Friday, May 18, 2012

Assassin

Assassin

Level
Class Features and Powers
1
Lifedrinker, Shadow Link
2
Boost
3

4
Boost
5
Improved Shadow Link
6
Boost
7

8
Boost
9

10
Greater Shadow Link

Role: Strike

Armor Proficiencies: Cloth, leather, light shields
Weapon Proficiencies: Basic melee, basic ranged, advanced melee, advanced ranged
Implement Proficiencies: Ki focus

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Stealth

CLASS FEATURES

LIFEDRINKER
Once per scene when you reduce an enemy to 0 hit points or fewer, you regain 1 vitality point.

Warlock

Warlock

Level
Class Features and Powers
1
Eldritch Pact
2
Boost
3

4
Boost
5
Improved Eldritch Pact
6
Boost
7

8
Boost
9

10
Greater Eldritch Pact

Role: Controller

Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Basic melee, basic ranged
Implement Proficiencies: Rod, wand

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Stealth

CLASS FEATURES

ELDRITCH PACT
Infernal Pact: You gain the service of a book imp.
Unseelie Pact: You gain the service of a shadow panther.

Hexes and Sacrifice

Shadow characters draw power from the dark realms, but doing so requires an offering of life force. Hexes have a keyword called Sacrifice, which indicates that in order to use the hex, a character must lose a Vitality Point.

Saturday, April 28, 2012

Warden

Warden

Level
Class Features and Powers
1
Wild Blessing, Defender Aura, Nature's Wrath - 2 Evocations, 4 points of Anima
2
Boost
3
Evocation
4
Boost
5
6 points of Anima
6
Boost
7
Evocation
8
Boost
9
8 points of Anima
10
Primal Blessing

Role: Defender

Armor Proficiencies: Cloth, leather, hide, light shields, heavy shields
Weapon Proficiencies: Basic melee, basic ranged, advanced melee, advanced ranged

Starting Hit Points: 36
Hit Points Gained Per Level: 7
Healing Surges: 12

Bonus Skill: Nature

CLASS FEATURES

DEFENDER AURA
Enemies adjacent to you are marked by you.

NATURE'S WRATH
Whenever an adjacent enemy marked by you makes an attack that does not include you or shifts away from you can make a basic melee attack against that enemy as an immediate interrupt.

WARDEN HEROIC EVOCATIONS

Earthen Grasp
 Aura, Primal, Weapon
 Major Action – Melee weapon
 Target: One creature
 Attack vs. Armor
 Hit: 1[W] + (bonus) damage, and the target is slowed for one round.
Anima 1
 Close burst 1
 Target: Each creature in the burst
Anima 2
 Effect: You gain an aura 1 that lasts for one round. The aura is difficult terrain for your enemies.

Guardian Hunter
 Primal, Weapon
 Major Action – Melee weapon
 Target: One creature
 Attack vs. Armor
 Hit: 1[W] + (bonus) damage, and for one round, whenever the target shifts or moves, you can shift 2 squares as an immediate reaction.
Anima 1
 Miss: For one round, whenever the target shifts or moves, you can shift 1 square as an immediate reaction.
Anima 2
 Close burst 1
 Target: Each enemy in the burst

Oaken Resilience
 Aura, Primal, Weapon
 Major Action – Melee weapon
 Target: One creature
 Attack vs. Armor
 Hit: 1[W] + (bonus) damage, and you gain 5 temporary hit points.
Anima 1
  Hit: 1[W] + (bonus) damage, and you can make a saving throw.
Anima 2
 Effect: You gain an aura 1 that lasts for one round. Your allies have resist 5 to all damage while in the aura.

Thorn Strike
 Primal, Weapon
 Major Action – Melee 2
 Target: One creature
 Attack vs. Armor
 Hit: 1[W] + (bonus) damage, and you pull the target 1 square.
Anima 1
  Melee 3
Anima 2
 Target: One or two creatures

Druid

Druid

Level
Class Features and Powers
1
Primal Aspect, Wild Shape, Rampant Growth - 2 Evocations, Anima 4
2
Boost
3
1 Evocation
4
Boost
5
Anima 6
6
Boost
7
1 Evocation
8
Boost
9
Anima 8
10
Greater Aspect

Role: Controller

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Basic melee, basic ranged
Implement Proficiencies: Staves, Totems

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Nature

CLASS FEATURES

RAMPANT GROWTH
You gain the Rampant Growth power:

Rampant Growth
Scene – Primal, Zone
Minor Action – Area burst 1 per tier within 5 squares
Effect: The area becomes a zone that lasts until the end of the scene or until you dismiss it as a minor action. The zone is difficult terrain and is partially concealed.

WILD SHAPE
Many druid powers have the Beast Form keyword. Such powers can only be used while your are in beast form. While you are in beast form, you can use powers with the Beast Form keyword, but you cannot use attack or boost powers without the Beast Form keyword.
When you transform into beast form, your equipment melds into your new form, but you drop anything you are holding, except for implements that you can use. Your game statistics do not change, and you continue to gain the benefit of any items you are wearing. You cannot draw or stow anything while in beast form.
You gain the Wild Shape power:

Wild Shape
 At-Will – Transformation
 Minor Action – Personal
 Effect: If you are not in Beast Form, you change into Beast Form. If you are in Beast Form, you change back to your regular form. You also shift 1 square.
 Special: You can use this power once per round.

PRIMAL ASPECT
Chose one of the following options:
Aspect of the Guardian: Increase the range of your ranged and area attacks by 5 squares.
Aspect of the Predator: Increase your speed by 1 square.
Aspect of the Swarm: Your poison attacks ignore 5 points of poison resistance per tier, and you treat targets immune to poison as though they had resist 15 poison instead.

HEROIC EVOCATIONS

Crawling Swarm
 Beast Form, Implement, Poison, Primal, Zone
 Major Action – Close blast 3
 Target: Each creature in the blast
 Attack vs. Fortitude
 Hit: 1d8 + (bonus) poison damage.
 Effect: The area creates a zone that lasts for one round. Enemies in the zone grant combat advantage.
Anima 1
 Hit: 1d8 + (bonus) poison damage, and you shift to a square adjacent to the blast.
Anima 2
 Effect: The area creates a zone that lasts for one round. Enemies in the zone grant combat advantage, and any enemy that ends its turn in the zone takes 5 damage plus ongoing 5 poison damage (save ends).

Frigid Gust
 Cold, Implement, Primal
 Major Action – Area burst 1 within 5 squares.
 Target: Each creature in the burst
 Attack vs. Fortitude
 Hit: 1d6 + (bonus) cold damage, and you can slide the target 1 square.
Anima 1
 Close blast 5
 Hit: 1d6 + (bonus) cold damage, and you can push the target 3 squares.
Anima 2
 Close blast 5 or Area burst 1 within 5 squares
 Hit: 2d6 + (bonus) cold damage, and you push the target 1 square and knock it prone.

Grasping Claws
 Beast Form, Implement, Primal
 Major Action – Melee touch
 Target: One creature
 Attack vs. Reflex
 Hit: 1d8 + (bonus) damage, and the target is slowed for one round.
Anima 1
 Target: One or two creatures.
Anima 2
 Hit: 1d8 + (bonus) damage, and the target is immobilized for one round.

Grounding Bolts
 Implement, Lightning, Thunder, Primal
 Major Action – Ranged 5
 Target: One creature
 Attack vs. Reflex
 Hit: 1d10 + (bonus) lightning and thunder damage, and the target is knocked prone.
Anima 1
 Target: One or two creatures
Anima 2
 Target: One, two, or three creatures

Magma Burst
 Fire, Implement, Primal, Zone
 Major Action – Area burst 1 within 5 squares
 Target: Each creature in the burst
 Attack vs. Reflex
 Hit: 1d6 + (bonus) fire damage, and the target is slowed for one round.
Anima 1
 Effect: The area creates a zone that lasts for one round. Any creature that enters the zone takes 5 fire damage.
Anima 2
 Hit: 2d6 + (bonus) fire damage, and the target is slowed for one round.
 Effect: The area creates a zone that lasts for one round. Any creature that enters the zone takes 5 fire damage plus ongoing 5 fire damage and is slowed (save ends both).

Savage Rend
 Beast Form, Implement, Primal
 Major Action – Melee touch
 Target: One creature
 Attack vs. Reflex
 Hit: 1d8 + (bonus) damage, and you can slide the target 1 square.
Anima 1
 Miss: Half damage, and you can slide the target 1 square.
Anima 2
 Hit: 2d8 + (bonus) damage, and you can slide the target 2 squares.
 Effect: You can shift up to 2 squares and repeat the attack against a second target.

Staggering Flurry
 Beast Form, Implement, Primal
 Major Action – Melee touch
 Target: One creature
 Attack vs. Reflex
 Hit: 1d8 + (bonus) damage, and the target is staggered for one round.
Anima 1
 Hit: 1d8 + (bonus) damage, and the target is dazed for one round.
Anima 2
 Effect: You can shift up to 2 squares and repeat the attack against a second target.

LEVEL 5 CLASS FEATURES
Aspect of the Guardian: While you are wearing light armor or no armor, you gain a +1 bonus to your Armor Defense.
Aspect of the Predator: While you are wearing light armor or no armor, your melee attacks deal +1d8 extra damage against any target granting you combat advantage.
Aspect of the Swarm: While you are wearing light armor or no armor, you gain resist 5 to all damage from melee and ranged attacks and vulnerable 5 to all damage from area attacks.

LEVEL 10 CLASS FEATURES
Aspect of the Guardian: When you use Wild Shape to shift into beast form, slide an enemy adjacent to you 1 square.
Aspect of the Predator: When you use Wild Shape to shift into beast form, you can shift an extra square.
Aspect of the Swarm: When you use Wild Shape to shift into beast form, you gain 5 temporary hit points.

Anima and Evocations

Primal characters use Anima to power Evocations

4e's Power Point mechanic

Priest

PRIEST

Level
Class Features and Powers
1
Faith, Sacred Calling - 2 Prayers, 2 Acts, Healing Light, Purifying Light
2
Boost
3
Prayer
4
Boost
5
Act
6
Boost
7
Prayer
8
Boost
9
Act
10
Higher Calling

Role: Leader

Armor Proficiencies: Cloth, leather, chain
Weapon Proficiencies: Basic melee, basic ranged
Implement Proficiencies: Holy symbols

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Religion

CLASS FEATURES

FAITH
As a Priest, your ability to call on the miraculous powers of your god(s) depends upon your Faith. You build Faith by using Prayers that smite your foes and bolster your allies. Then, that Faith is used to power Acts, the greatest displays of your deity's might.

When you use a Prayer, increase your Faith pool by the indicated number of points. Similarly, when you use an Act, decrease your Faith pool by the indicated number of points. Your Faith pool cannot drop below 0, and you must have at least as many Faith points as the cost of an Act in order to use it.

You begin each scene with a pool of 0 points, and your Faith pool resets at the end of each scene. Any unused Faith points are lost.

SACRED CALLING
Chose one of the following options:
Call to Battle: Whenever you use a power that allows you or an ally to spend a healing surge, you or that ally gains a +2 power bonus to attack rolls for one round. You also gain proficiency with light shields and heavy shields.
Call to Devotion: Whenever you use a power that allows you or an ally to spend a healing surge, you or that ally regains an additional 5 hit points per tier.
Call to Peace: Whenever you use a power that allows you or an ally to spend a healing surge, you or that ally regains an additional 2d8 hit points per tier. Whenever you deal damage to a bloodied creature, you are stunned for one round.

Healing Light
Divine, Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain an additional 1d6 additional hit points per tier, and can make a saving throw.
Special: You can use this power once per scene, plus one additional time per scene per tier.

Purifying Light
Divine, Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can make a saving throw. If the target saves, it gets a +2 bonus to saving throws for one round.

HEROIC PRIEST PRAYERS

Lance of Light
Divine, Implement, Prayer, Radiant
Major Action - Ranged 5
Target: One enemy
Attack vs. Reflex
Hit: 1d8 + (bonus) radiant damage, and the target grants combat advantage for one round.
Faith: You gain 1 point of Faith.

Mark of Reverence
Divine, Implement, Prayer
Major Action - Close burst 1
Target: One or two enemies in the burst
Attack vs. Will
Hit: You push the target 2 squares, and the target is staggered for one round.
Faith: You gain 1 point of Faith.

Righteous Brand
Divine, Prayer, Weapon
Major Action - Melee weapon
Target: One enemy
Attack vs. Armor
Hit: 1[W] + (bonus) damage, and the target grants combat advantage for one round.
Faith: You gain 1 point of Faith.

HEROIC PRIEST ACTS

Paladin

Paladin

Level
Class Features and Powers
1
Defender Aura, Guardian's Light, Faith, Virtue - 2 Prayers, 2 Acts
2
Boost
3
Prayer
4
Boost
5
Act
6
Boost
7
Prayer
8
Boost
9
Act
10
Higher Calling

Role: Defender

Armor Proficiencies: Cloth, leather, chain, scale, plate, light shields, heavy shields
Weapon Proficiencies: Basic melee, advanced melee, basic ranged
Implement Proficiencies: Holy symbols

Starting Hit Points: 32
Hit Points Gained Per Level: 6
Healing Surges: 14

Bonus Skill: Religion

CLASS FEATURES

FAITH
As a Paladin, your ability to call on the miracles of your god(s) depends upon your Faith. You build Faith by using Prayers that smite your foes and bolster your allies. Then, that Faith is used to power Acts, the greatest displays of your deity's might.

When you use a Prayer, increase your Faith pool by the indicated number of points. Similarly, when you use an Act, decrease your Faith pool by the indicated number of points. Your Faith pool cannot drop below 0, and you must have at least as many Faith points as the cost of an Act in order to use it.

You begin each scene with a pool of 0 points, and your Faith pool resets at the end of each scene. Any unused Faith points are lost.

DEFENDER AURA
Enemies adjacent to you are marked by you.

GUARDIAN'S LIGHT
Whenever an enemy marked by you makes an attack that does not include you or shifts away from you, it takes 5 radiant damage per tier.

PALADIN'S VIRTUE
Choose one of the following options:
Virtue of Hope: You gain the Lay on Hands power.
Virtue of Valor: You gain the Vow of Judgment power.
Virtue of Wisdom: You gain the Touch of Serenity power.

Lay on Hands
Scene – Divine, Healing
Minor Action – Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points. The target regains hit points equal to your healing surge value.

Touch of Serenity
Scene – Divine, Healing
Minor Action – Melee touch
Target: One creature
Effect: End one or two condition on the target that a save could ends.

Vow of Judgment
Scene – Divine, Mark
Minor Action – Melee touch
Target: One enemy
Effect: Until the end of the scene, whenever you attack the target, it is marked by you for one round.

HEROIC PALADIN PRAYERS

Hold Fast
Divine, Prayer, Weapon
Major Action - Melee weapon
Target: One enemy
Attack vs. Armor
Hit: 1[W] + (bonus) damage, and the target is slowed for one round.
Faith: You gain 1 point of Faith.

Valiant Strike
Divine, Prayer, Weapon
Major Action - Melee weapon
Target: One enemy
Attack vs. Armor
Hit: 1[W] + (bonus) damage, and one ally that you can see gains 5 temporary hit points.
Faith: You gain 1 point of Faith.

HEROIC PALADIN ACTS

LEVEL 5 CLASS FEATURE
Divine Grace: You gain a +2 bonus to saving throws.

LEVEL 10 CLASS FEATURE
Virtue of Hope: When you deal damage with Guardian's Light, you gain an equal number of temporary hit points.
Virtue of Valor: Increase the damage you deal with Guardian's Light by 5 per tier.
Virtue of Wisdom: When you deal damage with Guardian's Light, the target is slowed and staggered for one round.

Crusader

Crusader

Level
Class Features and Powers
1
Consecration, Exalt the Fallen, Faith - 2 Prayers, 2 Acts
2
Boost
3
Assured Destruction - 1 Prayer
4
Boost
5
Improved Consecrtation - 1 Act
6
Boost
7
 1 Prayer
8
Boost
9
1 Act
10
Greater Consecration


Role: Striker

Armor Proficiencies: Cloth, leather, chain, scale
Weapon Proficiencies: Basic melee, advanced melee, basic ranged

Starting Hit Points: 28
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Religion

CLASS FEATURES

CONSECRATION
Choose one of the following:

EXALT THE FALLEN
Whenever an adjacent, nonminion enemy is reduced to 0 hit points or fewer, you gain one point of Faith.




LEVEL 3 CLASS FEATURE
Assured Destruction
When you roll damage for a weapon or implement attack that deals radiant, necrotic, or psychic damage, reroll any damage die that comes up as a '1' until it comes up as something other than a '1'.

Acts and Faith

As a Divine character, your ability to call on the miracles of your god(s) depends upon your Faith. You build Faith by using Prayers that smite your foes and bolster your allies. Then, that Faith is used to power Acts, the greatest displays of your deity's might.

When you use a Prayer, increase your Faith pool by the indicated number of points. Similarly, when you use an Act, decrease your Faith pool by the indicated number of points. Your Faith pool cannot drop below 0, and you must have at least as many Faith points as the cost of an Act in order to use it.

You begin each scene with a pool of 0 points, and your Faith pool resets at the end of each scene. Any unused Faith points are lost.

Enchanter

ENCHANTER

Level
Class Features and Powers
1
Spell Specialty, Hallucinatory Terrain- Cantrips, Spells (2)
2
Boost
3
Spells (3)
4
Boost
5
Spells (4)
6
Boost
7
Spells (5)
8
Boost
9
Spells (6)
10
Greater Spell Speciality

Role: Controller

Armor Proficiencies: None
Weapon Proficiencies: Dagger, quarterstaff, crossbow
Implement Proficiencies: Staves, tomes, wands

Starting Hit Points: 22
Hit Points Gained Per Level: 4
Healing Surges: 8

Bonus Skill: Arcana

CLASS FEATURES

SPELL SPECIALITY
Choose one of the following options:
Compulsion: Your powers with the charm and fear keywords affect creatures that are immune to charm and fear effects normally.
Domination: Whenever you use a power that causes a creature to make an attack, the target gets a +2 bonus to the attack roll.
Illusion: You take a -4 penalty to attack rolls against your allies with illusion powers.

HALLUCINATORY TERRAIN
You gain the Hallucinatory Terrain power.

Hallucinatory Terrain
At-Will – Illusion
Minor Action – Ranged 5
Target: One square within range
Effect: The target square becomes difficult terrain until the end of the scene or until you dismiss it as a minor action. You can have a maximum of five such zones active at any given time.
Special: You can use this power no more than once per turn.

ARCANE WEAVE
Casting powerful spells involves weaving together incredible arcane energies in complex patterns that few understand and even fewer truly master. In addition to skill and concentration, this also takes time.

Spells have a Weave Time: this is how many rounds it takes to summon and shape the energy needed to cast the spell. To cast a spell, first decide which spell you will cast. Then, once during each of your turns, you can Weave the spell as a free action. After a number of turns equal to the Weave Time of the spell, it becomes avaliable to cast as a major action. You don't have to cast the spell right away, but you cannot Weave more than one spell at a time.

If you end your turn without Weaving, the Weave Time of any spell you were Weaving resets. However, you do not actually expend the spell use until the spell is cast, so if you stop Weaving a spell in order to start on a new one, it does not count towards the uses of the spell.

Weaving a spell does not stop you from taking your normal compliment of actions, and you can use Cantrips, boosts, and any other abilities normally. The only exception is that you cannot Weave more than one spell at a time.

REPEAT WEAVING

The more the universe is manipulated by arccane power, the greater its resistance to such manipulation. This makes casting the same spell many times more difficult each time, which in turn means that it takes longer.

Each time in a chapter that you cast a spell, the Weave Time of that spell increases by 1 round until the end of the chapter. This increase only applies to further casts of that specific spell: the Weave Times of other spells you know are only increased by casting those spells.

If a spell has no effect (it misses all targets and does not have a miss effect, or because all targets are immune to the effects of the spell) then its casting does not increase the Weave Time of later casts.

ENCHANTER CANTRIPS

Biting Figment
At-Will – Illusion, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: 1d6 + (bonus) psychic damage, and the target takes a -2 penalty to attack rolls for one round.

Drop of Rage
At-Will – Charm, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: For one round, the target takes a -2 penalty to attack rolls and can only use basic attacks.

Grasping Illusions
At-Will – Illusion, Implement, Psychic, Zone
Major Action – Area burst 1 within 10
Target: Each creature in the burst
Attack vs. Will
Hit: 1d4 + (bonus) psychic damage.
Effect: The burst creates a zone that lasts for one round. The zone is difficult terrain.

Hypnotism
At-Will – Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: Slide the target 1 square. The target then makes a basic melee attack against a creature of your choice as a free action.

Painful Puppetry
At-Will – Implement, Psychic
Major Action – Area burst 1 within 10
Target: Each creature in the burst
Attack vs. Will
Hit: 1d4 + (bonus) psychic damage, and you slide the target 1 square.

Wave of Fear
At-Will – Fear, Implement, Psychic
Major Action – Close blast 5
Target: Each creature in the blast
Attack vs. Will
Hit: 5 psychic damage, and you can push the target 3 squares.

ENCHANTER HEROIC SPELLS

Charm of Holding
Spell – Arcane, Charm, Implement
Major Action – Area burst 1 within 10 squares
Target: Each creature in the burst
Attack vs. Will
Hit: The target is dazed and slowed (save ends).
First Failed Saving Throw: The target is dazed and immobilized (save ends).
Miss: The target is dazed and slowed for one round.

Deep Slumber
Spell – Arcane, Implement, Sleep
Major Action – Area burst 2 within 10 squares
Target: Each creature in the burst
Attack vs. Will
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is unconscious (save ends). Any damage awakens the
target.

Double Vision
Spell – Arcane, Illusion, Implement, Psychic
Major Action – Area burst 2 within 10
Target: Each creature in the burst
Attack vs. Will
Hit: Whenever the target makes an attack roll, it rolls twice and uses the lower result (save ends).
Miss: For one round, whenever the target makes an attack roll, it rolls twice and takes the lower result.

Glitterdust
Spell – Arcane, Illusion, Implement
Major Action – Area burst 1 within 10
Target: Each creature in the burst
Attack vs. Reflex
Hit: The target is blinded and cannot benefit from concealment or invisibility (save ends both).
Effect: The burst creates a zone that lasts until the end of the scene. The zone is lightly obscured.

Phantom Chasm
Spell – Arcane, Illusion, Implement, Psychic
Major Action – Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack vs. Will
Hit: 1d8 + (bonus) pychic damage, and the target is immobilized for one round.
Effect: The burst creates a zone that lasts until the end of the scene. Any enemy that enters the zone or ends its turn there falls prone.

Chain of Command
Spell – Arcane, Domination, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: The target is stunned for one round.
Aftereffect: The target makes a basic attack against a creature of your choice as a free action.
If the basic attack hits, repeat this attack against that creature as a free action.

Wave of Terror
Spell – Arcane, Fear, Implement
Major Action – Close blast 5
Target: Each creature in the blast
Attack vs. Will
Hit: The target moves up to its speed directly away from you, taking the safest route possible.
Miss: You push the target up to 3 squares.

Creeping Control
Spell – Arcane, Domination, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is stunned (save ends).
Second Failed Saving Throw: The target is dominated (save ends).

Elementalist

ELEMENTALIST
Level
Class Features and Powers
1
Arcane Weave, Arcane Might, Elemental Affinity - Energy Bolt, Cantrips, Spells (2)
2
Boost
3
Assured Destruction, Spells (3)
4
Boost
5
Improved Elemental Affinity
6
Boost
7
Spells (4)
8
Boost
9
Spells (5)
10
Greater Elemental Affinity

Role: Striker

Armor Proficiencies: None
Weapon Proficiencies: Simple melee, simple ranged
Implement Proficiencies: Staves, wands, ceremonial daggers

Starting Hit Points: 24
Hit Points Gained Per Level: 5
Healing Surges: 8

Bonus Skill: Arcana

CLASS FEATURES

ARCANE MIGHT
You gain a +5 bonus per tier to the damage rolls of implement attacks that deal acid, cold, fire, lightning, or thunder damage.

ELEMENTAL AFFINITY
Choose one of the following options:
Air Affinity: You gain resistance to lighting equal to 5 per tier, and your lightning powers ignore an equal amount of lightning resistance. In addition, whenever an enemy hits you with an attack while you are bloodied, you can teleport 2 squares as a free action. Your energy bolt deals lightning damage.
Fire Affinity: You gain resistance to fire equal to 5 per tier, and your fire powers ignore an equal amount of fire resistance. In addition, while you are bloodied, any enemy that hits you with a melee attack takes 5 fire damage per tier. Your energy bolt deals fire damage.
Water Affinity: You gain resistance to cold equal to 5 per tier, and your cold powers ignore an equal amount of cold resistance. In addition, you gain a +2 bonus to your Armor defense while bloodied. Your energy bolt deals cold damage.

ENERGY BOLT
You gain the energy bolt power.

Energy Bolt
At-Will – Implement; varies
Major Action – Ranged 10
Target: One creature
Attack vs. Reflex
Hit: 1d10 + (bonus) damage. The type of damage is determined by your Elemental Affinity.
Special: You can use this power as a basic ranged attack.

ELEMENTALIST HEROIC CANTRIPS

Shard Rain
At-Will – Cold, Implement, Zone
Major Action – Area burst 1 within 10
Target: Each creature in the burst
Attack vs. Reflex
Hit: 1d4 + (bonus) cold damage.
Effect: The area creates a zone that lasts for one round. Creatures that enter or leave the zone take 5 damage per tier.

Burning Spray
At-Will – Fire, Implement
Major Action – Close blast 3
Target: Each creature in the blast
Attack vs. Reflex
Hit: 1d6 + (bonus) fire damage, plus ongoing 5 fire damage (save ends).

Crackling Bolt
At-Will – Implement, Lightning, Thunder
Major Action – Ranged 10
Target: One creature
Attack vs. Reflex
Hit: 1d10 + (bonus) lightning damage, and each creature adjacent to the target takes 1d6 + (bonus) thunder damage.

Flame Whip
At-Will – Implement, Fire
Major Action – Melee 3
Target: One creature
Attack vs. Reflex
Hit: 1d8 + (bonus) fire damage, plus ongoing 5 fire damage (save ends).
Special: You can use this power as a basic melee attack.

Polar Beam
At-Will – Cold, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Fortitude
Hit: 1d10 + (bonus) cold damage, and if the target does not move at least 1 square during its next turn, it takes 5 additional cold damage per tier.

Storm Strike
At-Will – Implement, Lightning
Major Action – Ranged
Target: One creature
Effect: You can shift 1 square.
Attack vs. Fortitude
Hit: 1d10 + (bonus) lightning damage, and you can slide the target 1 square.

ELEMENTALIST HEROIC SPELLS

Arc Lightning
Spell – Implement, Lightning
Major Action – Ranged 10
Target: One, two, or three creatures
Attack vs. Reflex
Hit: 1d12 + (bonus) lightning damage.
Miss: Half damage.

Heat Wave
Spell – Fire, Implement
Major Action – Close burst 2
Target: Each creature in the burst
Attack vs. Fortitude
Hit: 3d6 + (bonus) fire damage, plus ongoing 5 fire damage (save ends).

Hypothermia
Spell – Cold, Implement
Major Action – Area 1 burst within 10 squares
Target: Each creature in the burst
Attack vs. Fortitude
Hit: 2d4 + (bonus) cold damage.
Effect: The target gains vulnerable 10 cold (save ends).

Flash Immolation
Spell – Fire, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Reflex
Hit: 2d6 + (bonus) fire damage.
Effect: If the target is taking ongoing fire damage, it takes 2d6 fire damage and falls prone, and the ongoing fire damage ends.

Glacial Spike
Spell – Cold, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Reflex
Hit: 4d6 + (bonus) cold damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed for one round.

Lightning Lance
Spell – Implement, Lightning
Major Action – Ranged 10
Target: One creature
Attack vs. Reflex
Hit: 2d12 + (bonus) lightning damage.
Special: Also make the attack against each creature providing cover to the target.

Liquid Flame
Spell – Fire, Implement
Major Action – Close blast 5
Target: Each creature in the blast
Attack vs. Reflex
Hit: 3d6 + (bonus) fire damage, plus ongoing 5 fire damage (save ends).
Miss: Half damage.

Meteor
Spell – Fire, Implement, Thunder
Major Action – Area burst 1 within 10 squares
Target: Each creature in the burst
Attack vs. Reflex
Hit: 3d6 + (bonus) fire and thunder damage, and the target is knocked prone.
Miss: Half damage.

Mind Shock
Spell – Implement, Lightning, Psychic
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: 2d12 + (bonus) lightning damage.
Effect: The target must fall prone or take an additional 2d6 psychic damage.

Rimestorm
Spell – Cold, Implement, Zone
Major Action – Area burst 2 within 10 squares
Target: Each creature in the burst
Attack vs. Reflex
Hit: 3d4 + (bonus) cold damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of the scene. The zone is difficult terrain and is lightly obscured.

Swirling Aura
Spell – Aura, Cold, Implement
Major Action – Close burst 1
Target: Each creature in the burst
Attack vs. Fortitude
Hit: 3d4 + (bonus) cold damage.
Effect: You gain an aura 1 that lasts for one round. Any enemy that enters the aura or starts its turn there is slowed for one round. Enemies in the aura cannot shift.

Thunder Crash
Spell – Implement, Thunder
Major Action – Close blast 5
Target: Each creature in the blast
Attack vs. Fortitude
Hit: 2d10 + (bonus) thunder damage.
Effect: Push the target to a square adjacent to the area of the blast.

LEVEL 3 CLASS FEATURE
Assured Destruction
When you roll damage for an implement attack that deals acid, cold, fire, lightning, or thunder damage, reroll any damage die that comes up as a '1' until it comes up as something other than a '1'.

LEVEL 5 CLASS FEATURE
Improved Elemental Affinity
Air Affinity: 
Fire Affinity: 
Water Affinity: 

LEVEL 10 CLASS FEATURE
Greater Elemental Affinity
Air Affinity: When you hit a prone creature with a lightning attack, you can slide it 1 square. When you hit a prone creature with a thunder attack, you can push it 2 squares.
Fire Affinity: When you hit a creature with a fire attack that deals ongoing fire damage and that creature is already taking ongoing fire damage, it immediately takes damage equal to the amount of ongoing fire damage instead.
Water Affinity: When you hit with a creature a cold attack that would slow it and that creature is already slowed, it becomes immobilized for the same duration instead.

Bard

ENCHANTER

Level
Class Features and Powers
1
Arcane Weave, Ritual Caster - Cantrips, Spells (2)
2
Boost
3
Spells (3)
4
Boost
5
Spells (4)
6
Boost
7
Spells (5)
8
Boost
9
Spells (6)
10
Greater Spell Speciality

Role: Leader

Armor Proficiencies: Leather, chain, light shields
Weapon Proficiencies: Simple melee, advanced melee, simple ranged, advanced ranged
Implement Proficiencies: Wands, musical instruments

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Healing Surges: 8

Bonus Skill: Arcana

CLASS FEATURES

Healing Song
Scene (special) – Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain an additional 1d6 additional hit points per tier.
Special: You can use this power once per scene, plus one additional time per scene per tier.

Cleansing Song
Scene – Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can make a saving throw.

BARD CANTRIPS

BARD SPELLS

Spells and Cantrips

ARCANE WEAVE
Casting powerful spells involves weaving together incredible arcane energies in complex patterns that few understand and even fewer truly master. In addition to skill and concentration, this also takes time.

Spells have a Weave Time: this is how many rounds it takes to summon and shape the energy needed to cast the spell. To cast a spell, first decide which spell you will cast. Then, once during each of your turns, you can Weave the spell as a free action. After a number of turns equal to the Weave Time of the spell, it becomes avaliable to cast as a major action. You don't have to cast the spell right away, but you cannot Weave more than one spell at a time.

If you end your turn without Weaving, the Weave Time of any spell you were Weaving resets. However, you do not actually expend the spell use until the spell is cast, so if you stop Weaving a spell in order to start on a new one, it does not count towards the uses of the spell.

Weaving a spell does not stop you from taking your normal compliment of actions, and you can use Cantrips, boosts, and any other abilities normally. The only exception is that you cannot Weave more than one spell at a time.

REPEAT WEAVING

The more the universe is manipulated by arccane power, the greater its resistance to such manipulation. This makes casting the same spell many times more difficult each time, which in turn means that it takes longer.

Each time in a chapter that you cast a spell, the Weave Time of that spell increases by 1 round until the end of the chapter. This increase only applies to further casts of that specific spell: the Weave Times of other spells you know are only increased by casting those spells.

If a spell has no effect (it misses all targets and does not have a miss effect, or because all targets are immune to the effects of the spell) then its casting does not increase the Weave Time of later casts.

Warlord

WARLORD

Level
Class Features and Powers
1
Leadership Tactics, Master-At-Arms - 2 Stances, Inspiring Word, Word of Resolve, Power Strike
2
Boost
3
Call to Arms - 1 Stance
4
Boost
5
Improved Leadership Tactics, Power Strike (3)
6
Boost
7
Stance
8
Boost
9
Power Strike (4)
10
Superior Leadership Tactics

Role: Leader

Armor Proficiencies: Cloth, leather, chain, scale; light shields
Weapon Proficiencies: Basic melee, advanced melee, basic ranged, advanced ranged

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Vitality Points: 10

Bonus Skill: Athletics

CLASS FEATURES

Inspiring Word
Scene (special) – Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can spend a Vitality Point and regain an additional 1d6 additional hit points per tier. The target can also shift 1 square as a free action.
Special: You can use this power once per scene, plus one additional time per scene per tier.

Word of Resolve
Scene – Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can make a saving throw. If the target saves, it gets a +2 bonus to its next attack roll.

LEADERSHIP TACTICS
Choose one of the following options:
Cunning Tactics: Once per round, when an ally that you can see is missed by an attack, you can use an free action to allow that ally to shift 1 square.
Inspiring Tactics: Once per round, when an ally that you can see bloodies an enemy or reduces an enemy to 0 hp, you can use a free action to grant that ally 5 temporary hit points per tier.
Skirmishing Tactics: Once per round, when an ally that you can see makes an attack of opportunity, you can use a free action to grant that ally a +4 bonus to the attack roll.

WARLORD STANCES

Command the Strike
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you would make a basic melee attack on your turn, you can instead allow one ally that you can see to make a basic attack against the target as a free action.
Power Strike: If you use Power Strike, one ally that you can see can make a basic attack against the target as a free action.

Exposing Maneuvers
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, the target grants combat advantage for one round.
Power Strike: If you use Power Strike, for one round the next ally to miss the the target can reroll his or her attack roll but must use the second result.

Intuitive Attack
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, for one round any ally that attacks the target with combat advantage gets a +2 power bonus to the attack roll.
Power Strike: If you use Power Strike, for one round any ally that attacks the target with combat advantage also gets a +4 power bonus to the damage roll.

Lead By Example
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, choose one ally that you can see. That ally gains a +5 power bonus to damage rolls against the target for one round.
Power Strike: If you use Power Strike, each ally that you can see gains the +5 power bonus to damage rolls against the target for one round.

Myrmidon Formation
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you make a basic melee attack, for one round allies adjacent to you gain a +2 power bonus to Armor defense.
Power Strike: If you use Power Strike, the bonus applies to all defenses, and you also receive the bonus.

Rousing Assault
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, one ally that you can see gains 5 temporary hit points.
Power Strike: If you use Power Strike, one ally that you can see can instead spend a Vitality Point.

Stirring Force
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, one ally that you can see can make a saving throw.
Power Strike: If you use Power Strike, two allies that you can see can each make a saving throw with a +2 power bonus instead.

Sundering Stance
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, your allies can score a critical hit against the target on a roll of 19-20 for one round.
Power Strike: If you use Power Strike, you and your allies can score a critical hit against the target on a roll of a 18-20 for one round instead.

Wolf Pack Tactics
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you make a basic melee attack, one ally adjacent to you or the target can shift 1 square as a free action.
Power Strike: If you use Power Strike, you and each ally adjacent to you or the target can shift 1 square as a free action.

LEVEL 3 CLASS FEATURE

CALL TO ARMS
You and any ally that can see or hear you gains a +2 bonus to initiative checks.

LEVEL 5 CLASS FEATURE
Improved Leadership Tactics
Cunning Tactics: Whenever you or an ally that you can see spends a Hero Point to re-roll an attack roll, you or that ally gains a +2 bonus to the re-roll.
Inspiring Tactics: Whenever you or an ally that you can see spends a Hero Point to re-roll an attack roll, you or that ally gains 5 temporary hit points per tier.
Skirmishing Tactics: Whenever you or an ally that you can see spends a Hero Point to re-roll an attack roll, you or that ally can shift 1 square per tier after the attack.

LEVEL 10 CLASS FEATURE
Superior Leadership Tactics
Cunning Tactics: Whenever you use a power that causes an enemy to grant combat advantage, you can slide the target 1 square, but not into hindering terrain.
Inspiring Tactics: Whenever you use a power that grants an ally temporary hit points, increase the amount of temporary hit points granted by +5.
Skirmishing Tactics: Whenever you use a power that allows an ally to move or shift, that ally can move or shift 1 additional square.

Slayer

SLAYER

Level
Class Features and Powers
1
Slayer Style, Master-at-Arms - 2 Stances, Power Strike
2
Boost
3
Assured Destruction, 1 Stance
4
Boost
5
Improved Slayer Style, Power Strike (3)
6
Boost
7
1 Stance
8
Boost
9
Power Strike (4)
10
Greater Slayer Style

Role: Striker

Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Basic melee, advanced melee, basic ranged, advanced ranged

Starting Hit Points: 28
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Athletics or Acrobatics

CLASS FEATURES

SLAYER STYLE
Backstabber Style: Once per turn when you hit a creature granting combat advantage with a light blade or crossbow, you deal +2d6 extra damage per tier.
Marauder Style: You gain proficiency with chain and scale armor. While wielding a two-handed melee weapon, you gain a +5 bonus to damage rolls per tier.
Sharpshooter Style: You gain proficiency with hide armor. While wielding a ranged weapon, you gain a +5 bonus to damage rolls per tier.

SLAYER STANCES

Bull's Stance
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, you gain a +1 power bonus to the attack rolls of charge attacks
Power Strike: If you use Power Strike on a charge attack, you can either push the target 2 squares or knock it prone.

Duelist's Panache
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, your melee attacks gain combat advantage against enemies that have no other creatures adjacent to them.
Power Strike: If you use Power Strike, you can either swap places with the target, or shift 1 square and pull it 1 square to a square adjacent to you.

Hit and Run
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you use a move action to move, you can also use a standard action to make a basic melee attack once during the move.
Power Strike: If you use Power Strike, the target cannot make opportunity attacks this turn.

Nimble Footwork
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit or miss with a basic attack, you can shift 1 square or move 3 squares.
Power Strike: If you use Power Strike, you can slide the target 2 squares.

Nowhere to Run
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, you can count squares of blocking terrain as allies for the purpose of flanking.
Power Strike: If you use Power Strike against a target adjacent to blocking terrain, you knock the target prone.

Piercing Strikes
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, your basic weapon attacks target Reflex instead of Armor
Power Strike: If you use Power Strike, the target takes ongoing 5 damage (save ends).

Reckless Assault
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, you deal +1d6 additional damage with basic melee attacks, and you grant combat advantage to all enemies.
Power Strike: If you use Power Strike, you deal an additional +1d6 damage, and take a -2 penalty to all defenses for one round.

Serpent's Swiftness
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, you gain a +2 power bonus to speed and a +4 power bonus to all defenses against opportunity attacks.
Power Strike: If you use Power Strike, you can shift half your speed.

Sniper's Stance
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, you ignore cover and concealment with basic ranged attacks, and if you have not moved since before last round, you take only a -4 penalty for total cover or total concealment with basic ranged attacks.
Power Strike: If you use Power Strike with a basic ranged attack and have not moved since before last round, you can slide the target 2 squares or knock it prone.

Twin Arrows
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic ranged attack, you can make two damage rolls and use either result.
Power Strike: If you use Power Strike, you can also reroll any damage die that comes up as a '1' or '2' until it comes up as something other than a '1' or a '2'.

ASSURED DESTRUCTION
When you roll damage for a melee or ranged weapon attack, reroll any damage die that comes up as a '1' until it comes up as something other than a '1'.

LEVEL 5 CLASS FEATURE
Improved Slayer Style
Backstabber Style: 
Marauder Style: 
Sharpshooter Style: Your ranged weapon attacks ignore the penalty to hit prone targets, and you gain combat advantage with ranged weapon attacks against prone targets.

LEVEL 10 CLASS FEATURE
Greater Slayer Style
Backstabber Style: While wielding a light blade or crossbow, increase the bonus to attack rolls you gain from combat advantage to +3.
Marauder Style: Whenever you reduce an enemy to 0 hit points or fewer with an attack, you gain combat advantage for your next attack made before the end of your next turn.
Sharpshooter Style: You gain combat advantage for ranged attacks against any enemy flanked by your allies.