or Staff

    • Vangaurd's Lightning [burst 1 within 10] 1d6+Wis lightning, if tartget makes a AoO, Int lightning. Rod or Staff

    • Defending Strike (Shaman) [1] 1d8+Wis, allies adjacent to spirit gain +1 ac. Totem

    • Astral Seal (Cleric, DP) [5] +2 to attack, untill next turn, the target takes a -2 to all def. The next ally to hit it gains 2+ your cha hit points. Holy Symbol

    • Hand of Radiance (Invoker, DP)[10] up to three targets take 1d4+Wis radiant. Rod, Staff


  • WILL
    • Call of the Beast (Druid) [Area 1 within 10] Target can't gain combat advantage, takes 5+Wis if it attacks anyone besides it's closest target. Staff, Totem

    • Haunting Spirits (Shaman)[5] 1d6+Wis Psychic damage, target grants combat advantage to one ally Totem

    • Protecting Strike (Shaman) [1] 1d8+Wis, alies adjacent to spirit gain CON temp hd. Totem

    • Gaze of Defiance (Cleric) [5]1d8+Wis psychic damage, allies gain +1 to attack until the end of your next turn. If the target attacks you before the end of your next turn, the bonus increases to +3. holy symbol

    • Bond of Censure(Avenger, DP) [5] If target is your oath, can attack twice and use the higher of the two, pull target INT squares, do 1d10 radiant if it ends up next to you. Holy Symbol

    • Mark of the Infidel (Invoker, DP) [20]1d6+Wis radiant, if the target is marked, it takes an additional -2 from the mark. Rod, Staff

    • Visions of Blood (Invoker, DP) [Blast 3] each creature taked 1d6+Wis psychic and takes a -1 to all def for a turn. Rod, Staff


  • FORT
    • Chill Wind (Druid) [Area 1 within 10]1d6 cold,slide 1 Staff, Totem

    • Thorn Whip (Druid) [10]1d8+Wis, pull 2Staff, Totem

    • Avenging Light (Invoker) [10] 1d10+Wis radiant, if a bloodied ally is adjacent, +Con radiant Rod or Staff

    • Grasping Shards (Invoker) [burst 1 within 10] Wis, slowed. Rod or Staff

    • Stalker's Strike (Shaman) [1] If target is bloodied, +1/2 INT to attack. 1d10+wis, spirit can flank for rest of turn. Totem

    • Watcher's Strike (Shaman) [1] 1d8+Wis, allies adjacent to spirit gain +1 atk, +5 Per Totem

    • Grasping Tide(Druid) [Area 1 within 10] 1d6+Wis, if target leaves the area, you can make seccond attack: Wis vs. Ref, Hit: Knock target prone.Totem

    • Wrath of Winter (Druid) [5] 1d10+Wis cold, teleport spirit companion Totem



Cha vs.
Show

  • AC
    • Bolstering Strike (Paladin) [1] 1[W]+Cha and gain Wis temp hp.

    • Enfeebling Strike (Paladin)[1] 1[W]+Cha, if marked target takes -2 attack. Guiding Strike (Bard)[1] 1[W]+Cha, target takes -2 to one def.

    • War Song Strike (Bard)[1] 1[W]+Cha, any ally who hits the target gains your Con temp hp Jinx Shot(Bard) [ranged] 1[W]+Cha, and if the target misses this turn, it falls prone.

    • Eldritch Strike (Warlock)[1] 1[W]+Cha and slide target 1, counts as basic melee.

    • Ardent Strike (Paladin, DP) [1] 1[W]+Cha and the target is subject to divine sanction until the end of the turn. This counts as a basic attack for charging.

    • Virtuous Strike (Paladin, DP)[1] 1[W]+Cha radiant, and you gain a +2 to saving throws for a turn. Counts as basic melee


  • REF
    •  Eldritch Blast(Warlock)[10] 1d10+Cha, counts as basic ranged. Rod,Wand

    • Misdirected Mark (Bard) [10] 1d8+Cha, and the target is marked by an ally within 5. Wand, Songblade

    • Blazing Starfall (Sorcerer) [Burst 1 within 10]1d5+Cha radiant Dagger, Staff

    • Lightning Strike (Sorcerer)[10] 1d8+Cha lightning, second target within 10 takes DEX Dagger, Staff

    • Arcing Fire (Sorcerer) [10] 1d8+Cha fire, Any enemy giving the target cover takes Cha fire. Dagger, Staff

    • Burning Spray (Sorcerer) [Close Blast 3] 1d8+Cha Dagger, Staff


  • WILL
    • Eyebite (Warlock)[10]1d6+Cha psychic and you are invis to target. Rod, Wand

    • Spiteful Glamor(Warlock frcs)[10] 1d8+Cha, or 1d12+Cha to a full health target Rod,Wand

    • Vicious Mockery (Bard) [10] 1d6+Cha psychic, -2 attack Wand, Songblade

    • Cutting Words(Bard)[10] 1d8+cha, pull target 2. Wand, Songblade

    • Acid Orb(Sorcerer)[10] 1d10+Cha, counts as basic ranged. Dagger, Staff

    •  Chaos Bolt (Sorcerer) [10]1d10+Cha psychic damageDagger, Staff


  •  FORT
    • Dragonfrost(Sorcerer)[10] 1d8+Cha cold,+push 1, can be used as a basic ranged. Dagger, Staff

    • Storm Walk (Sorcerer)[10]1d8+Cha thunder, shift 1 before or after attack Dagger, Staff



Discussion Retraining There is some debate as to whether a halfelf can retrain his granted ability. Ask your DM. Dual Strike vrs Twin Strike While these abilities are very similar, I belive twin strike is better for a generalist, dual strike catches up with the Reckless Attacker feat. Also note that twin is 2 targets while dual is one only. Update This was all made rather moot by the July 2009 update found here HERE Twin is now the clear winner. Storm Pillar An area of effect with no attack roll, however it doesn't do much against ranged monsters. There is some debate about how forced movement interacts with it, I feel that RAI forced movement should not trigger the damage. Ask your DM. Brash Assault Quite a bit of debate about this one, its very situational, for both the player and the DM. If the DM opts to never having the free attack, its worse than a basic. If you are fighting a ton of undead or orcs, it might be worth it. Beastform and Spiritform For Druid and shaman, both of these keywords have been marked purple because you cannot use them without a multiclass feat. Eyebite Works well for some paladin builds, however the implement thing might be annoying.In detail here. Thanks to Gavinfox for helping with the more elusive at-wills.
Melee Weapon At-Wills:

[Sblock=Str vs.]
AC
Priest's Shield (Cleric)[1] 1[W]+Str, and both you and an ally gain +1 AC
Righteous Brand (Cleric)[1] 1[W]+Str, one ally gains your Str to his attack.
Cleave (Fighter)[1] 1[W]+Str and adjacent target takes Str damage.
Reaping Strike (Fighter)[1] 1[W]+Str, or Str on a miss.
Sure Strike (Fighter) [1] +2 attack, 1[W]
Hit and Run (Fighter) [1] 1[W]+Str and first movement doesn't provoke.
Tide of Iron (Fighter) [1] 1[W]+Str and one square push.
Brash Strike (Fighter) [1] +2 attack, 1[W]+Str, if axe, hammer, or mace, +Con. Grant combat advantage to target next turn
Crushing Strike (Fighter) [1] 1[W]+Str, Gain temp con hp based off endurance. [invigorating]
Dual Strike (Fighter) [1] Two attacks, 1[W] each.
Footwork Lure (Fighter) [1] 1[W]+Str, shift 1, opponent takes previous spot.
Holy Strike (Paladin) [1] 1[W]+Str radiant. If marked, add +wis damage.
Valiant Strike (Paladin) [1] + attack per adjacent enemy, 1[W]+Str
Careful Attack (Ranger)[1 or ranged] +2 attack, 1[W]
Circling Strike (Ranger) [1] 1[W]+Str, beast shifts one.
Twin Strike (Ranger)[1 or ranged] 1[W], two targets.
Viper's Strike (Warlord)[1] 1[W]+Str, if target shifts an ally can AoO
Devastating Strike (Barbarian) [1] 1[W]+1d8+Str, you suffer -2 ac. 2 hander
Howling Strike (Barbarian)[1] 1[W]+1d6+Str can use after charging 2 hander
Pressing Strike (Barbarian) [1] Shift 2, 1[W]+Str and push 1
Recuperating Strike (Barbarian) [1] 1[W]+Str and gain Con temp hp.
Brash Assault (Warlord)[1] 1[W]+Str, target can make a basic melee attack against you with combat advantage, if it does: an ally within 5 can do the same.
Earth Shield Strike (Warden)[1] 1[W]+Str, +1 ac.
Strength of Stone (Warden)[1] 1[W]+Str, and gain Con temp hp.
Thorn Strike (Warden)[2] 1[W]+Str, pull 1
Weight of Earth (Warden)[1] 1[W]+Str, and slowed.
Furious Smash(Warlord)[1] Str, adjacent ally adds CHA to attack and damage.
Recovery Strike (Cleric, DP)[1] 1[W]+Str and the next ally who hits the target regains hp equal to your Cha
Ardent Strike (Paladin, DP) [1] 1[W]+Str and the target is subject to divine sanction until the end of the turn. This counts as a basic attack for charging.
Virtuous Strike (Paladin, DP)[1] 1[W]+Cha radiant, and you gain a +2 to saving throws for a turn. Counts as basic melee
REF
Opening Smash (Warlord)[1]Push target one, one ally either shifts INT squares or makes a basic attack. [/sblock]
[Sblock=Con vs.]
AC
Eldritch Strike (Warlock)[1] 1[W]+Con and slide target 1, counts as basic melee. [/sblock]
[Sblock=Dex vs.]
AC
Careful Attack (Ranger)[1 or ranged] +2 attack, 1[W]
Nimble Strike (Ranger) 1[W]+Dex, and shift 1.
Twin Strike (Ranger)[1 or ranged] 1[W], two targets.
Deft Strike (Rouge)[1 or ranged] Shift 2 , 1[W]+Dex crossbow, light blade, or sling
Riposte Strike (Rouge)[1] 1[W]+Dex, can counter strike, Str vs Ac, 1[W]+Str Light Blade
Sky Flourish (Rouge)1[W]+Dex+Cha crossbow, light blade, or sling
Disheartening Strike (Rouge)1[W]+Dex, if you are trained in intimidate, -2 ac also. crossbow, light blade, or sling
Hunter's Teamwork (Ranger)[ranged] 1[w]+Dex, if target has 2 adjacent allies...gain combat advantage.
REF
Piercing Strike (Rouge) 1[W]+Dex Light Blade [/sblock]
[Sblock=Int vs.]
Commander's Strike (Warlord)[10] Ally makes basic attack, + your int.
AC
Booming Blade (Swordmage)[1] 1[W]+Int, if target moves away 1d6+con
Greenflame Blade (Swordmage)[1] 1[W]+Int, Str fire damage to enemies adjacent to target.
Magic Weapon (Articifer)[1] +1 to attack, 1[W] +Int and each adjacent ally gaints +1 atk/dam equal to your CON or WIS bonus.
Aggravating Force (Articifer)[1 or ranged] 1[W]+Int and the next ally to attack the target gains +2 atk.
REF
Cloud of Daggers (Wizard) [Area 1 within 10] 1d6+int, creatures who start in the area take Wis damage Orb, Wand, Staff
Scorching Burst (Wizard)[Area 1 within 10] Orb, Wand, Staff
Magic Missle (Wizard)[20] 2d4+int, counts as basic ranged. Orb, Wand, Staff
Sword Burst (Swordmage) [close burst 1] 1d6+int force damage
FORT
Lightning Lure (Swordmage)[3] 1d6+Int and pull target to you Blade
WILL
Illusionary Ambush (Wizard) [10] 1d6+Int Psychic, -2 attack till next turn. Orb, Staff, Wand
Phantom Bolt (Wizard)[10] 1d8+Int psychic, and slide 1 Orb, Staff, Wand [/sblock]
[Sblock=Wis vs.]
Predator Strike (Ranger) [1] 1[b]+ beast's str +Wis
AC
Bond of Pursuit (Avenger) [1] 1[W]+Wis, if the target doesn't end his turn next to you, shift 1+Dex squares closer.
Bond of Retribution (Avenger) [1] 1[W]+Wis, if someone else attacks you, it also takes int.
Overwhelming Strike [1] 1[W]+Wis, switch places with target.
REF
Sacred Flame (Cleric)[5] 1d6+Wis, and one ally gains your Cha +1/2 level temp hp. Or makes a save.
Radiant Vengeance (Avenger) [10] 1d8+Wis, gain Wis temp hp.

[/sblock]
[Sblock=Cha vs.]
AC
Bolstering Strike (Paladin) [1] 1[W]+Cha and gain Wis temp hp.
Enfeebling Strike (Paladin)[1] 1[W]+Cha, if marked target takes -2 attack.
Guiding Strike (Bard)[1] 1[W]+Cha, target takes -2 to one def.
War Song Strike (Bard)[1] 1[W]+Cha, any ally who hits the target gains your Con temp hp
Jinx Shot(Bard) [ranged] 1[W]+Cha, and if the target misses this turn, it falls prone.
Eldritch Strike (Warlock)[1] 1[W]+Cha and slide target 1, counts as basic melee.
Ardent Strike (Paladin, DP) [1] 1[W]+Cha and the target is subject to divine sanction until the end of the turn. This counts as a basic attack for charging.


[/sblock]
Impliment At-Wills.
[Sblock=Con vs.]
FORT
Dire Radiance(Warlock)[10] 1d6+Con radiant, if target moves, 1d6+con Rod, Wand
REF
Eldritch Blast(Warlock)[10] 1d10+con, counts as basic ranged. Rod, Wand
Hellish Rebuke (Warlock)[10] 1d6+con fire, if you are damaged repeat. Rod, Wand
[/sblock]
[Sblock=Int vs.]
Storm Pillar (Wizard) [10]until next turn, all who enter burst 1 take 1d6+Int Orb, Staff, Wand
REF
Cloud of Daggers (Wizard) [Area 1 within 10] 1d6+int, creatures who start in the area take Wis damage Orb, Wand, Staff
Scorching Burst (Wizard)[Area 1 within 10] Orb, Wand, Staff
Magic Missle (Wizard)[20] 2d4+int, counts as basic ranged. Orb, Wand, Staff
Static Shock (Articifer)[5] 1d8+Int lightning, targets next attack takes a negative equal to your con score. Rod, Staff, Wand
FORT
Ray of Frost (Wizard)[10]1d6+int, and target is slowed [b]Orb, Wand, Staff/b]
Thunderwave (Wizard)[close blast 3]1d6+int, and targets pushed back wis squares Orb, Wand, Staff
Thundering Armor (Articifer) [10] Ally gains +1 AC, adjacent enemy takes 1d8+Int thunder and is pushed 1. Rod, Staff, Wand
[/sblock]
[Sblock=Wis vs.]
REF
Lance of Faith (Cleric)[5] 1d8+Wis, and one ally gains +2 to attack holy symbol
Flame Seed (Druid) [10]1d6 fire, adjacent area does WIS damage to occupants Staff, Totem
Grasping Claws (Druid) [1]1d8+Wis, slowed. Can be basic meleeStaff, Totem
Pounce (Druid) [1] 1d8+Wis, and target grants combat advantage to next attacker. Can be used after charge. Staff, Totem
Savage Rend (Druid) [1]1d8+Wis and slide target 1 Staff, Totem
Storm Spike (Druid) [10]1d8+Wis lightning, if the target doesn't move 2. Wis lightning again. Staff, Totem
Divine Bolts (Invoker) [10]2 targets take 1d6+Wis lightning Rod or Staff
Sun Strike (Invoker) [10] 1d8+Wis radiant and slide 1 Rod or Staff
Vangaurd's Lightning [burst 1 within 10] 1d6+Wis lightning, if tartget makes a AoO, Int lightning. Rod or Staff
Defending Strike (Shaman) [1] 1d8+Wis, allies adjacent to spirit gain +1 ac. Totem
Astral Seal (Cleric, DP) [5] +2 to attack, untill next turn, the target takes a -2 to all def. The next ally to hit it gains 2+ your cha hit points. Holy Symbol
Hand of Radiance (Invoker, DP)[10] up to three targets take 1d4+Wis radiant. Rod, Staff
WILL
Call of the Beast (Druid) [Area 1 within 10] Target can't gain combat advantage, takes 5+Wis if it attacks anyone besides it's closest target. Staff, Totem
Haunting Spirits (Shaman)[5] 1d6+Wis Psychic damage, target grants combat advantage to one ally Totem
Protecting Strike (Shaman) [1] 1d8+Wis, alies adjacent to spirit gain CON temp hd. Totem
Bond of Censure(Avenger, DP) [5] If target is your oath, can attack twice and use the higher of the two, pull target INT squares, do 1d10 radiant if it ends up next to you. Holy Symbol
Mark of the Infidel (Invoker, DP) [20]1d6+Wis radiant, if the target is marked, it takes an additional -2 from the mark. Rod, Staff
Visions of Blood (Invoker, DP) [Blast 3] each creature taked 1d6+Wis psychic and takes a -1 to all def for a turn. Rod, Staff
FORT
Chill Wind (Druid) [Area 1 within 10]1d6 cold,slide 1 Staff, Totem
Thorn Whip (Druid) [10]1d8+Wis, pull 2Staff, Totem
Avenging Light (Invoker) [10] 1d10+Wis radiant, if a bloodied ally is adjacent, +Con radiant Rod or Staff
Grasping Shards (Invoker) [burst 1 within 10] Wis, slowed. Rod or Staff
Stalker's Strike (Shaman) [1] If target is bloodied, +1/2 INT to attack. 1d10+wis, spirit can flank for rest of turn. Totem
Watcher's Strike (Shaman) [1] 1d8+Wis, allies adjacent to spirit gain +1 atk, +5 Per Totem
Wrath of Winter (Druid) [5] 1d10+Wis cold, teleport spirit companion Totem[/sblock]
[Sblock=Cha vs.]
REF
Eldritch Blast(Warlock)[10] 1d10+Cha, counts as basic ranged. Rod,Wand
Misdirected Mark (Bard) [10] 1d8+Cha, and the target is marked by an ally within 5. Wand, Songblade
Blazing Starfall (Sorcerer) [Burst 1 within 10]1d5+Cha radiant Dagger, Staff
Lightning Strike (Sorcerer)[10] 1d8+Cha lightning, second target within 10 takes DEX Dagger, Staff
Burning Spray (Sorcerer) [Close Blast 3] 1d8+Cha Dagger, Staff
WILL
Eyebite (Warlock)[10]1d6+Cha psychic and you are invis to target. Rod, Wand
Spiteful Glamor(Warlock frcs)[10] 1d8+Cha, or 1d12+Cha to a full health target Rod,Wand
Vicious Mockery (Bard) [10] 1d6+Cha psychic, -2 attack Wand, Songblade
Cutting Words(Bard)[10] 1d8+cha, pull target 2. Wand, Songblade
Acid Orb(Sorcerer)[10] 1d10+Cha, counts as basic ranged. Dagger, Staff
Chaos Bolt (Sorcerer) [10]1d10+Cha psychic damageDagger, Staff
FORT
Dragonfrost(Sorcerer)[10] 1d8+Cha cold,+push 1, can be used as a basic ranged. Dagger, Staff
Storm Walk (Sorcerer)[10]1d8+Cha thunder, shift 1 before or after attack Dagger, Staff [/sblock]
I'm assuming that a staff, wand and rod count as a 'weapon' although the rules are a little iffy on it. If they don't, several abilities become unusable for implement classes. If that is the case I'll probably split it up by weapon used?

My understanding is that a staff can only count as a 'weapon' when wielded in two-hands and used in melee. Wand and rods are implements and you need to multi-class to use any powers that have the implement keyword and are from another class.
ForTUNE __________________________________________________ Browse my collection of characters designed around various singularly focused party concepts:

Full Party Catalog Blog

For the Dex table

"rouge" should 'rogue'



This is a cool idea though. Thanks for the work.
My understanding is that a staff can only count as a 'weapon' when wielded in two-hands and used in melee. Wand and rods are implements and you need to multi-class to use any powers that have the implement keyword and are from another class.

Troubling. I think the impliment is the trickiest part about this, especially for Bard. You'd think half-elf bard would be great, but so many abilities are cut off from you unless you use longsword/wand.
Updated.
Troubling. I think the impliment is the trickiest part about this, especially for Bard. You'd think half-elf bard would be great, but so many abilities are cut off from you unless you use longsword/wand.

You can always just take a divine multiclass feat and the star of corellon. Or just take arcane implement prof, and use any light or heavy blade as your implement.
You can always just take a divine multiclass feat and the star of corellon. Or just take arcane implement prof, and use any light or heavy blade as your implement.

True, but it seems strange to use a feat for an at-will. Especially when it seems that half-elf encourages picking an at-will that ISN'T on your multiclass list.
Righteous Brand should be GREEN ...at least
I would recommend going with the standard color coding of the handbooks and class guides.

Sky Blue, Dark Blue, Black, Purple and Red.

That coloring system is the best known on these boards.
Righteous Brand should be GREEN ...at least

Why? Furious Smash is better in my opinion.
I would recommend going with the standard color coding of the handbooks and class guides.

Sky Blue, Dark Blue, Black, Purple and Red.

That coloring system is the best known on these boards.

Can do. I thought it was light blue, didn't work.
This is very useful.

Some general thoughts:

- You need to also discuss the various at-will augmenting feats from Dragon. Some of them change the at-will to something awesome, for example Brash Strike with Harlequin Style. Brush Strike already adds CON to the damage. With the feat, you also get CHA as a defense bonus against the target. This combo is perfect for the Half-Elf. Add Combat Virtuoso if you are a bard, and you are better at this than any dwarf bruiser can ever be (wand in one hand, Khopesh Song Blade in the other, uh uh).

- Powers like Twin Strike and Dual Strike are sky blue for half-elf bards, because they don't add STR to damage to begin with, and since you can attack with CHA through Combat Virtuoso, these powers become a prime choice.

- Unique powers like Sword Burst (swordmage), the only close burst at-will power in the game, should be highlighted as special.
Why? Furious Smash is better in my opinion.

Unless you are wielding a low-damage weapon and have an exceptional charisma score, furious smash is always a net-loss in damage over righteous brand. Righteous brand is clearly superior and any half-elf warlord who doesn't pick it up must be insane.
Unless you are wielding a low-damage weapon and have an exceptional charisma score, furious smash is always a net-loss in damage over righteous brand. Righteous brand is clearly superior and any half-elf warlord who doesn't pick it up must be insane.

Hmm its pretty good, but I don't see how its better than brash strike or brash assault in some situations. I marked it blue for pure str synergy though.
How the heck is Twin Strike anything less than sky blue?
This is very useful.

Some general thoughts:

- You need to also discuss the various at-will augmenting feats from Dragon. Some of them change the at-will to something awesome, for example Brash Strike with Harlequin Style. Brush Strike already adds CON to the damage. With the feat, you also get CHA as a defense bonus against the target. This combo is perfect for the Half-Elf. Add Combat Virtuoso if you are a bard, and you are better at this than any dwarf bruiser can ever be (wand in one hand, Khopesh Song Blade in the other, uh uh).

I'm waiting on including dragon because I 1) don't have them 2) don't expect them to gain any more noteriaty as a valuable source in 4.0 than they did in 3.5
- Powers like Twin Strike and Dual Strike are sky blue for half-elf bards, because they don't add STR to damage to begin with, and since you can attack with CHA through Combat Virtuoso, these powers become a prime choice.

Okay ya, pretty rocking. Blue'd

- Unique powers like Sword Burst (swordmage), the only close burst at-will power in the game, should be highlighted as special.

Marked as skyblue. Although I'm not sure anyone but a swordmage really wants it. I guess warlords or bards.



How the heck is Twin Strike anything less than sky blue?

Work in progress gimme a break. Is twin strike that much better than divine bolts? Or sword burst for that matter?
I like hit and run, mainly since it's the only (AFAIK) at-will with a useable effect: line. With Sacrifice to Caiphon, you can actually get multiple uses out of it in heroic.
Work in progress gimme a break. Is twin strike that much better than divine bolts? Or sword burst for that matter?

Twin strike is the most damaging at-will in the game. You lose out on adding your ability modifier to damage but you make two attacks and add your enhancement bonus each time. As you advance in levels this quickly compensates for and eventually far surpasses the lost ability modifier damage. In addition you have two chances to land a critical hit. With an expanded critical range this leads to a very large chance of a critical each round. There are feats and weapon enchantments that allow you to add further damage/attacks and gain further benefits whenever you land a critical hit so the damage potential quickly becomes nuts. Usually you'll be directing both attacks at the same target. That you can, if you must, attack two targets (to clear minions for example) is just icing on the cake.

Also note, this is a prime choice for a half elf bard with combat virtuoso since the ability mod doesn't factor into the damage roll anyway.
What about Storm Pillar? It's missing from the list, but it's the only at-will in the game that can do damage without an attack roll.
What about Storm Pillar? It's missing from the list, but it's the only at-will in the game that can do damage without an attack roll.

Cloud of Daggers does damage without an attack roll. It just does extra damage with an attack roll.

Also the OP is missing the PH Heroes: Series 1 powers

Rogue 1: Probing Strike
Ranger 1: Hunter's Teamwork
Warlord 1: Rousing Assault
Fighter 1: Knockdown Assault
Warlock 1: Eldritch Strike!
Bard 1: Cutting Words
Sorcerer 1: Arcing Fire
Wizard 1: Chilling Cloud
Paladin 1: Challenging Strike
Cleric 1: Gaze of Defiance
Barbarian 1: Foe to Foe
Druid 1: Grasping Tide
Pressing strike, from the Barbarian is absolutely sky blue. I've built (and have seen others independently build variants on) a fighter glaive build that focuses on str/wis/dex and goes half-elf specifically so that it can get pressing strike. Specifically, it's one of two at-wills in the game that both allow use of two-handed weapons and have a push/slide - meaning that you can take glaive, polearm gambit, HBO, and the push feats and knock someone prone for walking up to you.

The other is Eldritch strike, which is a slide rather than a push, but misses out on the shift 2, and uses con or cha as its attack stat. That one should also be sky blue - it counts as a melee basic attack, so you can do the trick without using a heavy blade (or ever investing in dex) and when charging - and you can do it with strength as a secondary stat.

Twin strike and dual strike should also be sky blue, as weapon attacks that allow you to attack twice with an at-will. Which one you pick really barely matters unless you happen to pack a bow.

Spirit, beast, and beastform keyword attacks are not entirely useless - they just require you to take the right multiclass. This is relatively trivial for bards, and not all that hard for anyone else - especially since being able to transform/call a spirit/order around a beastpet are handy in their own rights from a tactical standpoint.

Edit: and furious smash targets fort, which can be handy.
Edit Edit: it's also a prime candidate for grabbing as a bard and switching to cha-based. Righteous brand is so good because (at least by reading this) the bonus you're handing out isn't to damage - it's to attack - which means that any strength-monkey that chooses to grab it has an at-will way of giving his buddies a huge boost to hit on their critical encounter and daily powers. Charisma-monkeys do the same with Furious Smash. Are the boosts for single attacks, single powers, or single turns? If furious smash is for a power or a turn, it could get to be really *very* strong when boosting multiattack powers.
The druid beast form at-wills should be rated down a bit as a Dilettante choice simply because you're getting your pick of them for picking up the multi-class feat anyway.

Edit: stupid question, ignore.
The druid beast form at-wills should be rated down a bit as a Dilettante choice simply because you're getting your pick of them for picking up the multi-class feat anyway.

Edit: stupid question, ignore.

I thought you got whatever beastform attack as an encounter power only. The whole point of versatile master was the ability to get one of these at-wills as an at-will. Mind you, I'm not saying that they should necessarily be rated all that highly, and they should definitely be rated down for restricting your multiclass, but....
That's a good point. Still it is giving up a lot when you can just be a druid. But that's not the point of the thread, I guess. :P
Couple of typos -- for the Wizard powers you have "Rob, Wand, Staff" listed as implements -- I'm pretty sure that should be Orb instead of Rob.

Also you have "Scortching Ray" for "Scorching Burst".
Brash Strike is the worst at-will in the game.

Please make it red.
Brash Strike is the worst at-will in the game.

Please make it red.

Seconded. This is a very good project, but please be sure to incorporate everyone's suggestions so that it accurately reflects the sentiments of the CharOp boards.
Pressing Strike is now sb, better than I thought it was.
Eldritch Strike will be, once I add it :X

I'm not sure what to do about the multiclass abilities (spirit, beast) it seems to me that those aren't really good dilettante choices, but instead are granted by the feats.

Couple of typos -- for the Wizard powers you have "Rob, Wand, Staff" listed as implements -- I'm pretty sure that should be Orb instead of Rob.

Also you have "Scortching Ray" for "Scorching Burst".

Thanks, that was 3.5 coming out through my hands :x

Brash Strike is the worst at-will in the game.

Please make it red.

Why? is combat advantage that big of a deal?
There was already a discussion about it a while back. It's strictly worse than a melee basic attack.
Why? is combat advantage that big of a deal?

I believe these posters were referring to Brash Assault, the Warlord at-will in Martial Power. Brash Strike, the fighter at-will, is very, very good.

Brash Assault is no better than a melee basic attack under a reasonable set of assumptions.

0) Brash Assault is embedded in a zero-sum game between the GM and players (when one does better, the other does worse by the same amount), who have the degree of rationality game theory typically assumes. The GM doesn't have to be able to evaluate how beneficial it would be to make Brash Assault's optional attack in any situation.

1) The player could have chosen a melee basic attack, which is essentially the same as Brash Assault, but without the "optional attack" effect.

2) If the GM would benefit from using the Brash Assault effect, the player would have used a melee basic attack instead, since Brash Assault could never be better and could sometimes be worse (it is weakly dominated in the language of game theory).

3) Therefore, the player would benefit if the GM took him up on Brash Assault effect. Consequently, the GM will not make Brash Assault's optional attack.
I believe these posters were referring to Brash Assault, the Warlord at-will in Martial Power. Brash Strike, the fighter at-will, is very, very good.

Brash Assault is no better than a melee basic attack under a reasonable set of assumptions.

0) Brash Assault is embedded in a zero-sum game between the GM and players (when one does better, the other does worse by the same amount), who have the degree of rationality game theory typically assumes. The GM doesn't have to be able to evaluate how beneficial it would be to make Brash Assault's optional attack in any situation.

1) The player could have chosen a melee basic attack, which essentially the same as Brash Assault, but without the "optional attack" effect.

2) If the GM would benefit from using the Brash Assault effect, the player would have used a melee basic attack instead, since Brash Assault could never be better and could sometimes be worse (it is weakly dominated in the language of game theory).

3) Therefore, the player would benefit if the GM took him up on Brash Assault effect. Consequently, the GM will not make Brash Assault's optional attack.

Yeah, that's what I meant. Great job summing up that discussion in three short points!
First off that makes so much more sense than what I was reading.

I don't want to derail this thread into a conversation about one abaility, but I think youur game theory is ignoring one aspect of the game :metagaming. There are some creatures who simply can't look that far down the road, and will take the free hit every time, mindless creatures in particular. I would also expect some inexperienced orcs and trolls to fall for it at least once. I think I'll mark it as purple: unusuable without specific circumstances. Mostly because it seems like a 'ask your DM' type situation.
I'm missing these:
Rogue 1: Probing Strike
Warlord 1: Rousing Assault
Fighter 1: Knockdown Assault
Bard 1: Cutting Words
Sorcerer 1: Arcing Fire
Wizard 1: Chilling Cloud
Paladin 1: Challenging Strike
Cleric 1: Gaze of Defiance
Barbarian 1: Foe to Foe
Druid 1: Grasping Tide

I don't have the books.
I'm missing these:
Rogue 1: Probing Strike
Warlord 1: Rousing Assault
Fighter 1: Knockdown Assault
Bard 1: Cutting Words
Sorcerer 1: Arcing Fire
Wizard 1: Chilling Cloud
Paladin 1: Challenging Strike
Cleric 1: Gaze of Defiance
Barbarian 1: Foe to Foe
Druid 1: Grasping Tide

I don't have the books.

Those aren't in books. They are from power cards included in packages of minis for the new d&d heroes line. You can find them in the compendium and character builder though.
Okay, I don't have a dndI sub either.
Well, you can get the up-to-level-3 version of the character builder (PHBII and earlier) for free even without a D&DI subscription. Does anyone know if it comes with those at-wills?

Also, I feel like commander's strike should at least be blue. It's a compelling choice for anyone who has a solid melee basic attacker in the group and any real int to speak of.
The Fighter At-Wills from MP, Dual Strike and Footwork Lure should definitely be added.

Sure Strike and Careful Attack are generally so terrible that I'm not sure why anyone would take them as their one and only Dilettante power. (In fact, they should probably be Red.) Especially when Twin Strike, Dual Strike, and Brash Strike are available.
Polearm Fighter Build Thread:The Reacher
Brash Assault is no better than a melee basic attack under a reasonable set of assumptions.

Unless, of course, it's supplemented by Harlequin Stance which makes it a good defensive boost for a cha-focused character (a half-elf, for instance :D ).
Does someone have a link to the brash strike discussion? I think I'd like an explination for that ability, as it wasn't apparent to me.
Sign In to post comments