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. Spoiler: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.
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 [
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
Predator Strike (Ranger) [1] 1+ beast's str +Wis [b]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
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
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.
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.
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
Predator Strike (Ranger) [1] 1+ beast's str +Wis [b]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.
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.
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
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 Orb, Wand, Staff/b] Thunderwave (Wizard)[close blast 3]1d6+int, and targets pushed back wis squares [b] Orb, Wand, Staff Thundering Armor (Articifer) [10] Ally gains +1 AC, adjacent enemy takes 1d8+Int thunder and is pushed 1. Rod, Staff, Wand
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
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
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.
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.
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.