You know two at-will powers from your class (or three if you're Human). The Powers by Class Level table summarizes the number and levels of powers you have in the other categories. These totals are not cumulative. The table assumes that you replace your lowest-level powers with those at higher levels, but you can keep lower-level ones if you wish.
Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required. Cleric Class FeaturesShow
Channel Divinity: You can use one of these special divine powers once per encounter.
Channel Divinity: Divine Fortune - Cleric Feature In the face of peril, you hold true to your faith and receive a special boon. Encounter ✦ Divine Free Action - Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity: Turn Undead - Cleric Feature You sear undead foes, push them back, and root them in place. Encounter ✦ Divine, Implement, Radiant Standard Action - Close Burst 2 Target: Each Undead creature in burst Attack: Wisdom vs. Will Hit: 1d10 + Wisdom modifier radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized.
Healing Word: Twice per encounter as a minor action, you can use the healing word power.
Healing Word - Cleric Feature You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. Encounter (Special) ✦ Divine, Healing Special: You can use this power twice per encounter, but only once per round. Minor Action - Close burst 5 Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 + Wisdom modifier hit points.
Lance of Faith - Cleric Attack 1 A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack. At-Will ✦ Divine, Implement, Radiant Standard Action - Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
Priest’s Shield - Cleric Attack 1 You utter a minor defensive prayer as you attack with your weapon. At-Will ✦ Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.
Sacred Flame - Cleric Attack 1 Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power. At-Will ✦ Divine, Implement, Radiant Standard Action - Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain 2 temporary hit points or to make a saving throw.
Cause Fear - Cleric Attack 1 Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil. Encounter ✦ Divine, Fear, Implement Standard Action - Ranged 10 Target: One creature Attack: Wisdom vs. Will Hit: The target moves its speed + 2 squares away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Healing Strike - Cleric Attack 1 Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies. Encounter ✦ Divine, Healing, Radiant, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W]+ Strength modifier radiant damage and target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
Beacon of Hope - Cleric Attack 1 A burst of divine energy harms your foes and heals your allies. Daily ✦ Divine, Healing, Implement Standard Action - Close burst 3 Target: Each enemy in burst Attack: Wisdom vs. Will Hit: The target is weakened until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.
Cascade of Light - Cleric Attack 1 A burst of divine radiance sears your foe. Daily ✦ Divine, Implement, Radiant Standard Action - Ranged 10 Target: One creature Attack: Wisdom vs. Will Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends). Miss: Half damage, and the target gains no vulnerability.
Cure Light Wounds - Cleric Utility 2 You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light. Daily ✦ Divine, Healing Standard Action - Melee touch Target: You or one creature Effect: Target regains hit points as if it had spent a healing surge.
Daunting Light - Cleric Attack 3 A burning column of light engulfs your foe. Its brilliance burns and hinders your foe's defense for a short time. Encounter ✦ Divine, Implement, Radiant Standard Action - Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 2d10 +Wisdom modifier radiant damage. Effect: One ally you can see gains combat advantage against the target until the end of your next turn.
Astral Storm - Cleric Attack 29 You unleash a terrible storm upon your enemies, raining ice, fire, lightning, and thunder down upon them. Daily ✦ Cold, Divine, Fire, Implement, Lightning, Thunder, Zone Standard Action - Area burst 5 within 20 squares Target: Each enemy in burst Attack: Wisdom vs. Reflex Hit: 6d10 + Wisdom modifier cold, fire, lightning, and thunder damage. Resistance doesn’t reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target that has vulnerability to any one of the four damage types is subject to that vulnerability. Miss: Half damage. Effect: The burst creates a stormy zone until the end of your next turn. Sustain Minor: When you sustain this power, make a Wisdom vs. Reflex attack against every enemy within the zone, dealing 2d10 + Wisdom modifier lightning damage if you hit and half damage if you miss.
Godstrike - Cleric Attack 29 Your weapon explodes with brilliant light as you swing it at your foe. Daily ✦ Divine, Radiant, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 7[W] + Strength modifier radiant damage. Miss: Half damage.
Your powers are called exploits, since they are from the martial power source. Your powers require you to use a weapon.Level 1 At-Will ExploitsShow
Cleave - Fighter Attack 1 You hit one enemy, then cleave into another. At-Will ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W]+ Strength modifier damage, and an enemy adjacent to the target takes Strength modifier damage.
Reaping Strike - Fighter Attack 1 You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses. At-Will ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W]+ Strength modifier damage. Miss: Strength modifier damage.
Tide of Iron - Fighter Attack 1 After each mighty swing, you bring your shield to bear and use it to push your enemy back. At-Will ✦ Martial, Weapon Standard Action - Melee weapon Requirement: You must be using a shield. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.
Passing Attack - Fighter Attack 1 You strike at one foe and allow momentum to carry you forward into a second strike against a second foe. Encounter ✦ Martial, Weapon Standard Action - Melee weapon Primary Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength +2 vs. AC Hit: 1[W] + Strength modifier damage.
Spinning Sweep - Fighter Attack 1 You spin beneath your enemy's guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels. Encounter ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Brute Strike - Fighter Attack 1 You shatter armor and bone with a ringing blow. Daily ✦ Martial, Reliable, Weapon Reliable: If you miss with this power, you do not expend its use. Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage.
Unstoppable - Fighter Utility 2 You let your adrenaline surge carry you through the battle. Daily ✦ Healing, Martial Minor Action - Personal Effect: You gain 2d6 + Constitution modifier temporary hit points.
Crushing Blow - Fighter Attack 3 You wind up and deliver a devastating blow with your weapon. Daily ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + 8 damage.
Force the Battle - Fighter Attack 29 With the slightest flick of your weapon and minimal movement, you control the battle and turn your enemies’ thoughts from conquest to survival. Daily ✦ Martial, Stance, Weapon Minor Action - Personal Effect: You deal an extra 1[W] damage with your at-will and encounter fighter powers. If an enemy starts its turn adjacent to you, you can use an at-will fighter power against it as a free action at the start of its turn, as long as you are able to make opportunity attacks.
No Mercy - Fighter Attack 29 Let nothing stand between a warrior and the object of his wrath. Daily ✦ Martial, Reliable, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 7[W] + Strength modifier damage.
Storm of Destruction - Fighter Attack 29 You knock aside your enemies weapons, creating holes in their defenses that enable you to strike deadly blows against 2 of them at once. Daily ✦ Martial, Weapon Standard Action - Melee weapon Targets: One or two creatures Attack: Strength vs AC, one attack per target Hit: 5[W] + Strength modifier damage. Miss: Half damage.
Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required.Paladin Class FeaturesShow
Channel Divinity: You can use one of these special divine powers once per encounter.
Channel Divinity: Divine Mettle - Paladin Feature Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction. Encounter ✦ Divine Minor Action - Close burst 10 Target: One creature in burst Effect: The target makes a saving throw and applies your Charisma modifier as a bonus.
Channel Divinity: Divine Strength - Paladin Feature You petition your deity for the divine strength to lay low your enemies. Encounter ✦ Divine Minor Action - Personal Effect: Apply your Strength modifier as extra damage on your next attack this turn.
Divine Challenge: You can use divine challenge as an At-Will power.
Divine Challenge - Paladin Feature You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge. At-Will ✦ Divine, Radiant Minor Action - Close burst 5 Target: One creature in burst Effect: You mark the target. If the creature was already marked your mark supersedes the other one. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked it takes a -2 penalty to attack rolls and takes 6 radiant damage if it makes an attack that doesn’t include you as a target. The target takes this damage only once per turn. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attac it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use Divine Challenge on your next turn. You can use Divine Challenge once per turn. Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your divine challenge.
Lay on Hands: You can use lay on hands as an at-will power a number of times per day equal to your Charisma modifier.
Lay on Hands - Paladin Feature Your divine touch instantly heals wounds. At-Will (Special) ✦ Divine, Healing Special: You can use this power a number of times per day equal to your Charisma modifier, but only once per round. Minor Action - Melee touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Bolstering Strike - Paladin Attack 1 You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor. At-Will ✦ Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Charisma modifier.
Holy Strike - Paladin Attack 1 You strike an enemy with your weapon, which ignites with holy light. At-Will ✦ Divine, Radiant, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain your Charisma modifier as a bonus to the damage roll.
Valiant Strike - Paladin Attack 1 As you bring your weapon to bear, the odds against you add strength to your attack. At-Will ✦ Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength, +1 per enemy adjacent to you vs. AC Hit: 1[W] + Strength modifier damage.
Radiant Smite - Paladin Attack 1 Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of supernatural evil such as demons and devils. Encounter ✦ Divine, Radiant, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + 5 radiant damage.
Shielding Smite - Paladin Attack 1 A translucent golden shield forms in front of a nearby ally as you attack with your weapon. Encounter ✦ Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Charisma modifier damage. Effect: Until the end of your next turn, one ally within 5 squares of you gains your Wisdom modifier as a power bonus to AC.
On Pain of Death - Paladin Attack 1 You invoke a prayer that wracks your foe with terrible pain and causes further pain whenever he makes an attack. Daily ✦ Divine, Implement Standard Action - Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 3[W] + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends). Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).
Paladin's Judgement - Paladin Attack 1 Your melee attack punishes your enemy and heals your ally. Daily ✦ Divine, Healing, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and one ally within 5 squares of you can spend a healing surge. Miss: One ally within 5 squares of you can spend a healing surge.
Martyr's Blessing - Paladin Utility 2 You step into an attack made against an adjacent ally. Daily ✦ Divine Immediate Interupt - Close burst 1 Trigger: An adjacent ally is hit by a melee or ranged attack Effect: You are hit by the attack instead.
Staggering Smite - Paladin Attack 3 With a mighty swing, you knock your enemy back. Encounter ✦ Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and you can push the target 1 square.
Renewing Smite - Paladin Attack 13 Encounter ✦ Healing, Weapon Standard Action - Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage and an ally within 5 heals 10 + your Wisdom modifier damage.
Fortifying Smite - Paladin Attack 17 A symphony of otherworldly music resonates throughout your body, fortifying it to withstand the tests to come. Encounter ✦ Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, you gain a power bonus to AC equal to your Wisdom modifier.
Hand of the Gods - Paladin Attack 17 You hold your holy symbol high above your head, and a brilliant flash of divine light explodes from it. The radiance sears your foes and inspires your closest allies. Encounter ✦ Divine, Implement, Radiant Minor Action - Close burst 1 Target: Each enemy in burst Attack: Charisma vs. Fortitude Hit: 2d10 + Charisma modifier radiant damage, and the target is marked until the end of your next turn. Effect: Until the end of your next turn, allies in the burst gain a power bonus to attack rolls equal to your Wisdom modifier.
Binding Smite - Paladin Attack 27 Encounter ✦ Weapon Standard Action - Melee weapon Target: One creature Attack: Charisma vs. Will Hit: 2[W] + Wisdom modifier damage and and target cannot gain line of effect to anyone but you until the end of your next turn.
Even Hand of Justice - Paladin Attack 29 You pronounce a divine sentence upon your enemy and force him to take the damage of his own attacks. Daily ✦ Divine, Implement Standard Action - Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 5d10 + Charisma modifier damage. Whenever the target makes an attack, its attack works as usual, but it takes the full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a -2 penalty. Miss: 5d10 + Charisma modifier damage. Special: Many creatures have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target does not gain the benefit of any immunities or resistances.
Powerful Faith - Paladin Attack 29 You deal a hard blow to your enemy, and divine arcs of light spring from the tip of your weapon and blind those who stand against you. Daily ✦ Divine, Weapon Standard Action - Melee weapon Primary Target: One creature Attack: Strength vs. AC Hit: 7[W] + Strength modifier damage. Make a secondary attack. Miss: Half damage, and no secondary attack. Secondary Target: Each enemy within 10 squares of you Secondary Attack: Strength vs. Fortitude Hit: The target is blinded until the end of your next turn.
Your powers are called exploits, since they are from the martial power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand.Ranger Class FeaturesShow
Hunter’s Quarry - Ranger Feature At-Will ✦ Martial, Weapon Minor Action - Melee or Ranged weapon Target: Nearest single enemy Effect: Designate the nearest enemy your quarry; once per round do an additional +1d6 damage against your quarry on a successful attack; remains active until quarry is defeated, encounter ends, or you switch your quarry. You may only have one quarry at any time.
Careful Attack - Ranger Attack 1 You study the enemy, looking for a gap in his defenses. Only when you find it do you strike. At-Will ✦ Martial, Weapon Standard Action - Ranged weapon Target: One creature Attack: Dexterity +4 vs. AC Hit: 1[W] damage.
Nimble Strike - Ranger Attack 1 You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position. At-Will ✦ Martial, Weapon Standard Action - Ranged weapon Target: One creature Special: Shift 1 square before or after you attack Attack: Dexterity vs. AC Hit: 1[W] damage.
Fox’s Cunning - Ranger Attack 1 Using the momentum from your enemy’s blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure. Encounter ✦ Martial, Weapon Immediate Reaction - Melee or Ranged weapon Trigger: An enemy makes a melee attack against you Effect: You can shift 1 square, then make a basic attack against the enemy. Special: Gain a +2 power bonus to your basic attack roll.
Split the Tree - Ranger Attack 1 You fire two arrows at once, which separate in mid-flight to strike two different targets. Daily ✦ Martial, Weapon Standard Action - Ranged weapon Targets: Two creatures within 3 squares of each other Attack: Dexterity vs. AC. Special: Make two attack rolls, take the better result, and apply it to both targets. Hit: 2[W]+ Dexterity modifier damage.
Follow-up Blow - Ranger Attack 29 You follow every strike with a backhanded swipe that breaks through your enemy’s defenses. Daily ✦ Martial, Stance,Weapon Minor Action - Personal Requirement: You must be wielding two melee weapons. Effect: You can use your off-hand weapon to make a melee basic attack with a –2 penalty against each enemy you hit using a melee attack power.
Three-in-One Shot - Ranger Attack 29 If you can hit with the first arrow, the others will follow. Daily ✦ Martial, Weapon Standard Action - Ranged weapon Target: One creature Attack: Dexterity vs. AC, three attacks. If the first attack hits, you gain a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks normally. Hit: 2[W] + Dexterity modifier damage per attack. Miss: Half damage per attack.
Weave a Web of Steel - Ranger Attack 29 Crossing your blades, you form a defense as solid as a mighty shield, ready to riposte if your enemy isn’t lucky. Daily ✦ Martial, Weapon Immediate Interrupt - Melee weapon Trigger: An enemy hits you with a melee attack Requirement: You must be wielding two melee weapons. Target: The triggering enemy Attack: Strength vs. AC, two attacks (main weapon and offhand weapon) Hit: 3[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon). If both attacks hit, the target’s attack misses. Miss: Half damage with your main weapon, and no damage with your off-hand weapon.
Your powers are called exploits, since they are from the martial power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand.Level 1 At-Will ExploitsShow
Deft Strike - Rogue Attack 1 A final lunge brings you into an advantageous position. At-Will ✦Martial, Weapon Standard Action - Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Special: You can move 2 squares before the attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Piercing Strike - Rogue Attack 1 A needle-sharp point slips past armor and into tender flesh. At-Will ✦ Martial, Weapon Standard Action - Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Sly Flourish - Rogue Attack 1 A distracting flourish causes the enemy to forget the blade at his throat. At-Will ✦ Martial, Weapon Standard Action - Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier and Charisma modifier damage.
Positioning Strike - Rogue Attack 1 A false stumble and a shove place the enemy exactly where you want him. Encounter ✦ Martial, Weapon Standard Action - Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 2[W] + Dexterity modifier damage, and you slide the target 1 square. Artful Dodger: You slide the target a number of squares equal to your Charisma modifier instead.
Torturous Strike - Rogue Attack 1 If you twist the blade in the wound just so, you can make your enemy howl in pain. Encounter ✦ Martial, Weapon Standard Action - Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.
Trick Strike - Rogue Attack 1 Through a series of feints and lures, you maneuver your foe right where you want him. Daily ✦ Martial, Weapon Standard Action - Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and you slide the target one square. Effect: Until the end of the encounter, each time you hit the target you can slide it one square.
Tumble - Rogue Utility 2 You tumble out of harm’s way, dodging the opportunistic attacks of your enemies. Encounter ✦ Martial Move Action - Personal Special: You must be trained in Acrobatics. Effect: You can shift a number of squares equal to one-half your speed.
Bait and Switch - Rogue Encounter 3 You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space. Encounter ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Dexterity vs. Will Hit: 2[W] + Dexterity modifier damage. In addition, you switch places with the target and can then shift up to a number of squares equal to one-half your speed.
Crimson Edge - Rogue Attack 9 You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill. Daily ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both). Miss: Half damage, and no ongoing damage.
Assassin’s Point - Rogue Attack 29 A sliced throat or a bolt through the heart—it’s all good. Daily ✦ Martial, Weapon Standard Action - Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 7[W] + Dexterity modifier damage. Miss: Half damage. Special: If you have combat advantage against the target, double any extra damage from Sneak Attack or a critical hit.
Immobilizing Strike - Rogue Attack 29 With terrifying ease, you slash at your enemy’s exposed tendons and leave him immobilized and whimpering in pain. Daily ✦ Martial, Weapon Standard Action - Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. Fortitude Hit: 5[W] + Dexterity modifier damage, and the target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed (save ends). Saving throws against these effects take a –5 penalty. Miss: Half damage, and the target is slowed (save ends). Saving throws against this effect take a –5 penalty.
Moving Target - Rogue Attack 29 An attack meant for you hits another creature instead. Daily ✦ Martial Immediate Interrupt - Melee or Ranged weapon Trigger: A creature makes a melee attack or a ranged attack against you Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: The attacking creature Attack: Charisma vs. Will Hit: Instead of attacking you, the target attacks a creature you choose within 2 squares of you. You must choose a creature that the target can attack. Miss: The target’s attack is made against you as normal, but deals half damage if it hits.
Your powers are called spells, since they are from the arcane power source. You usually have your wand (an implement) in your hand when you use your powers, but it’s not required.Level 1 At-Will SpellsShow
Eldritch Blast - Warlock (All) Attack 1 You fire a bolt of dark, crackling eldritch energy at your foe. At-Will ✦ Arcane, Implement Standard Action - Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier damage. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Dire Radiance - Warlock (Star) Attack 1 You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes. At-Will ✦ Arcane, Fear, Implement, Radiant Standard Action - Ranged 10 Target: One creature Attack: Constitution vs. Fortitude Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage. Increase damage and extra damage to 2d6 + Constitution modifier at 21st level.
Eye bite - Warlock (Fey) Attack 1 You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight. At-Will ✦ Arcane, Charm, Implement, Psychic Standard Action - Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Witchfire - Warlock (Fey) Attack 1 From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy’s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts. Encounter ✦ Arcane, Fire, Implement Standard Action - Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier fire damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.
Curse of the Dark Dream - Warlock (Fey) Attack 1 You inflict a waking nightmare upon your enemy so that he can no longer tell what is real and what exists only in his mind. Under its influence he staggers about, trying to avoid falling from imaginary heights or stepping on unreal serpents. Daily ✦ Arcane, Charm, Implement, Psychic Standard Action - Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier psychic damage, and you slide the target 3 squares. Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).
Dark One’s Own Luck - Warlock (star) Utility 6 Refusing the result that fate has decreed for you, you invoke stars of uncertainty and try to rewrite what has been written. Daily ✦ Arcane Free Action - Personal Trigger: You make a roll you dislike Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Curse of the Dark Delirium - Warlock (Fey) Attack 29 You trap your enemy’s mind with bewildering fey power. He sees what you want him to see, he hears what you want him to hear. Like a sinister puppeteer, you can make him do anything you wish. Daily ✦ Arcane, Charm, Implement Standard Action - Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: On the target’s next turn, you dictate its standard, move, and minor actions. The target cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such as leaping off a cliff or attacking itself. Miss: If the target is adjacent to one of its allies at the start of its next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally. Sustain Standard: Repeat the attack against the target as long as the target is within range. On a miss, you can’t sustain this power.
Doom of Delban - Warlock (Star) Attack 29 A single slanting shaft of frigid starlight strikes your enemy from above and clings to him. Under its unbearable touch, flesh becomes white ice and steel shatters like glass, but you must pay a price to keep Delban’s deadly light focused on your foes. Daily ✦ Arcane, Cold, Fear, Implement Standard Action - Ranged 10 Target: One creature Attack: Constitution vs. Fortitude Hit: 5d10 + Constitution modifier cold damage. Miss: Half damage. Sustain Standard: You can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage by 1d10 each time this power hits. Each time you sustain this power, you take 2d10 damage.
Hurl through Hell - Warlock (Infernal) Attack 29 You open a short-lived planar rift to the depths of the Nine Hells. It appears as a fiery crevice beneath your enemy’s feet, into which he falls screaming, and disappears. A few moments later, a flaming arch appears in the air over the spot where he was standing and disgorges a broken, mewling piece of charred meat. Daily ✦ Arcane, Fear, Fire, Implement, Teleportation Standard Action - Ranged 10 Target: One creature Attack: Constitution vs. Will Hit: 7d10 + Constitution modifier fire damage, and the target disappears into the Nine Hells until the end of your next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned. Sustain Minor: If you spend a minor action to sustain the power, the target’s return is delayed until the end of your next turn. You can sustain the power no more than three times. Miss: Half damage, and the target does not disappear.
Wizard Spells and Warlord Exploits moved to second post to conserve space. Scroll down.
Discuss!
I put this up as a source of reference for anyone who's trying to find 4e Power because I was getting anoyed myself of having to look in multiple different preview rich locations to see them all (even the pre-player's handbook and the PHB Lite doesn't have them all). If you find any Powers not on this list please let me know (providing the source of your info so I can verify validity), and I will add it to the list.
Wow, who knew there was a limit of 50,000, characters per post. o_0. I guess instead of using this second post for fan-made powers it will have to be used to catch any overflow that couldn't fit into the top post. Sorry guys. But if you would like to find some nice fan-made powers, Wizardmon has assembled a good list of them here.
Your powers are called exploits, since they are from the martial power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand.Warlord Class FeaturesShow
Inspiring Word: Twice per encounter as a minor action, you can use the inspiring word power.
Inspiring Word - Warlord Feature You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal. Encounter (Special) ✦ Martial, Healing Special: You can use this power twice per encounter, but only once per round. Minor Action - Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Commander's Strike - Warlord Attack 1 With a shout, you command an ally to attack. At-Will ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: An ally of your choice makes a melee basic attack against the target Hit: Ally's basic attack damage + your Intelligence modifier.
Viper's Strike - Warlord Attack 1 You trick your adversary into making a tactical error that gives your comrade a chance to strike. At-Will ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
Wolf Pack Tactics - Warlord Attack 1 Step by step, you and your friends surround the enemy. At-Will ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.
Guarding Attack - Warlord Attack 1 With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks. Encounter ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target’s attacks. Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier.
Leaf on the Wind - Warlord Attack 1 Like a leaf caught in the autumn wind, your foe is driven by the flow of battle. Your fierce attacks force him to give ground. Encounter ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target.
Warlord’s Favor - Warlord Attack 1 With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies. Encounter ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.
Bastion of Defense - Warlord Attack 1 Honorable warriors never fall! Daily ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier.
Lead the Attack - Warlord Attack 1 Under your direction, arrows hit their marks and blades drive home. Daily ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier. Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
Pin the Foe - Warlord Attack 1 No matter where your foe turns, one of your allies is waiting for him. Daily ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Effect: Until the end of the encounter, the target cannot shift if at least two of your allies (or you and one ally) are adjacent to it.
White Raven Onslaught - Warlord Attack 1 You lead the way with a powerful attack, using your success to create an opportunity for one of your allies. Each of your comrades in turn seizes on your example and begins to display true teamwork. Daily ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and you slide an adjacent ally 1 square. Until the end of the encounter, whenever you or an ally within 10 squares of you makes a successful attack, the attacker slides an adjacent ally 1 square. Miss: Choose one ally within 10 squares. Until the end of the encounter, the ally slides an adjacent ally 1 square after making a successful attack.
Aid the Injured - Warlord Utility 2 Your presence is both a comfort and an inspiration. Encounter ✦ Healing, Martial Standard Action - Melee touch Target: You or one adjacent ally Effect: The target can spend a healing surge.
Steel Monsoon - Warlord Attack 3 You leap into the fray with a wild, whirling attack—but your movements are carefully calculated to distract nearby enemies and give your allies a chance to move into position. Encounter ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and one ally within 5 squares of you can shift 5 squares.
Iron Dragon Charge - Warlord Attack 9 Like a rampaging iron dragon, you hurl yourself at your adversary, landing a terrific blow that inspires your allies to charge as well. Daily ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage Effect: Until the end of the encounter, as an immediate reaction, an ally of your choice within 5 squares of you can charge a target that you charge.
Defy Death - Warlord Attack 29 You leap to your ally’s side and spare him from the jaws of death. Daily ✦ Healing, Martial,Weapon Immediate Interrupt - Melee weapon Trigger: A creature attacks your ally Target: The attacking creature Special: As part of this action, you can move twice your speed to reach the target without provoking opportunity attacks. Attack: Strength vs. AC Hit: 7[W] + Strength modifier damage, and the target’s attack misses. Miss: Half damage, and the target’s attack deals half damage if it hits. Effect: As an immediate reaction, the attacked ally can spend a healing surge.
Stand Invincible - Warlord Attack 29 You throw everything you have at the enemy and become a beacon of strength and perseverance for your allies. Daily ✦ Martial, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 7[W] + Strength modifier damage. Effect: You and each ally within 5 squares of you gain a +4 power bonus to all defenses and resist 5 to all damage until the end of your next turn. Sustain Minor: The effect continues.
Your powers are called spells, since they are from the arcane power source. You usually have your wand (an implement) in your hand when you use your powers, but it’s not required.Wizard Class FeaturesShow
Cantrips: You know a few minor spells that you can use as at-will powers.
Ghost Sound - Wizard Cantrip With a wink, you create an illusory sound that emanates from somewhere close by. At-Will ✦ Arcane, Illusion Standard Action - Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light - Wizard Cantrip With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. At-Will ✦ Arcane Minor Action - Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand - Wizard Cantrip You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will ✦ Arcane, Conjuration, Force Minor Action - Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
Magic Missile - Wizard Attack 1 You launch a silvery bolt of force at an enemy. At-Will ✦ Arcane, Force, Implement Standard Action - Ranged 20 Target: One creature Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier force damage. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Ray of Frost - Wizard Attack 1 A blisteringly cold ray of white frost streaks to your target. At Will ✦Arcane, Cold, Implement Standard Action - Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Scorching Burst - Wizard Attack 1 A vertical column of golden flames burns all within. At-Will ✦ Arcane, Fire, Implement Standard Action - Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier fire damage.
Burning Hands - Wizard Attack 1 A fierce burst of flame erupts from your hands and scorches nearby foes. Encounter ✦ Arcane, Fire, Implement Standard Action - Close Blast 5 Target: Each creature in blast Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage.
Force Orb - Wizard Attack 1 You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons. Encounter ✦ Arcane, Force, Implement Standard Action - Ranged 20 Primary Target: One creature or object Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier force damage.
Acid Arrow - Wizard Attack 1 A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. Daily ✦ Acid, Arcane, Implement Standard Action - Ranged 20 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Sleep - Wizard Attack 1 You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Daily ✦ Arcane, Implement, Sleep Standard Action - Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).
Expeditious Retreat - Wizard Utility 2 Your form blurs as you hastily withdraw from the battlefield. Daily ✦ Arcane Move Action - Personal Effect: Shift up to twice your speed.
Fire Shroud - Wizard Attack 3 With a subtle gesture, you wreathe nearby enemies in flames. Encounter ✦ Arcane, Fire, Implement Standard Action - Close burst 3 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Dispel Magic - Wizard Utility 6 You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent. Daily ✦ Arcane Standard Action - Ranged 10 Target: One conjuration or zone Attack: Intelligence vs. the Will defense of the creator of the conjuration or zone Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
Mirror Image - Wizard Utility 10 Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies. Daily ✦ Arcane, Illusion Minor Action - Personal Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack mises you, one of your duplicate images disappears and the bonus granted by theis power decreases by 2. When the bonus reaches 0 all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
Resistance - Wizard Utility 10 You make yourself or another creatures in range resistant to a particular kind of damage. Daily ✦ Arcane Minor Action - Ranged 10 Target: You or one creature Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Frostburn - Wizard Attack 13 You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact. Encounter ✦ Arcane, Cold, Fire, Implement Standard Action - Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 3d6 + Intelligence modifier cold and fire damage. Effect: This power’s area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes 5 cold and fire damage. You can dismiss the effect as a minor action.
Mesmeric Hold - Wizard Attack 13 You immobilize your foes by commanding them to remain still. Encounter ✦ Arcane, Charm, Implement, Psychic Standard Action - Ranged 10 Targets: One, two or three creatures Attack: Intelligence vs. Will, one attack per target Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll. Hit: 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.
Prismatic Burst - Wizard Attack 13 You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light. Encounter ✦ Arcane, Implement, Radiant Standard Action - Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.
Thunderlance - Wizard Attack 13 A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies. Encounter ✦ Arcane, Implement, Thunder Standard Action - Close blast 5 Target: Each creature in blast Attack: Wisdom vs Reflex Hit: 4d6 + Intelligence modifier thunder damage, and you push the target 4 squares.
Bigby’s Grasping Hands - Wizard Attack 15 Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together. Daily ✦ Arcane, Conjuration, Force, Implement Standard Action - Ranged 10 Effect: You conjure two 5-foot tall hands of force, each one occupying 1 square within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until the end of your next turn. Targets: One or two creatures Attack: Intelligence vs. Reflex Hit: 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Special: If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action, dealing 2d10 + Intelligence modifier force damage to each grabbed target. After the attack, each hand returns to its original square with its grabbed target. Sustain Minor: The hands persist.
Blast of Cold - Wizard Attack 15 You create a tremendous blast of supernatural cold, freezing your enemies. Daily ✦ Arcane, Cold, Implement Standard Action - Close blast 5 Target: Each enemy in blast Attack: Intelligence vs Reflex Hit: 6d6 + Intelligence modifier cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends).
Otiluke’s Resilient Sphere - Wizard Attack 15 You trap your enemy in a transparent, immobile glove of impenetrable force. Daily ✦ Arcane, Conjuration, Force, Implement Standard Action - Ranged 10 Target: One creature Attack: Intelligence vs Reflex Hit: You conjure a sphere of force that fills the target’s entire space until the end of your turn. The target is immobilized and an’t attack anything outside its own space. Creatures outside the sphere can’t attack the target, and the sphere blocks objects and creatures attempts to pass through it. The sphere, though impenetrable, is not impervious to damage. Attacks against the sphere automatically hit, and it has 100 hit points. Sustain Minor: If your attack roll was successful, you can sustain the sphere. Miss: The target is immobilized (save ends). Special: Instead of attacking an enemy, you can put the sphere around yourself or a willing ally within range without making an attack roll.
Prismatic Beams - Wizard Attack 15 Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways. Daily ✦ Arcane, Fire, Implement, Poison Standard Action - Close burst 5 Target: Each enemy in burst Attack: Intelligence vs Fortitude, Reflex, Will Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends). Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends). Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Wall of Ice - Wizard Attack 15 A wall of glittering, jagged ice appears at your command. Daily ✦ Arcane, Cold, Conjuration, Implement Standard Action - Area wall 12 within 10 squares Effect: You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall. Special: As a standard action, a creature can attack on square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, its melts away after 1 hour.
Displacement - Wizard Utility 16 The recipient of this spell appears to be standing slightly to the left or right of his actual position, making it harder for enemies to hit him. Encounter ✦ Arcane, Illusion Immediate Interrupt - Ranged 5 Trigger: A ranged or melee attack hits you or one ally in range Effect: The attacker must reroll the attack roll.
Fly - Wizard Utility 16 You leap into the air and don’t look back. Daily ✦ Arcane Standard Action - Personal Effect: You gain a speed of fly 8 until the end of your next turn. Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.
Greater Invisibility - Wizard Utility 16 With a wave of your hand, you or another creature nearby fades away becoming invisible. Daily ✦ Arcane, Illusion Standard Action - Ranged 20 Target: You or one creature Effect: The target is invisible until the end of your next turn, if the target attacks, the target becomes visible. Sustain Minor: If the target is within range, you can sustain the effect.
Acid Wave - Wizard Attack 19 A wave of acid dissolves all creatures that stand before you. Daily ✦ Acid, Arcane, Implement Standard Action - Close blast 5 Target: Each creature in blast Attack: Intelligence vs. Reflex Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and ongoing 5 acid damage (save ends).
Meteor Swarm - Wizard attack 29 Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire and scorching the ground. Daily ✦ Arcane, Fire, Implement Standard Action - Area burst 5 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 8d6 + Intelligence modifier fire damage. Miss: Half damage.
Astral Whirlwind - Astral Weapon Attack 20 Your faith directs you into a whirling attack that strikes out at every foe within reach, instilling them with fear and weakening their defenses. Daily ✦ Divine, Fear, Weapon Standard Action - Close burst 1 Target: Each enemy in burst you can see Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. In addition, the target takes a –2 penalty to all defenses (save ends). Special: If this attack kills one or more evil or chaotic evil creatures, roll a d20. On a roll of 10 or higher, you can use this power again during this encounter.
Long Fall Into Darkness - Doomsayer (Star) Attack 20 Daily ✦ Arcane, Fear, Illusion, Implement, Psychic Standard Action - Ranged 20 Target: One creature Attack: Charisma vs. Will Hit: 4d8 + Charisma modifier psychic damage, and the target is stunned until the end of its next turn and is knocked proned. Miss: Half damage, and the target is dazed until the end of its next turn.
Just Radiance - Justiciar Attack 11 A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged. Encounter ✦ Divine, Implement, Radiant Standard Action - Melee weapon Target: Each enemy marked by you in burst Attack: Charisma vs. Will Hit: 1[W] + Charisma modifier radiant damage, and until the end of your next turn, the target cannot make an attack that does not include you.
Strike Me Instead - Justiciar Utility 12 You call upon your innate sense of justice and honor, with a short prayer, and redirect an attack so that you take the hit instead of those you would proect. Daily ✦ Divine Immediate Interrupt - Personal Trigger: An ally within 5 squares of you is attacked Target: One creature Effect: The attack misses all of your allies it targets, but automatically hits you even if you weren’t a target of the attack.
Challenge the Unjust - Justiciar Attack 20 Your enemies surround you, and the purity whin you calls out for justice. You focus a powerful prayer through your holy symbol, sending forth a radiant burst of punishing force that no enemy can ignore. Daily ✦ Divine, Implement, Radiant Standard Action - Close burst 10 Target: Each enemy in burst Attack: Charisma vs Will Hit: 1[W] + Charisma modifier radiant damage, and the target is marked until the end of your next turn. Miss: Half damage, and the target is marked until the end of your next turn.
Soul Scorch - Life Stealer (Infernal) Attack 11 Encounter ✦ Arcane, Fire, Implement, Necrotic Standard Action - Ranged 10 Target: One creature Attack: Constitution vs. Will Hit: 3d8 + Constitution modifier Fire and Necrotic damage. Effect: If the target creature has the same origin as a life spark you possess, you can expend that life spark to deal an extra 10 damage to the target.
Clearing the Ground - Stormwarden Attack 11 You sweep your blades in mighty arcs around you, cutting foes that get too close and thrusting them back. Encounter ✦ Martial,Weapon Standard Action - Close burst 1 Requirement: You must be wielding two melee weapons. Target: Each enemy in burst you can see Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you push the target 1 square.
Throw Caution to the Wind - Stormwarden Utility 12 Aw, what the hell. You only live once. Encounter ✦ Martial, Stance Minor Action - Personal Effect: You take a –2 penalty to all defenses and gain a +2 bonus to attack rolls.
Cold Steel Hurricane - Stormwarden Attack 20 You rush into the midst of your enemies and, like a freezing wind, flay them alive. Daily ✦ Martial, Weapon Standard Action - Close burst 1 Requirement: You must be wielding two melee weapons. Special: Before you attack, shift a number of squares equal to your Wisdom modifier. Target: Each enemy in burst you can see Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target Hit: 1[W] + Strength modifier damage per attack. Effect: You regain your second wind if you have already used it during this encounter.
Shape Magic - Archmage Utility 26 You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory. Daily ✦ Arcane Standard Action - Personal Effect: You regain one arcane power you have already used.
Dragon Breath - Dragonborn Racial Power Encounter ✦ Acid, Cold, Fire, Lightning or Poison Minor Action - Close Blast 3 Target: All creatures in blast Attack: Strength, Constitution or Dexterity vs. Reflex Effect: [?1d8 or 2d6?] + Strength modifier, Constitution modifier or Dexterity modifier of acid, cold, fire, lightning or poison damage. [?Type of damage and ability modifier used chosen at character creation?]
Fey Step - Eladrin Racial Power With a step, you vanish from one place and appear in another. Encounter ✦ Teleportation Move Action - Personal Effect: Teleport up to 5 squares.
Elven Accuracy - Elven Racial Power With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves. Encounter ✦ Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Second Chance - Halfling Racial Power Luck and small size combine to work in your favor as you dodge your enemy’s attack. Encounter ✦ Immediate Interrupt Personal Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
Infernal Wrath - Tiefling Racial Power You call upon your furious nature to improve your odds of harming your foe. Encounter ✦ Minor Action Personal Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.
Various powers that are provided from feat selection. These feat powers may be available to all classes, some classes, or just a single class. The specifics on which class can aquire which feat powers is unkown at this time, though some can be reasonably assumed.
Channel Divinity: Armor of Bahamut - Feat Power Bahamut protects you or a friend from devastating harm. Encounter ✦ Divine Immediate Interrupt - Ranged 5 Trigger: An enemy scores a critical hit on you or an ally Effect: Turn a critical hit against you or an ally within range into a normal hit.
Channel Divinity: Power of Amaunator - Feat Power Your prayer to Amaunator creates a white-hot surge of radiance. Encounter ✦ Divine, Radiant Free Action - Personal Trigger: You hit an enemy with a power with the radiant keyword. Effect: Your power deals an extra 1d10 radiant damage to all targets hit by the power used. If a power deals half damage on a miss, you deal half of the extra damage as well.
I like that you are compiling the data in a easy to read format. So are you really working on the rogue or is that just a place holder?
Where is the Warlord? We did see in one of the previews his 2 at wills I think.
Warlord and Warlock will be added in sequence as soon as I am finished the Rogue. After that I will put up racial powers, followed by some fan-made ones.