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- Blood And Fire
- [At-Will] [Fire] [Reaction]
- Trigger: You take Physical damage
- Target: One creature within 3 Squares
- Attack: Charisma or Intelligence vs. Dexterity
- Hit: The target takes 2d6 + Modifier Fire damage. Blood And Fire may affect a single target only once per Encounter.
- Verdant Lance
- You conjure a lance of earth and wood to pierce your opponents and slowly drain their life.
- [Encounter] [Weapon] [Earth] [Piercing]
- 2 Actions
- Target: One creature within 3 Squares
- Attack: Strength vs Armor Class
- Hit: 2W Piercing Earth damage, and the target is Seeded.
- Maiden's Embrace
- [Encounter] [Metal]
- 2 Actions
- Target: One creature within 6 Squares
- Attack: Con or Wisdom vs Dexterity
- Hit: 3d6+Con Piercing Metal damage, and you encase the target in a spiked iron cage. While inside the cage, the target cannot see outside, and may not move or be moved from the cage until it is broken. The cage has 25 HP and 5 Hardness. Repeat the damage if the target begins its turn inside the cage.
- Waning Moon's Curse
- [Encounter] [Weapon] [Shadow]
- 1 Action
- Target: One creature within Weapon Range
- Attack: Charisma vs. Will
- Hit: The target is Frightened 1. Once during the Encounter, as a 1 Action Immediate Interrupt before the target makes any roll, you may cause the target to take 2W + Charisma Shadow damage and gain Disadvantage on that roll.
- Waxing Moon's Gift
- [Encounter] [Aura] [Light] [Restoration]
- 1 Action
- Target: One Ally within 5 Squares
- Effect: You impart an Aura to the target. This counts as an active Aura for you, not the target. This Aura grants its bearer 3 Damage Reduction and the ability to spend a Healing Surge once a Round as 1 Immediate Interrupt Action. Additionally, the target may expend this Aura when making any roll to gain Advantage on that roll.
- Icy Grip
- [At-Will] [Water]
- 2 Actions
- Target: One creature within 5 Squares
- Attack: Dexterity or Charisma vs AC
- Hit: 4d6+Modifier Water damage, and the target is Slowed 1. If the target willingly Shifts from its space before the end of its next turn, it takes 2d6 Water damage.
- Purifying Flame
- [Daily] [Fire]
- 2 Actions
- Target: 3-Square Burst within 10 Squares
- Attack: Charisma +2 vs Dexterity
- Hit: 8d6 + 2xCharisma Fire damage, and you Dispel all Auras and Spell Effects on all targets.
- Cauterize
- [At-Will] [Fire] [Restorative]
- 1 Action
- Target: One creature within 5 Squares
- Attack: Cannot Miss
- Hit: 1d6 + Charisma Fire damage, and the target is cured of one Affliction affecting them. Cauterize may cure any single target only once per Encounter.
- Wilting-Leaf Lunge
- [At-Will] [Weapon] [Earth]
- 2 Actions
- Target: One creature within 4 Squares
- Attack: Strength or Dexterity vs. Armor Class
- Hit: 2W + Modifier Earth damage, and the target is Poisoned 1. After the attack, you may Shift to a square adjacent to the target as a Free action.
- Sunflower Sword
- [Encounter] [Weapon] [Earth] [Light] [Slashing]
- 2 Actions
- Target: All creatures in a Cone 4
- Attack: Strength or Dexterity vs. Armor Class
- Hit: 2W + Modifier Earth Light damage, and you coat the affected terrain in writhing vines that persist for a number of rounds equal to your Modifier. All creatures that begin their turn in the affected area are Ensnared 1.
- Miss: No damage, but the Ensnare effect is still applied
- Snowblinding Slash
- [Daily] [Weapon] [Water] [Slashing]
- 2 Actions
- Target: All creatures in a Burst 3
- Attack: Strength or Constitution vs. Armor Class
- Hit: 3W + Modifier Water damage, and the area is enshrouded in a blizzard that persists for a number of turns equal to your Modifier. The area completely obscures sight, and foes that begin their turn within it take 2d6 Water damage and are Slowed 1.
- Jetstream Ram
- [Encounter] [Water]
- 2 Actions
- Target: One creature within 10 Squares
- Attack: Strength or Dexterity vs. Armor Class
- Effect: You may move up to 10 Squares toward the target as part of this attack. During this movement, you ignore Difficult Terrain and Marks.
- Hit: 6d6 + Modifier Bludgeoning Water damage, and the target gains 1 Undertow. Then you may attempt a Push 3 maneuver against the target.
- Phoenix Wing Wind Dash
- [Encounter] [Utility] [Restoration] [Fire] [Wind]
- 2 Actions
- Target: Self
- Effect: You may spend a Healing Surge. Until the end of the Round, you gain a Fly speed equal to your Speed + 2. You may pass through enemies as though they were normal terrain, and enemies you pass through this way take 2d6 + Charisma Fire or Wind damage. An enemy may take this damage only once per Round.
- Features:
- Mantle of Superiority
- [Encounter] [Aura]
- Prerequisites: 2 Charisma
- 1 Action
- Effect: While this Aura is active, you gain a +2 bonus to damage, damage reduction, and movement.
- Even Further Beyond!
- [Daily]
- Prerequisites: Level 3, 1+ Powers with the [Aura] tag
- 1 Action
- Trigger: You begin your turn with an active Aura
- Effect: Increase all numerical bonuses to damage, evasion, movement, damage reduction, and accuracy granted by the triggering Aura by +2 until the end of the encounter.
- You're Not Dealing with The Average Warrior
- [Encounter]
- Prerequisites: 1+ Powers with the [Aura] tag
- No Actions
- Trigger: You activate an Aura on your turn
- Effect: This turn, increase all numerical bonuses granted by the Aura by your proficiency modifier. Then, Taunt one enemy within 6 spaces of you.
- Get Back In There!
- [At-Will] [Support]
- Prerequisites: Hero, 1+ Powers with the [Restorative] tag
- Trigger: You restore HP to a single Ally using a Power
- Effect: The Ally gains Advantage on one roll of their choice before the end of their next turn. This may affect a single Ally only once per Encounter.
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