“Onward to victory! They cannot stand before us!”
Player’s Handbook, Martial Power & Martial Power 2 — Combined
AW at-will · ENC encounter · DLY daily |
Name column: name · power type & source (MP Martial Power, MP2 Martial Power 2, PHB Player’s Handbook) · action & range · keywords · target |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice
Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.
Your ability to lead others to victory is a direct result of your history. You could be a minor warchief looking to make a name for yourself, a pious knight-commander on leave from your militant order, a youthful noble eager to apply years of training to life outside the castle walls, a calculating mercenary captain, or a courageous marshal of the borderlands who fights to protect the frontier. Regardless of your background, you are a skillful warrior with an uncanny gift for leadership.
The weight of your armor is not a hindrance; it is a familiar comfort. The worn weapon grip molds to your hand as if it were a natural extension of your arm. It’s time to fight and to lead.
“Recklessness is still a tactical choice, and adaptability is an asset to any leader. If putting your own skin on the line saves your friends some pain, I say recklessness is more fun.”
Whether called to lead by talent or fate, or trained to lead as a soldier or a noble, a warlord must always acknowledge the importance of the team. A warlord forms the core of a squad, using martial know-how to manipulate any battle toward a favorable outcome. The notion of martial leadership includes countless techniques of command. Raw charisma can push allies to new heights, and strategic genius can create triumph where none seems possible. However, those are only two possibilities among many.
You could be the kind of leader who likes hard-hitting tactics and living on the edge. Maybe you just prefer to risk yourself rather than your friends, knowing that you have the guile and strength to pull off your style of daring leadership. Instead, you might prefer to play it fast and loose, observing the tactical situation and solving the problem with astounding ingenuity.
“Aggression and hard fighting have their place, but they don’t always result in victory. I do not wade headlong into combat without a strategy.”
A WARLORD has many forms: the aggressive and reckless leader, the canny battle captain, the brilliant strategist, the willful commander. Each warlord masters a different set of leadership techniques that represents his or her command style. Through a combination of courage, skill at arms, sound strategy, and insight, the warlord inspires confidence and vigor among his or her comrades.
As a leader, you understand that each person has a role to play on the battlefield. You could be the kind of commander who follows instinct and intuitively understands the ebb and flow of combat. You might employ stealth and guile, letting sleeping dragons lie and avoiding fruitless conflicts. Or perhaps you lead through courage and ferocity, challenging enemy leaders to meet you in single combat. Regardless of the type of warlord you are, your insights help arm your companions with the weapons to overcome any obstacle.
Warlords rely on Strength for their melee attacks, with Intelligence, Charisma, or Wisdom supporting their other powers depending on their build. The Player’s Handbook presents the inspiring warlord and the tactical warlord; Martial Power adds the bravura warlord and the resourceful warlord, and Martial Power 2 adds the insightful warlord and the skirmishing warlord.
You lead through a combination of daring attacks and aggressive tactics. Using your powers is risky, but the rewards for success are great. You help your allies find the nerve to profit from bold maneuvers and punch into enemies head-on. Compared to other warlords, you’re oriented more toward handling heavy fighting yourself, and your attack powers rely mainly on Strength. Charisma is your second priority, for it lets you get away with your audacious stunts yet maintain the respect of your comrades. Mental acuity and quick reflexes in battle are valuable to any warlord, so Intelligence is also important to you. The Bravura Presence class feature is designed to complement this build.
Suggested Feat: Improved Bravura* (Human feat: Action Surge)
Suggested Skills: Endurance, Heal, History, Intimidate
Suggested At-Will Powers: brash assault*, furious smash
Suggested Encounter Power: luring focus*
Suggested Daily Power: fearless rescue*
*New option presented in this book
You lead through careful observation and a knack for predicting your enemies’ actions. In combat, you keep your eyes open and quickly adapt your plan to changing circumstances. You show your allies how to identify enemy weaknesses and exploit those flaws. You are skilled at demoralizing foes and are an expert at interrupting their actions by issuing quick commands.
Your attack powers rely on Strength, so make that your primary ability score. Wisdom is your second priority, because it helps you perceive foes and anticipate their actions. If you choose the Insightful Presence class feature, you can use Wisdom or Charisma, so pick one of those ability scores as your tertiary ability score depending on which other warlord build you want to dabble in.
Suggested Class Features: Insightful Presence, Canny Leader
Suggested Feat: Lend Strength*
Suggested Skills: Athletics, Diplomacy, Endurance, Heal
Suggested At-Will Powers: direct the strike, intuitive strike
Suggested Encounter Power: powerful warning*
Suggested Daily Power: leader’s instincts*
*New option presented in this book
You lead by exhortation, encouragement, and inspiration. Your powers help your allies find new surges of courage and endurance within themselves, helping them heal, shrug off debilitating conditions, and defend themselves from attack. Your attack powers rely on Strength, so that should be your best ability score. The benefits you give your allies, though, depend almost entirely on Charisma, so make that second best. Intelligence is your best third choice, so you can dabble in other warlord powers and to help your Reflex defense. Select powers that make the best use of your high Charisma score.
Suggested Feat: Inspired Recovery (Human feat: Toughness)
Suggested Skills: Athletics, Diplomacy, Heal, History
Suggested At-Will Powers: commander’s strike, furious smash
Suggested Encounter Power: guarding attack
Suggested Daily Power: bastion of defense
You don’t limit yourself to a particular set of tactics, instead adapting to the mistakes and openings your enemies provide and endeavoring to create opportunities. You lead through a diverse selection of shouted commands, ongoing stratagems, martial stances, and flexible plans. Allies can expect help in a wide variety of circumstances. As is typical for a warlord, Strength is your primary ability, but your powers make use of Intelligence and Charisma, encouraging you to pick and choose among the powers that other traditions have to offer. The Resourceful Presence class feature is designed to complement this build.
Suggested Feat: Improved Resources* (Human feat: Durable)
Suggested Skills: Athletics, Diplomacy, Endurance, Heal
Suggested At-Will Powers: commander’s strike, opening shove*
Suggested Encounter Power: hammer formation*
Suggested Daily Power: calculated assault*
*New option presented in this book
You scoff at the notion that war takes place on the front lines. Your talents are akin to the skills of archers, sneaks, and scouts. You recognize that their contributions are as vital as the efforts of melee combatants. You help allies by sharpening their timing, directing their maneuvers, and pointing out targets with your own ranged attacks.
Unlike other warlords, you focus on ranged attacks. Your attack powers rely on Strength for accuracy and power, though they reward Intelligence as well. You should choose Strength for your primary ability score, and you should also have a high Intelligence score. If you choose the Skirmishing Presence class feature, you can use Wisdom or Intelligence, so pick one of those ability scores as your tertiary ability score depending on which other warlord build you want to dabble in.
Suggested Class Features: Archer Warlord, Skirmishing Presence
Suggested Feat: Archer Captain*
Suggested Skills: Athletics, Endurance, Diplomacy, History
Suggested At-Will Powers: paint the bull’s-eye, risky shot
Suggested Encounter Power: race the arrow*
Suggested Daily Power: inspiring shot*
*New option presented in this book
Your leadership takes the form of quick commands, cunning strategies, and tactical superiority. Your powers guide your allies to extra and more powerful attacks, as well as helping them move quickly in combat situations. You also assist your allies by moving your enemies around or knocking them prone. You use Strength for your attack powers, so make that your best ability score. Intelligence is secondary, because your Intelligence determines just how effective a leader you are. Charisma should be your third best score, so you can dabble in other warlord powers and to improve your Will defense. Select powers that make the best use of your high Intelligence score.
Suggested Feat: Tactical Assault (Human feat: Weapon Focus)
Suggested Skills: Endurance, Heal, History, Intimidate
Suggested At-Will Powers: viper’s strike, wolf pack tactics
Suggested Encounter Power: warlord’s favor
Suggested Daily Power: lead the attack
All warlords have these class features.
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
This class feature replaces your Combat Leader class feature.
Canny Leader is a class feature from Martial Power 2 (insightful warlord) that can replace Combat Leader.
Choose one of the following two benefits.
The choice you make also provides bonuses to certain warlord powers. Individual powers detail the effects (if any) your Commanding Presence selection has on them.
Bravura Presence and Resourceful Presence are from Martial Power; Insightful Presence and Skirmishing Presence are from Martial Power 2.
When you choose the Archer Warlord class feature, you lose proficiency with chainmail and light shields.
You can select the following class feature instead of another option, such as the ones presented in the Player’s Handbook or Martial Power. This feature is not aimed toward any single build and can work well for any warlord who wants to be in the midst of melee. This class feature replaces your Combat Leader class feature.
Archer Warlord and Battlefront Leader are class features from Martial Power 2.
Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.
What explains your warlord’s ability to heal your allies’ wounds? It might seem almost magical—and certainly at the highest levels it is superhuman. But your inspiring word is fundamentally a reflection of your ability to get your allies to do their best. Under your leadership, they can draw on reserves they didn’t know they had, perform heroic deeds they never thought they could, and keep fighting when the pain and terror would otherwise bring them down.
Warlords study battle in all forms, learning to work with members of other classes to make an effective unit. Multiclassing is a good option for a warlord because it allows the character to compensate for some weakness in a party.
“Steady,” Anastrianna said. Cawing wildly, the shadowravens swarmed closer, and her allies shifted uneasily beside her. “Steady,” she said again.
Suddenly, the ravens shot forward like swift arrows shot from a hellish bow. Behind them, their master, a tall sorrowsworn draped in black shrouds, strode forward, its baleful eyes fixed on Anastrianna. She cast her eyes around the barren field. Her friends clutched their weapons, waiting for her word.
“Now!” she cried. “In Corellon’s name!”
She felt her own heart surge with elation as her friends leaped forward. She saw their faces refreshed, their courage strong, as each one cut into their enemies. The Raven Queen’s minions would die this day, and Anastrianna herself would tell the tale as long as she lived.
Your role in the party is to coordinate your allies’ offense and bolster their will to keep fighting long after they might have given up. Warlords present a special roleplaying challenge, because what you do relates to abstract elements of the game, such as hit points, basic attacks, and healing surges. It’s easy for other martial characters to provide vivid descriptions of their crippling attacks, but your exploits can be harder to visualize.
Keep in mind that morale and esprit de corps are vital to the combat effectiveness of any group. When you congratulate another player on a well-struck blow or point out a potentially winning tactic on the battle mat, it’ll be easier to understand how your warlord might enable others to perform beyond their normal capabilities. Your efforts at the game table can inspire and advise characters and players alike.
You can also roleplay the way your character prepares for adventuring. You might make sure that everyone in the party has enough healing potions and light sources, or lead the group in establishing a marching order and contingency plans for attack or retreat. While the DM is busy or you’re waiting for players to arrive, you can even play out your character’s leadership. You might have the other characters make attack rolls to establish who is the best archer or roll Heal checks to practice your first aid and determine how long it takes to revive an ally. The best way to roleplay a leader is to become one. Your efforts will make your party more successful and make your group more fun to play with.
Different warlord builds suggest different personalities. An inspiring or bravura warlord might exhort allies to mighty deeds through poetic speech or inspire allies through brave, perhaps even foolhardy, action. A tactical warlord might be more of a thinker, calculating odds, planning three rounds ahead in every fight, and mapping out each ally’s best position. A resourceful warlord combines a thinking approach with keen instincts to find the best plan in each moment, changing strategies as circumstances shift.
A polearm is a great weapon for a warlord. Many warlord powers rely on specific positioning, granting benefits to allies adjacent to you or the target you’re attacking. The reach of a polearm can help you get into the right position to make the best use of those powers.
Your powers are martial exploits, deeds of extraordinary skill and daring learned through trial and blood-soaked error. Some powers are better for the inspiring warlord and others for the tactical warlord, but you’re free to choose any powers you like.
A warlord commands the field with a variety of powers that bolster allies and define the warlord as a warrior and leader. The bravura style of leadership is the ultimate lead-from-the-front method, complete with brash stunts that bait your enemies to give your comrades the upper hand. A resourceful warlord is the best at adaptability and can mold exploits designed for this leadership technique. This section also expands the abilities of all warlords, with some powers focused on other warlord builds and general exploits usable by any worthy commander.
A warlord bolsters allies with powers that inspire, empower, and embolden. The insightful warlord focuses on seizing opportunities and providing allies with knowledge of enemy strengths and weaknesses. The skirmishing warlord emphasizes ranged attacks and mobility. This section also broadens the powers available for warlord builds from other books.
The warlord’s inspiring word class feature works like a power and is presented below.
The battlefront leader class feature from Martial Power 2 grants the battlefront shift power.
| ENC | Battlefront ShiftWarlord Feature · MP2No Act Close burst 3MartialTgt You or one ally in burst | As combat breaks out, you give a quick call, urging an ally to move or spurring yourself to take action. Trig You roll initiative · Eff Tgt shifts half his or her speed. |
| ENC | Inspiring WordWarlord Feature · PHBMinor Close burst 5 (10 at 11th level, 15 at 21st level)Encounter (Special), Martial, HealingTgt You or one ally in burst | You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal. Eff Tgt can spend a healing surge and regain an additional 1d6 HP. The amount of additional HP regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level. Spec You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. |
| AW | Brash AssaultWarlord Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | Your bold lunge leaves you open to an enemy’s counterattack, but that’s just what you want. Atk Str vs AC · Hit 1[W] + Str dmg. Increase dmg to 2[W] + Str at 21st level. Eff Tgt can make a MBA against you as a free action and has CA for the attack. If tgt makes this attack, an ally of your choice within 5 sq of tgt can make a basic attack against tgt as a free action and has CA for the attack. |
| AW | Commander's StrikeWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | With a shout, you command an ally to attack. Atk An ally of your choice makes a MBA against tgt · Hit Ally's basic attack dmg + Int. |
| AW | Direct the StrikeWarlord Attack 1 · MP2Std Ranged 5MartialTgt One ally | You direct an ally to attack as an enemy lowers its guard. Eff Tgt makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 sq of you. |
| AW | Furious SmashWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | You slam your shield into your enemy, bash him with your weapon's haft, or drive your shoulder into his gut. Your attack doesn't do much damage—but your anger inspires your ally to match your ferocity. Atk Str vs Fortitude · Hit Deal dmg = Str, and then choose one ally adjacent to either you or tgt. This ally applies Cha as a pwr bonus to the attack roll and the dmg roll on his or her next attack against tgt. If the ally does not attack tgt by the end of his or her next turn, the bonus is lost. |
| AW | Intuitive StrikeWarlord Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your strike puts your opponent off guard, allowing your allies to better exploit the enemy’s openings. Atk Str vs Will · Hit 1[W] dmg. Until SONT, any ally who attacks tgt and has CA against it gains a bonus to the attack roll equal to 1 + your Wis or Cha instead of the normal +2 bonus. Level 21 2[W] dmg. |
| AW | Opening ShoveWarlord Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | You knock your foe off-balance while shouting a quick command to an ally. Atk Str vs Reflex · Hit You push tgt 1 sq. Then choose one ally you can see. That ally either shifts a number of sq = Int or makes a MBA against tgt. |
| AW | Paint the Bull’s-EyeWarlord Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature | You fire a red-fletched missile into your foe, creating a target for your allies to focus on when attacking the creature. Atk Str vs AC · Hit 1[W] dmg. Until SONT, your allies gain a pwr bonus to dmg rolls against tgt equal to your Int or Wis. Level 21 2[W] dmg. |
| AW | Risky ShotWarlord Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature | You wait until the last possible moment to strike, dealing a more potent blow at the expense of defense. Atk Str vs AC · Hit 1[W] + Str + Int or Wis dmg. Eff You grant CA until SONT. Level 21 2[W] + Str + Int or Wis dmg. |
| AW | Viper's StrikeWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | You trick your adversary into making a tactical error that gives your comrade a chance to strike. Atk Str vs AC · Hit 1[W] + Str dmg. Eff If tgt shifts before SONT, it provokes an OA from an ally of your choice. Scaling Increase dmg to 2[W] + Str at 21st level. |
| AW | Wolf Pack TacticsWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Step by step, you and your friends surround the enemy. Atk Str vs AC · Hit 1[W] + Str dmg. Spec Before you attack, you let one ally adjacent to either you or tgt shift 1 sq as a free action. · Scaling Increase dmg to 2[W] + Str at 21st level. |
| ENC | Guarding AttackWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain's attacks. Atk Str vs AC · Hit 2[W] + Str dmg. Until EONT, one ally adjacent to either you or tgt gains a +2 pwr bonus to AC against tgt's attacks. Inspiring Presence The pwr bonus to AC equals 1 + Cha. |
| ENC | Hammer and AnvilWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | You land a ringing blow against your foe, inspiring a nearby ally to strike a blow of his own. Atk Str vs Reflex · Hit 1[W] + Str dmg. One ally adjacent to tgt makes a MBA against it as a free action. The ally adds Cha to the dmg. |
| ENC | Hammer FormationWarlord Attack 1 · MPStd Ranged wpnMartial, WeaponTgt One creature | You signal your allies to attack with abandon, dishing out as much damage as possible. Req You must be wielding a heavy thrown weapon. · Atk Str vs AC · Hit 1[W] + Str dmg, and each ally adjacent to you deals 1[W] extra dmg on a hit with the next attack he or she makes before SONT. Resourceful Presence Each ally within a number of sq = Cha can deal the extra dmg. |
| ENC | Leaf on the WindWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | 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. Atk Str vs AC · Hit 2[W] + Str dmg. You or an ally adjacent to tgt swaps places with tgt. |
| ENC | Luring FocusWarlord Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | Your attack wounds your adversary, and another enemy moves closer, hoping to take advantage of your concentration. Atk Str vs Fortitude · Hit 1[W] + Str dmg. Choose another enemy within 5 sq of you and pull it 1 sq. Bravura Presence Pull the enemy a number of sq = Cha. · Spec When charging, you can use this power in place of a MBA. |
| ENC | Myrmidon FormationWarlord Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | Knowing that regrouping increases morale, you attack while calling for your allies to fall into line. Req You must be using a shield. · Atk Str vs AC · Hit 2[W] + Str dmg. Eff At SONT, each ally adjacent to you gains 5 temp HP. |
| ENC | Nimble FootworkWarlord Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | You attack and step to one side, allowing an ally to slip closer. Atk Str vs AC · Hit 2[W] + Str dmg, and you can shift 1 sq. After you shift, one ally within 2 sq of you can shift 1 sq as a free action. |
| ENC | Pin CushionWarlord Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature | If your allies fire enough arrows at your foe, a few are bound to hit. Atk Str vs AC · Hit 2[W] + Str dmg. Until EONT, you and your allies gain a pwr bonus to ranged attack rolls against tgt. The bonus is equal to your Int or Wis. |
| ENC | Powerful WarningWarlord Attack 1 · MP2Imm Intr Close burst 5MartialTgt The triggering ally in burst | You shout a warning that alerts your ally to an enemy attack, allowing your comrade to dodge and riposte. Trig An ally within 5 sq of you is hit by an enemy · Eff Tgt gains a +2 pwr bonus to all defenses against the attack. Tgt can make a MBA against the enemy as a free action. Insightful Presence The bonus to your ally’s defenses equals 1 + Wis or Cha. |
| ENC | Race the ArrowWarlord Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature | You catch your comrade’s eye and designate a target. You fire a shot that diverts your foe’s attention, giving your ally the chance to attack. Atk Str vs AC · Hit 1[W] + Str dmg. One ally you can see can charge tgt or make a MBA against tgt as a free action. Skirmishing Presence The ally gains a pwr bonus to the attack roll and the dmg roll equal to your Int or Wis. |
| ENC | Seize the Upper HandWarlord Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your strike distracts your foe, forcing it to lower its defenses and create opportunities for your allies’ attacks. Atk Str vs AC · Hit 2[W] + Str dmg. Until EONT, while you have CA against tgt, you and your allies deal extra dmg to tgt = Cha. |
| ENC | Shielded AssaultWarlord Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature | You attack cautiously, protecting yourself and nearby allies with your shield. Req You must be using a shield. · Atk Str vs AC · Hit 2[W] + Str dmg. Eff Until the end ofyour next turn, you gain a +2 pwr bonus to AC, and your allies gain a +2 pwr bonus to AC while adjacent to you. |
| ENC | Vengeance Is MineWarlord Attack 1 · MP2Imm React PersMartial | You respond to an enemy’s attack with a riposte, and you call for an ally to join you against the offender. Trig An enemy hits you · Eff You make a basic attack against the triggering enemy, and one ally within 5 sq of you can move his or her speed and make a MBA against the triggering enemy as a free action. |
| ENC | Warlord's FavorWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies. Atk Str vs AC · Hit 2[W] + Str dmg. One ally within 5 sq of you gains a +2 pwr bonus to attack rolls against tgt until EONT. Tactical Presence The bonus to attack rolls that you grant equals 1 + Int. |
| DLY | Bastion of DefenseWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Honorable warriors never fall! Atk Str vs AC · Hit 3[W] + Str dmg. Allies within 5 sq of you gain a +1 pwr bonus to all defenses until the end of the encounter. Eff Allies within 5 sq of you gain temp HP equal to 5 + Cha. |
| DLY | Calculated AssaultWarlord Attack 1 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | Your attack proves your superior command of the situation. Atk Str vs AC · Hit 1[W] + Str dmg, and one of your allies within 5 sq of you gains a pwr bonus to dmg rolls against tgt equal to 1 + Int until the end of the encounter. You can transfer the bonus to another ally within 5 sq of you as a minor action. |
| DLY | Concentrated AttackWarlord Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | You and your companion combine your attacks to deliver a nasty blow. Atk Str vs AC · Hit 2[W] + Str dmg. Eff One ally within 10 sq of you can make a basic attack against tgt as a free action. The ally gains a bonus to the attack roll and the dmg roll = Int. |
| DLY | Create a TargetWarlord Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature | You swing at your foe, shoving it into the line of fire. The creature then continues to stagger around, disoriented and vulnerable. Atk Str vs AC · Hit 2[W] + Str dmg, and you push tgt a number of sq = Int. Whenever a pull, a push, or a slide forces tgt to move, one of your allies can make a basic attack against tgt as a free action (save ends). Miss Half dmg, and you push tgt 1 sq. |
| DLY | Expert TimingWarlord Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature | You deliver a blow to your foe and let out a call to your allies who, remembering their training, move nimbly around the battlefield. Atk Str vs AC · Hit 2[W] + Str dmg. You and each ally you can see gain a +1 pwr bonus to speed until the end of the encounter. Miss Half dmg. You and each ally you can see gain a +1 pwr bonus to speed until EONT. |
| DLY | Fearless RescueWarlord Attack 1 · MPImm React Melee wpnHealing, Martial, WeaponTgt The triggering enemy | One of your allies falls, and without regard for your own well-being, you rush to make the attacker pay. Your bravery inspires your ally to fight on. Trig An enemy within 5 sq of you reduces an ally to 0 HP or fewer Eff Before the attack, you can move to the nearest sq from which you can attack tgt. · Atk Str + 1 vs AC · Hit 2[W] + Str dmg. Eff The ally can spend a healing surge and regains an additional 1d6 HP for every OA you provoke while moving to tgt. |
| DLY | Inspiring ShotWarlord Attack 1 · MP2Std Ranged wpnMartial, Reliable, WeaponTgt One creature | Your shot strikes an enemy hard, proving that victory is near. Atk Str vs AC · Hit 3[W] + Str dmg. Until the end of the encounter, your healing powers restore additional HP equal to your Int or Wis. |
| DLY | Lead by ExampleWarlord Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | You step forward to attack, showing your allies how it’s done— and whom to hit next. Eff Before the attack, you can shift 1 sq. · Atk Str vs AC · Hit 2[W] + Str dmg, and your allies gain CA against tgt until SONT. · Miss Two allies within 5 sq of you can each shift 1 sq and make a basic attack as a free action. |
| DLY | Lead the AttackWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Under your direction, arrows hit their marks and blades drive home. Atk Str vs AC · Hit 3[W] + Str dmg. Until the end of the encounter, you and each ally within 5 sq of you gain a pwr bonus to attack rolls against tgt equal to 1 + Int. Miss Until the end of the encounter, you and each ally within 5 sq of you gain a +1 pwr bonus to attack rolls against tgt. |
| DLY | Leader’s InstinctsWarlord Attack 1 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One creature | You strike at your foe with a skillful thrust. As your opponent is about to dodge, you call for an ally to attack. Atk Str vs AC · Hit 2[W] + Str dmg. As a free action, one ally you can see can make a basic attack against tgt with a +2 pwr bonus to the attack roll. |
| DLY | Pin the FoeWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | No matter where your foe turns, one of your allies is waiting for him. Atk Str vs AC · Hit 3[W] + Str dmg. Eff Until the end of the encounter, tgt cannot shift if at least two of your allies (or you and one ally) are adjacent to it. |
| DLY | Relentless WoundingWarlord Attack 1 · MP2Std Ranged wpnMartial, Reliable, WeaponTgt One creature | Your attack wounds a foe, making it susceptible to your allies’ assaults. Atk Str vs AC · Hit 3[W] + Str dmg. Until the end of the encounter, your allies gain a pwr bonus to dmg rolls against tgt equal to your Int or Wis. |
| DLY | White Raven OnslaughtWarlord Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | 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. Atk Str vs AC · Hit 3[W] + Str dmg, and you slide an adjacent ally 1 sq. Until the end of the encounter, whenever you or an ally within 10 sq of you makes a successful attack, the attacker slides an adjacent ally 1 sq. Miss Choose one ally within 10 sq. Until the end of the encounter, the ally slides an adjacent ally 1 sq after making a successful attack. |
| ENC | Adaptive StratagemWarlord Utility 2 · MPMinor Close burst 10MartialTgt One ally in burst | Your companion has the ability and the will. You provide the plan and the motivation. Eff Until EONT, the ally gains his or her choice of a pwr bonus to dmg rolls = Int or a pwr bonus to saving throws = Cha. Resourceful Presence The ally gains both bonuses. |
| ENC | Aid the InjuredWarlord Utility 2 · PHBStd Melee touchHealing, MartialTgt You or one adjacent ally | Your presence is both a comfort and an inspiration. Eff Tgt can spend a healing surge. |
| ENC | Covering ManeuverWarlord Utility 2 · MPFree Close burst 5MartialTgt One ally in burst other than the triggering character | Responding to your expertise, one ally steps in to cover another’s recovery. Trig You or an ally within 5 sq of you uses second wind · Eff Tgt can shift 1 sq as a free action. In addition, an enemy in the burst is marked by tgt until the end of the enemy’s next turn. |
| ENC | Crescendo of ViolenceWarlord Utility 2 · PHBImm React Ranged 5Martial | A timely critical hit affords you the opportunity to rally a wounded ally. Trig An ally within range scores a critical hit · Eff The ally gains temp HP = Cha. |
| ENC | Encouraging BoostWarlord Utility 2 · MP2Minor Ranged 5Healing, MartialTgt One ally | You shout words of encouragement, giving your ally a necessary boost. Eff Tgt can use its second wind and regain additional HP = Cha. |
| ENC | Flash of InsightWarlord Utility 2 · MP2Free Melee wpnMartialTgt The enemy you hit | Your weapon slips past a foe’s guard, allowing you to adjust your attack and throw the creature off balance. Trig An enemy is hit by your at-will weapon attack · Eff You knock tgt prone or push tgt a number of sq equal to your Int or Wis. |
| DLY | Hasty AlertWarlord Utility 2 · MP2No Act Close burst 10MartialTgt You and each surprised ally in burst | Your shout warns comrades of imminent danger in time for them to react. Trig A surprise round begins, and you are conscious · Eff Each target is not surprised and gains a bonus to AC and Reflex = Int until EONT. |
| DLY | Heroic EffortWarlord Utility 2 · MPMinor Close burst 10MartialTgt Each ally in burst | On the brink of exhaustion, you still manage to rally your allies. Req You must be bloodied. Eff Tgt can add Cha to dmg rolls until you are no longer bloodied. Also, you gain temp HP equal to your level + Cha. |
| ENC | Inspired BelligerenceWarlord Utility 2 · MPMinor Close burst 5MartialTgt One enemy in burst granting CA to you or an ally | You lead your allies to use your enemies’ defensive openings to deliver more punishment. Eff Until SONT, all your allies gain CA against tgt. Inspiring Presence Until SONT, your allies add Cha to dmg rolls against tgt. |
| ENC | Knight's MoveWarlord Utility 2 · PHBMove Ranged 10MartialTgt One ally | With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position. Eff Tgt takes a move action as a free action. |
| DLY | Motivated RecoveryWarlord Utility 2 · MPMinor Close burst 5MartialTgt One bloodied ally in burst | At your encouragement, an injured ally exploits an opportunity to shine. Eff Tgt regains the use of second wind and gains a pwr bonus to his or her next attack roll = Cha. |
| ENC | Reckless OpportunityWarlord Utility 2 · MPMinor Close burst 5MartialTgt One enemy in burst and you or one ally in burst | You hurl an impulsive command at an ally, hoping that he understands it properly. Eff The targets make opposed initiative checks. The winner gains CA against the loser until the end of the winner’s next turn. Bravura Presence You or your ally gains a pwr bonus to the initiative check = Cha. |
| DLY | Repositioning CommandWarlord Utility 2 · MPMove Close burst 5MartialTgt You and each ally in burst | With a single word from you, your allies shift to more advantageous positions. Eff Each target can shift 1 sq. Tactical Presence Increase the burst to 10. |
| ENC | Rub Some Dirt on ItWarlord Utility 2 · MPMinor Melee touchMartialTgt You if you’re bloodied or one bloodied ally | With a wisecrack, you give your comrade a little courage despite his wounds. Eff Tgt gains temp HP equal to 5 + Cha. |
| ENC | Shake It OffWarlord Utility 2 · PHBMinor Ranged 10MartialTgt You or one ally | You convince yourself or an ally to shake off a debilitating effect. Eff Tgt makes a saving throw with a pwr bonus = Cha. |
| DLY | Spur to ActionWarlord Utility 2 · MP2No Act Close burst 10MartialTgt You and each ally in burst | Sensing your enemies’ advantage, you whisper quick orders that spur your allies into action. Trig You roll initiative · Eff Each target can reroll his or her initiative but must use the second result. |
| ENC | Battering CommandWarlord Attack 3 · MP2Std Melee wpnMartial, WeaponTgt One creature | You slam your weapon into your foe’s gut and cause the creature to double over, enabling an ally to smash it. Atk Str vs Fortitude · Hit You knock tgt prone. Eff One ally adjacent to tgt can make a MBA against it as a free action. |
| ENC | Bloody EndingWarlord Attack 3 · MPStd Melee wpnMartial, WeaponTgt One bloodied creature | You cunningly aim to finish off a wounded foe. Atk Str vs AC · Hit 2[W] + Str + Int dmg. Resourceful Presence Your allies gain a +2 pwr bonus to attack rolls against the enemy until EONT. |
| ENC | Deadly DistractionWarlord Attack 3 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature | You strike your foe hard, delivering a wound that keeps your enemy distracted while you and your allies retreat. Atk Str vs AC · Hit 2[W] + Str dmg. Until EONT, you and each ally adjacent to tgt do not provoke OAs from it. |
| ENC | Dicey PredicamentWarlord Attack 3 · MPStd Melee wpnMartial, WeaponTgt One creature | Surrounded by enemies, you fake weakness and make them careless. Then you suddenly strike. Req You must be flanked. · Atk Str vs AC · Hit 2[W] + Str dmg, and all enemies adjacent to you grant CA to all your allies within 5 sq of you until EONT. Bravura Presence The attack deals extra dmg = Cha. |
| ENC | Flattening ChargeWarlord Attack 3 · MPStd Melee wpnMartial, WeaponTgt One creature | The force of your hurtling attack knocks your enemy flat or leaves your defenses down. Req You must charge and use this power in place of a MBA. · Atk Str vs Fortitude · Hit 1[W] + Str dmg, and you knock tgt prone. Bravura Presence If the attack hits, this power is not expended. · Miss Tgt gains CA against you until SONT. |
| ENC | Follow Me InWarlord Attack 3 · MPStd Melee wpnMartial, WeaponTgt One creature | You rush into battle with a decisive attack, rallying a friend behind you. Atk Str vs AC · Hit 2[W] + Str dmg, and one ally within 10 sq of you gains a +2 pwr bonus to speed until EONT. Tactical Presence If the ally charges while the bonus to speed is in effect, the ally’s movement during the charge does not provoke OAs. · Spec When charging, you can use this power in place of a MBA. |
| ENC | Hold the LineWarlord Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature | With a snap series of commands, you keep your allies in formation and well defended as you assault your adversary. Atk Str vs AC · Hit 1[W] + Str dmg. Eff Until EONT, allies adjacent to you gain a +2 pwr bonus to AC and cannot be pulled, pushed, or slid. |
| ENC | Inspire ResilienceWarlord Attack 3 · MP2Std Melee wpnMartial, WeaponTgt One creature | You deliver a powerful hit that bolsters your ally or encourages your comrade to unleash an equally devastating blow. Atk Str vs AC · Hit 2[W] + Str dmg. Eff One ally adjacent to you chooses either to gain a pwr bonus to dmg rolls = Int until EONT or to gain temp HP = Cha. Resourceful Presence Instead of one ally, each ally adjacent to you either gains the bonus or gains temp HP. |
| ENC | Inspiring War CryWarlord Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature | As you strike, you shout a fierce war cry that heartens a nearby ally. He immediately attempts to shake off whatever condition troubles him most. Atk Str vs AC · Hit 2[W] + Str dmg. Eff One ally who can hear you and is within 5 sq of you makes a saving throw. |
| ENC | No Gambit Is WastedWarlord Attack 3 · MP2Imm React Melee wpnMartial, WeaponTgt One creature targeted by the triggering ally’s attack | Sensing that an ally is attempting a difficult deed, you distract your comrade’s foe and give him or her another chance to use the attack. Atk Str vs AC · Hit 2[W] + Str dmg. The triggering ally’s attack is not expended. Trig An ally misses every target with an encounter or a daily attack Insightful Presence The triggering ally gains a bonus to his or her next attack roll against tgt before EONT. The bonus is equal to your Wis or Cha. |
| ENC | Shielding RetaliationWarlord Attack 3 · MPImm Intr Melee 1Martial, WeaponTgt The triggering enemy | You step in front of an attack meant for your ally and give the attacker a staggering blow. Your friend can then move to a better position. Trig An adjacent enemy hits an ally with an OA Eff The OA hits you instead. · Atk Str vs AC · Hit 2[W] + Str dmg, and the ally can shift 2 sq. |
| ENC | Staggering ShotWarlord Attack 3 · MP2Std Ranged wpnMartial, WeaponTgt One creature | The impact of your shot leaves a foe reeling. Atk Str vs AC · Hit 2[W] + Str dmg. The first time tgt moves during its next turn, you knock tgt prone after the move. Skirmishing Presence You push tgt a number of sq equal to your Int or Wis. |
| ENC | Steel MonsoonWarlord Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature | 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. Atk Str vs AC · Hit 2[W] + Str dmg, and one ally within 5 sq of you can shift 1 sq. Tactical Presence The number of allies who can shift equals Int. |
| ENC | Warlord's StrikeWarlord Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature | One convincing cut is all you need to reveal the enemy's weakness and spur your allies into finishing him off. Atk Str vs AC · Hit 2[W] + Str dmg. Until EONT, all of your allies gain a +2 bonus to dmg rolls against tgt. Inspiring Presence The bonus to dmg rolls equals 1 + Cha. |
| DLY | A Rock and a Hard PlaceWarlord Attack 5 · MPMinor PersMartial, Stance, Weapon | You focus to work in concert with your companion, harrying your opponent with relentless blows. Eff Until the stance ends, whenever an enemy adjacent to you attacks an ally of yours and misses, you deal dmg to the enemy = Int as a free action. Tactical Presence If the enemy is marked by an ally, deal 1[W] + Int dmg instead. |
| DLY | Archery CommanderWarlord Attack 5 · MP2Std Ranged wpnMartial, WeaponTgt One creature | As your allies unleash ranged attacks, you thwart your enemies’ efforts to take advantage of your comrades’ distraction. Atk Str vs AC · Hit 3[W] + Str dmg. Eff Until the end of the encounter, you and any ally within 2 sq of you do not provoke OAs when making ranged attacks. Miss Half dmg. |
| DLY | Brave WarriorsWarlord Attack 5 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your charge emboldens your allies to do the same. Atk Str vs AC · Hit 3[W] + Str dmg. Eff Until the end of the encounter, you gain +1 pwr bonus to attack rolls when charging, and your allies gain a +1 pwr bonus to attack rolls when charging while within your line of sight. Miss Half dmg. · Spec When charging, you can use this power in place of a MBA. |
| DLY | Create OpportunityWarlord Attack 5 · MP2Std Ranged wpnMartial, WeaponTgt One creature | Your precisely timed shots disrupt your foe’s concentration, buying time for an ally to act. Atk Str vs AC · Hit 2[W] + Str dmg. Eff Until the end of the encounter, whenever you hit tgt with a ranged attack, one ally adjacent to it can either make a MBA against it as a free action or shift a number of sq equal to your Int or Wis as a free action. |
| DLY | Exemplar of ActionWarlord Attack 5 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your series of feints and slashes cows your foe, preparing it for your allies. Atk Str vs Will · Hit 1[W] + Str dmg, and tgt is weakened and grants CA (save ends both). Until tgt is no longer affected by this power, your and your allies’ attacks deal 5 extra dmg against tgt. Miss Tgt is weakened and grants CA until EONT. In addition, your and your allies’ attacks deal 2 extra dmg against tgt until EONT. |
| DLY | I’ve Got Your BackWarlord Attack 5 · MP2Std Melee wpnMartial, WeaponTgt One creature | Standing together, you and your comrades form a bastion that can withstand the enemy assault. Atk Str vs AC · Hit 3[W] + Str dmg. Eff Until the end of the encounter, any ally adjacent to you gains a +2 pwr bonus to AC and Reflex. |
| DLY | Pike HedgeWarlord Attack 5 · MPImm React Melee wpnMartial, WeaponTgt The triggering enemy | Setting yourself to foil enemy movement, you’re ready to strike anyone who comes near. Req You must be wielding a reach weapon. · Atk Str vs AC · Hit 1[W] + Str dmg. Trig An enemy enters a sq within your reach · Eff Whenever an enemy enters a sq adjacent to you or to an ally adjacent to you, you deal dmg to that enemy = Str as an opportunity action. This effect lasts until the end of the encounter. |
| DLY | Scent of VictoryWarlord Attack 5 · MPStd Close burst 5MartialTgt Each ally in burst | As your enemies stagger from their wounds, you can smell victory. Your allies respond with a furious assault. Eff Each target can make a MBA as a free action against a bloodied enemy adjacent to him or her. |
| DLY | Situational AdvantageWarlord Attack 5 · MPStd Ranged wpnMartial, WeaponTgt One creature | Your attack against an unprepared enemy gives you and your allies a decided advantage. Req You must be wielding a heavy thrown weapon. · Atk Str vs AC · Hit 3[W] + Str dmg. Eff Until EONT, you and each ally within 10 sq of you deal extra dmg = Int when hitting with CA. Miss Half dmg. · Resourceful Presence Your extra dmg is 1[W] + Int instead. |
| DLY | Staggering SpinWarlord Attack 5 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst | With a wild, wheeling attack, you send your foes careening into your allies’ waiting weapons. Atk Str vs Fortitude · Hit 1[W] + Str dmg, and you push tgt 1 sq. If tgt is then adjacent to any of your allies, those allies can make a MBA against tgt as an opportunity action. Miss Half dmg, and no push. |
| DLY | Stand the FallenWarlord Attack 5 · PHBStd Melee wpnHealing, Martial, WeaponTgt One creature | You will not be denied victory! A determined strike lifts the spirits of your beleaguered allies and restores their fighting spirit. Atk Str vs AC · Hit 3[W] + Str dmg. Eff Each ally within 10 sq can spend a healing surge and regains additional HP = Cha. |
| DLY | Turning PointWarlord Attack 5 · PHBStd Melee wpnMartial, WeaponTgt One creature | A well-placed strike catches your foe off guard and allows you or a nearby ally to shake off some effect. Atk Str vs AC · Hit 2[W] + Str dmg. You or one ally within 5 sq makes a saving throw. Miss You or one ally makes a saving throw against one effect that tgt caused and that a save can end. |
| DLY | Villain's NightmareWarlord Attack 5 · PHBStd Melee wpnMartial, WeaponTgt One creature | You use weapon thrusts, lunges, and parries to hedge in your adversary, preventing him from moving away from you. Atk Str vs Reflex · Hit 3[W] + Str dmg. Eff Until the end of the encounter, when you are adjacent to tgt and it walks or runs, you can cancel that movement as an immediate interrupt. |
| ENC | Anchor the LineWarlord Utility 6 · MP2Minor Melee touchMartialTgt One ally | You help an ally stand or guide a friend back into formation. Eff Tgt stands up, or you slide tgt 1 sq. |
| DLY | Encouraging StanceWarlord Utility 6 · MPMinor PersMartial, Stance | With a daunting bearing, you unleash a litany of oaths as you attack, pushing your allies onward. Eff Until the stance ends, when you hit with a melee attack, choose a bloodied ally within 5 sq of you. That ally gains temp HP equal to 5 + Cha. Bravura Presence You can choose to grant the temp HP when you miss with a melee attack, but that grants tgt of the attack CA against you until EONT. |
| DLY | Form a LineWarlord Utility 6 · MP2Std Close wall 8Martial | You raise your fist in the air, calling your allies to form a defensive front at your position. Eff You designate a wall of defensive ground that lasts until EONT. The wall is 1 sq high, and it must include a sq you occupy. You and any ally within the wall gain a +1 pwr bonus to AC, or a +2 pwr bonus to AC while adjacent to an ally who is also within the wall. Sust Minor The wall persists. |
| AW | Forward ObserverWarlord Utility 6 · MPMinor PersMartial | Discerning the proper angle of fire, you point out concealed enemies to your allies. Eff Choose one enemy you can see. Until EONT, any ally who can see or hear you doesn’t take the normal penalty to attack rolls for cover or concealment when attacking that enemy (the penalties for superior cover and total concealment still apply). |
| ENC | Guide the ChargeWarlord Utility 6 · PHBImm Intr Ranged 10Martial | You direct your ally's charge, allowing him to strike a deadlier blow and push his foe backward. Trig An ally charges · Eff If the ally hits, he or she adds Int to the dmg roll and pushes the attack's target 2 sq. The ally can shift 2 sq to remain adjacent to tgt. |
| ENC | Guileful SwitchWarlord Utility 6 · MPMinor PersMartial | You spring a trap on your opponents, surprising them with your clever stratagem. Eff You and one ally you can see switch places in the initiative order. Your turn ends when you use this power, and the ally takes his or her next turn immediately, even if he or she has already acted during this round. You then act when your ally would have acted. |
| ENC | Inspiring ReactionWarlord Utility 6 · PHBImm React Melee touchHealing, Martial | As soon as an ally is wounded, you spring forward with help and healing. Trig You or an adjacent ally takes dmg · Eff You or the ally can spend a healing surge and regain additional HP = Cha. |
| DLY | Invigorating ShoutWarlord Utility 6 · MP2Minor Ranged 5Healing, MartialTgt One ally | You call to an ally with words of inspiration, pushing your comrade to fight on. Eff Tgt regains one healing surge and also regains HP equal to his or her healing surge value. |
| DLY | Phalanx FormationWarlord Utility 6 · MPMinor PersMartial, Stance | You and your allies link shields for better defense. Req You must be using a shield. Eff Until the stance ends, whenever you are adjacent to any ally who is using a shield, you and the ally gain a +1 pwr bonus to AC and Reflex. |
| DLY | Quick StepWarlord Utility 6 · PHBMinor Ranged 10MartialTgt One ally | You spur an ally to move faster. Eff Increase the ally's speed by 2 until the end of the encounter. |
| ENC | Reassuring GestureWarlord Utility 6 · MP2Free PersMartial | Verbal reassurance is good, but a hearty clap on the shoulder is better. Trig You use inspiring word on your ally · Eff Your inspiring word also grants its target temp HP equal to 5 + your Wis or Cha. |
| ENC | Reorient the AxisWarlord Utility 6 · MP2Move Close burst 5MartialTgt Each ally in burst | You realize that your allies need to adjust their formation, so you order several to move to new locations. Eff Each target can shift a number of sq = Int as a free action. |
| ENC | Rousing WordsWarlord Utility 6 · MPMinor Close burst 5Healing, MartialTgt You or one ally in burst | As your ally’s spirit wanes, you manage to pick just the right words to inspire him. Eff Tgt can spend two healing surges. Inspiring Presence Tgt regains additional HP equal to 5 + Cha. |
| DLY | Stand ToughWarlord Utility 6 · PHBMinor Close burst 5Healing, MartialTgt You and each ally in burst | You fortify your allies with a few words of encouragement. Eff The targets regain HP equal to 10 + Cha. |
| ENC | Tactical SupervisionWarlord Utility 6 · MPImm Intr Close burst 10MartialTgt The triggering ally in burst | You lend your expertise to your ally to help her strike a foe. Trig An ally makes a basic attack, a bull rush, or a charge within 10 sq of you · Eff Tgt gains a pwr bonus to the attack roll = Int. |
| DLY | Tempting TargetWarlord Utility 6 · MPMinor PersHealing, Martial, Stance | You invite attack and distract your foes in the process. Eff Until the stance ends, you grant CA to all enemies, but any enemies adjacent to you grant CA to your allies. Bravura Presence When an enemy adjacent to you becomes bloodied or is reduced to 0 HP, you regain HP = Cha. |
| ENC | Deadly ReturnsWarlord Attack 7 · MPStd [Melee wpn]Martial, WeaponTgt One creature | You create an opening that allows an ally to capitalize on your foe’s aggression. Atk Str vs AC · Hit 2[W] + Str dmg, and you choose one ally within 5 sq of you. Until EONT, if tgt makes a melee attack against you or the ally, the ally can make an OA against tgt. |
| ENC | Fierce ReplyWarlord Attack 7 · MP2Imm React Melee wpnMartial, WeaponTgt The triggering enemy | You answer an attacker’s hit against an ally with a vicious riposte. Trig An enemy within 3 sq of you hits your ally Eff Before your attack, you shift 2 sq. · Atk Str vs AC · Hit 2[W] + Str dmg. |
| ENC | General’s GiftWarlord Attack 7 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature | You are generous as well as brave. Your presence alone keeps an ally from surrendering to weariness and wounds. Atk Str vs AC · Hit 2[W] + Str dmg. Eff Until EONT, whenever an ally would spend a healing surge, you spend a healing surge on that ally’s behalf as a free action. You regain no HP from spending the healing surge, and the ally gains the benefit as if he or she had spent the healing surge. |
| ENC | Join the CrowdWarlord Attack 7 · MP2Imm Intr Melee wpnMartial, WeaponTgt One creature not targeted by the triggering attack | You swing at a nearby foe and drive it back into the area of an ally’s explosive attack. Atk Str vs AC · Hit 2[W] + Str dmg, and you slide tgt a number of sq = Str. Trig An ally makes a close or an area attack Insightful Presence If the triggering attack hits tgt, it deals extra dmg equal to your Wis or Cha. |
| ENC | Lion's RoarWarlord Attack 7 · PHBStd Melee wpnHealing, Martial, WeaponTgt One creature | With a bloodcurdling roar, you swing your weapon in a wide, sweeping arc that breaks through your enemy's defenses. The blow reinvigorates you or one of your allies in need. Atk Str vs AC · Hit 2[W] + Str dmg. Eff You or one ally within 5 sq of you can spend a healing surge. Inspiring Presence Your ally (but not you) gains additional HP = Cha. |
| ENC | On My MarkWarlord Attack 7 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature | You catch the eye of your comrade and nod toward a foe. Together, you and the ally then strike. Atk Str vs AC · Hit 1[W] + Str dmg. Eff Choose one ally you can see to make a basic attack against tgt as a free action. If your attack hit tgt, the ally gains a pwr bonus to his or her attack roll equal to your Int or Wis. Skirmishing Presence Before the attack, the chosen ally shifts 3 sq as a free action. |
| ENC | Phalanx AssaultWarlord Attack 7 · MPStd Melee wpnMartial, WeaponTgt One creature | From behind your ready shield, you pound your foe and bark an order, calling for defensive tactics. Req You must be using a shield. · Atk Str vs AC · Hit 2[W] + Str dmg, and allies adjacent to you gain a +2 pwr bonus to AC and Reflex until EONT. Resourceful Presence Adjacent allies gain the +2 pwr bonus to AC and Reflex even if you miss. |
| ENC | Provoke OverextensionWarlord Attack 7 · MPStd Melee wpnMartial, WeaponTgt One creature | You goad the enemy into pressing too far, setting up your ally’s counterstrike. Atk Str vs AC · Hit 2[W] + Str dmg, and tgt must make a basic attack against you as a free action. If the basic attack misses, an ally of yours can make a basic attack against tgt as a free action. Bravura Presence You gain a bonus to your AC against tgt’s basic attack = Cha and your ally gains the same bonus to his or her basic attack’s dmg roll. |
| ENC | Sacrificial LureWarlord Attack 7 · MPStd Melee wpnMartial, WeaponTgt One creature | Your wild strike lands solidly and inspires a comrade, but it leaves you vulnerable. Atk Str vs AC · Hit 2[W] + Str + Cha dmg. Until SONT, one ally within 5 sq of you gains a pwr bonus to his or her next attack roll = Cha. Eff You take a -2 penalty to AC until SONT. |
| ENC | Sudden MotivationWarlord Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your passionate [war] cry inspires a burst of motivation in your allies, sending them darting across the battlefield. Atk Str vs AC · Hit 1[W] + Str dmg. Each ally within 5 sq ofyou gains an extra move action to use during his or her next turn. |
| ENC | Sunder ArmorWarlord Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One creature | You probe your opponent's defenses and eventually land a blow that creates a momentary chink in his armor. Atk Str vs AC · Hit 2[W] + Str dmg. Until EONT, any attack roll against tgt can score a critical hit on a roll of 18–20. |
| ENC | Surprise AttackWarlord Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One creature | Despite the chaos of battle, you see a golden opportunity for an ally to make a surprising attack. Atk Str vs AC · Hit 1[W] + Str dmg. An ally within 5 sq of you makes a basic attack with CA as a free action against a target of his or her choice. Tactical Presence The ally gains a bonus to the attack roll = Int. |
| ENC | Surround FoeWarlord Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One creature | You contain your foe, enabling one of your allies to move around behind him. Atk Str vs AC · Hit 2[W] + Str dmg. Eff You slide one willing ally who is adjacent to tgt to any other sq adjacent to tgt. The ally can move through tgt's sq. |
| ENC | Together We SurviveWarlord Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One creature | You yell in defiance as you land a solid blow. When your allies follow your example, you can see their confidence [grow]. Atk Str vs AC · Hit 2[W] + Str dmg. Until EONT, whenever an ally hits tgt, that ally gains temp HP equal to your Wis or Cha. |
| DLY | Dangerous LeaderWarlord Attack 9 · MP2Std Melee wpnHealing, Martial, WeaponTgt One creature | The most dangerous leader is the one who is able to hurt the enemy through helping comrades. Eff Until the end of the encounter, whenever you hit with a charge, each ally within 5 sq of you regains 5 HP. · Atk Str vs AC · Hit 3[W] + Str dmg. · Miss Half dmg. Spec When charging, you can use this power in place of a MBA. |
| DLY | Eviscerating ShotWarlord Attack 9 · MP2Std Ranged wpnMartial, Reliable, WeaponTgt One creature | You aim for a vulnerable spot that will leave your foe too absorbed with its own suffering to withdraw. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt grants CA (save ends). After Tgt grants CA until EONT. |
| DLY | Force of FellowshipWarlord Attack 9 · MP2Std Melee wpnMartial, WeaponTgt One creature | Having seen to the needs of your troops, you strike out with a powerful blow, buoyed by the strength of your deeds. Atk Str vs AC · Hit 2[W] + Str dmg. The attack deals 1[W] extra dmg for each inspiring word you have used during this encounter, up to a maximum of 3[W] extra dmg. Eff You can use your inspiring word one additional time during this encounter. |
| DLY | Iron Dragon ChargeWarlord Attack 9 · PHBStd Melee wpnMartial, WeaponTgt One creature | Like a rampaging iron dragon, you hurl yourself at your adversary, landing a terrific blow that inspires your allies to charge as well. Atk Str vs AC · Hit 3[W] + Str dmg. Eff Until the end of the encounter, as an immediate reaction, an ally of your choice within 5 sq of you can charge a target that you charge. Spec You must charge as part of this attack. |
| DLY | Knock Them DownWarlord Attack 9 · PHBStd Melee wpnMartial, WeaponTgt One creature | The rhythm of your enemies hitting the ground is music to your ears. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is knocked prone. Every ally within 10 sq of you can move 3 sq and make a MBA against one target of his or her choice as a free action. These attacks deal no dmg but knock a target prone on a hit. Miss Half dmg, and tgt is knocked prone. |
| DLY | Ready the ChargeWarlord Attack 9 · MP2Std Melee wpnMartial, WeaponTgt One creature | You push your foe back, clearing the path for your allies to charge the creature. Atk Str vs AC · Hit 1[W] + Str dmg, and you push tgt 4 sq. Eff Each ally who was adjacent to tgt before the push can charge it as a free action. Miss You push tgt 2 sq. |
| DLY | Tactical WithdrawalWarlord Attack 9 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature | You land a final blow on the enemy and then command a temporary retreat. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt cannot make OAs (save ends). Eff Each ally adjacent to tgt can move his or her speed as a free action but must end in a space that is not adjacent to tgt. Miss Half dmg, and tgt cannot make OAs until EONT. |
| DLY | White Raven StrikeWarlord Attack 9 · PHBStd Melee wpnMartial, WeaponTgt One creature | You land a punishing blow that ignites the fire within your allies and keeps them alive on the battlefield. Atk Str vs AC · Hit 3[W] + Str dmg. Eff One or two allies within 10 sq gain 15 temp HP. If you dropped tgt to 0 HP or fewer with this attack, add Cha to the temp HP your allies gain. |
| ENC | Covering FireWarlord Utility 10 · MP2Imm Intr Close burst 10MartialTgt One ally in burst targeted by the triggering attack | You use the confusion [generated] by another attack to send an ally quickly into position. Trig An ally makes an area or a close attack that targets an ally within 10 sq of you · Eff Tgt shifts a number of sq equal to 3 + your Wis or Cha as a free action. |
| DLY | Defensive RallyWarlord Utility 10 · PHBStd Close burst 5Healing, MartialTgt Each ally in burst | You marshal your comrades and provide instructions to help them prevail. Eff Each target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 pwr bonus to all defenses until EONT. |
| DLY | Ease SufferingWarlord Utility 10 · PHBMinor PersMartial | Your nearby presence is enough to ease the suffering of your allies. Eff Allies ignore ongoing dmg on any turn they start adjacent to you, neither taking ongoing dmg nor making saving throws to end it. This effect persists until the end of the encounter or for 5 minutes. |
| ENC | Tactical OrdersWarlord Utility 10 · MP2Minor Close burst 3MartialTgt You and one ally in burst | You bark orders at your allies, commanding them to move into formation. Eff Each target shifts his or her speed as a free action. |
| DLY | Tactical ShiftWarlord Utility 10 · PHBImm Intr Ranged 10Martial | Your mastery of battle tactics and stern commands allow you to move an ally out of harm's way. Trig A creature hits your ally with a melee or a ranged attack · Eff The ally can shift a number of sq equal to 1 + Int. |
| DLY | [Name missing in source]Warlord Utility 10 · MP2Minor Close burst 5Healing, MartialTgt Each ally in burst | You create an area of calm even as violence rages around you. Eff Each target can spend a healing surge. Until the end of the encounter, your healing powers restore the maximum number of HP possible. |
| ENC | Beat Them into the GroundWarlord Attack 13 · PHBStd Melee wpnMartial, WeaponTgt One creature | You sweep the legs out from under your adversary and knock him to the ground with a mighty overhead swing. Your allies, inspired by the sight, follow suit. Atk Str vs Fortitude · Hit 2[W] + Str dmg, and tgt is knocked prone. Every ally within 5 sq of you makes a basic attack on one target of his or her choice as a free action. These attacks deal no dmg but knock a target prone on a hit. Tactical Presence Your allies gain a bonus to the attack rolls granted by this power = Int. |
| ENC | Befuddling CryWarlord Attack 13 · MPImm Intr Close burst 5MartialTgt The triggering ally in burst | Your warning shout allows your ally to turn an opening into an advantage. Trig An enemy within 5 sq of you hits an ally with an OA · Eff Tgt makes a MBA against the attacking enemy as a free action. If this attack hits, the attacking enemy rerolls the OA against a different creature of your choice within its reach. Resourceful Presence The enemy gains a bonus to the new attack and dmg rolls = Cha. |
| ENC | Bolstering BlowWarlord Attack 13 · PHBStd Melee wpnMartial, WeaponTgt One creature | Your attack inspires a nearby ally, keeping her in the fight. Atk Str vs AC · Hit 3[W] + Str dmg, and you grant 10 temp HP to an ally within 5 sq of you. Inspiring Presence You grant your ally temp HP equal to 10 + Cha. |
| ENC | Bolstering InsightWarlord Attack 13 · MP2Imm Intr Close burst 5MartialTgt The triggering ally in burst | You offer your ally a [brief] insight into a foe’s actions, preparing him or her for the enemy’s attack. Trig An ally within 5 sq of you is hit by an enemy’s attack · Eff Tgt gains a +3 pwr bonus to all defenses against the enemy’s attack. If the attack misses tgt, he or she can make a MBA against the enemy as a free action with a bonus to the dmg roll equal to your Wis or Cha. Insightful Presence The bonus to tgt’s defenses equals 1 + your Wis or Cha. |
| ENC | Death from Two SidesWarlord Attack 13 · MP2Std Melee wpnMartialTgt One creature | You and your ally move into a tactically sound position and attack your foe with a coordinated assault. Eff You and one ally make a MBA against tgt. If both attacks hit, your ally’s attack is a critical hit. |
| ENC | Defensive OffenseWarlord Attack 13 · MP2Std Melee wpnMartial, WeaponTgt One creature | You smash your weapon into your enemy and lock into formation with your allies, using your shield to shelter them. Req You must be using a shield. · Atk Str vs AC · Hit 3[W] + Str dmg. Eff Until EONT, you gain a +1 pwr bonus to AC and Reflex, and your allies gain a +1 pwr bonus to AC and Reflex while adjacent to you. |
| ENC | Denying SmiteWarlord Attack 13 · PHBStd Melee wpnMartial, WeaponTgt One creature | No matter how he maneuvers, something comes between the villain and his quarry—and that something is you! Atk Str vs AC · Hit 3[W] + Str dmg. Eff Choose one ally within 5 sq of you. Tgt cannot attack that ally with melee attacks or ranged attacks until EONT. |
| ENC | Fury of the SiroccoWarlord Attack 13 · PHBStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | The sirocco drives the desert sands in a thousand directions. So too does your furious attack scatter your enemies and drive them where you want them to go. Atk Str vs AC · Hit 1[W] + Str dmg, and you slide tgt 1 sq. |
| ENC | Grim MarkWarlord Attack 13 · MPStd Melee wpnMartial, WeaponTgt One creature | Your sidling approach belies your excruciating follow-up, which opens your opponent to attacks from your allies. Eff Before the attack, you can shift 2 sq. · Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is dazed and marked until EONT. · Resourceful Presence While tgt is marked by this power, your allies gain a pwr bonus to dmg rolls against tgt = Cha. |
| ENC | Headstrong BraveryWarlord Attack 13 · MPStd Melee wpnMartial, WeaponTgt One creature | You smite your enemy without regard for your safety, inciting the enemy against you and your allies against it. Atk Str vs Fortitude · Hit 3[W] + Str dmg, and you mark tgt until EONT. Until SONT, you grant CA to all enemies, and your allies gain a +2 pwr bonus to dmg rolls against tgt. Bravura Presence Your allies instead gain a pwr bonus to dmg rolls against tgt equal to 2 + Cha. · Spec When charging, you can use this power in place of a MBA. |
| ENC | Hope’s RenewalWarlord Attack 13 · MP2Std Melee wpnMartial, WeaponTgt One creature | A solid blow against a foe helps you restore your allies’ faith. Atk Str vs AC · Hit 1[W] + Str dmg. Your inspiring word restores additional HP equal to your Cha or Int until EONT. Resourceful Presence Add 3 to the number of HP the power restores. |
| ENC | Pincer ManeuverWarlord Attack 13 · MPStd Close burst 5MartialTgt One or two allies in burst | At your command, two of your allies move to flank a foe. Eff Each target can shift 3 sq and make a MBA against an adjacent enemy as a free action. If tgt is flanking the enemy, he or she gains a bonus to the dmg roll = Cha. Bravura Presence Tgt gains a pwr bonus to the attack roll = Cha. |
| ENC | Signal the ChargeWarlord Attack 13 · MP2Std Ranged wpnMartial, WeaponTgt One creature | Your shot signals your comrades to rush the foe. Atk Str vs AC · Hit 1[W] + Str dmg. One ally you can see can charge tgt or make a MBA against it as a free action. Skirmishing Presence The ally gains a pwr bonus to the attack roll equal to your Int or Wis. |
| ENC | Unified in BloodWarlord Attack 13 · MPImm Intr Melee wpnMartial, WeaponTgt The triggering enemy | Rushing to defend a friend in trouble, you make a bold attack. Your friend then defends himself by your example. Trig An enemy within 5 sq of you bloodies an ally Eff Before the attack, you can move your speed. · Atk Str vs AC · Hit 2[W] + Str dmg, and the bloodied ally can make a basic attack against tgt as a free action. |
| ENC | Ventured GainsWarlord Attack 13 · MPStd Melee wpnMartial, WeaponTgt One creature | Rushing to take your adversary down a notch, you ignore your defenses but allow your allies to take advantageous shots. Atk Str vs Fortitude · Hit 2[W] + Str dmg. If this attack bloodies tgt, two of your adjacent allies can each make a basic attack against tgt as a free action. Eff You grant CA to all enemies until SONT. Bravura Presence Each ally gains a pwr bonus to the basic attack roll = Cha. |
| ENC | Withdrawal GambitWarlord Attack 13 · MPStd Melee wpnMartial, WeaponTgt One creature | With an interposing attack, you give your companions the determination and the space to improve the tactical situation. Atk Str vs AC · Hit 3[W] + Str dmg, and each of your allies adjacent to tgt can make a saving throw and then shift 1 sq as a free action. Tactical Presence Each ally gains a pwr bonus to the saving throw = Cha, and each can instead shift a number of sq equal to 1 + Int. |
| ENC | [Name missing in source]Warlord Attack 13 · MP2Imm React Close burst 5MartialTgt Two allies in burst adjacent to the enemy | As one ally’s weapon slips past an enemy’s guard, you encourage a couple of others to take advantage of the opening. Trig An ally within 5 sq of you hits an enemy with a melee attack · Eff Each target can make a MBA against the enemy as a free action. Insightful Presence The triggering ally’s attack deals extra dmg equal to your Wis or Cha. |
| DLY | Anticipate AttackWarlord Attack 15 · MPImm Intr Melee 1Martial, WeaponTgt The triggering enemy | Maneuvering to make your enemy open itself up to attack, you deliver a passing blow. Your comrades follow up with strikes of their own. Atk Str vs Reflex · Hit 2[W] + Str dmg, and you can shift 1 sq. Trig An adjacent enemy hits you with a melee attack · Eff Each ally adjacent to tgt can make an OA against it and has CA for the attack. Tactical Presence Each ally gains a bonus to the dmg roll = Int. |
| DLY | Archery DuelWarlord Attack 15 · MP2Std Ranged wpnMartial, WeaponTgt One creature | You shout words of inspiration to your allies, encouraging them to respond to your enemies’ artillery with shots of their own. Atk Str vs AC · Hit 4[W] + Str dmg. Eff Until the end of the encounter, whenever a ranged attack hits an ally you can see, that ally can make a RBA against the attacker as an immediate reaction. |
| DLY | Arkhosia’s FuryWarlord Attack 15 · MPStd Melee wpnMartial, WeaponTgt One creature | In a traditional dragonborn maneuver, you storm in, smite an enemy, spin away, and punish yet another foe. Atk Str vs AC · Hit 3[W] + Str dmg, and you can shift 2 sq. Eff After you shift, you can make a basic attack against a different target. Miss Half dmg, and you can shift 1 sq. · Spec When charging, you can use this power in place of a MBA. |
| DLY | Band of FellowsWarlord Attack 15 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One creature | Your foe is a fool for thinking it escaped the brunt of your attack. You are only setting it up for your allies. Atk Str vs AC · Hit 1[W] + Str dmg. Eff Each ally can make a MBA against tgt as a free action. |
| DLY | Bravura ChargeWarlord Attack 15 · MP2Std Melee wpnHealing, Martial, WeaponTgt One creature | Your powerful charge inspires your allies, filling them with vigor and courage. Atk Str vs AC · Hit 3[W] + Str dmg. Eff Each ally within 10 sq of you can spend a healing surge. Spec When charging, you can use this power in place of a MBA. |
| DLY | Comrade in ArmsWarlord Attack 15 · MP2Imm React Melee or Ranged wpnMartial, WeaponTgt The triggering enemy | As you and your ally work together to defeat a foe, you both develop a bond that provides an advantage throughout combat. Atk Str vs AC · Hit 2[W] + Str dmg. Trig An enemy is hit by your ally · Eff Until the end of the encounter, whenever you hit an enemy, the ally gains a pwr bonus to his or her next attack roll against that enemy. The bonus equals your Int or Wis and lasts until EONT. |
| DLY | Driving VolleyWarlord Attack 15 · MP2Std Ranged wpnMartial, WeaponTgt One, two, or three creatures | You send multiple shots flying at your enemies. Each missile drives a foe back toward your allies, who seize the opportunity to attack. Atk Str vs AC · Hit 2[W] + Str dmg, and you push tgt a number of sq equal to your Int or Wis. If tgt ends the push adjacent to one of your allies, that ally can make a MBA against tgt as an opportunity action. |
| DLY | Formidable SmashWarlord Attack 15 · MPStd Melee wpnMartial, WeaponTgt One creature | Your strike leaves your foe hesitant to attack you or anyone near you. Atk Str vs AC · Hit 3[W] + Str dmg. Until the end of the encounter, tgt takes a -2 penalty to attack rolls against you or any ally who is adjacent to you when it attacks (tgt takes no penalty if it is immune to fear). Miss Half dmg, and no penalty. |
| DLY | Grim InstructionWarlord Attack 15 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | With a remarkable show of skill, you school your foe, revealing the flaws in its fighting style. Atk Str vs Fortitude · Hit 3[W] + Str dmg, and tgt takes a -2 penalty to attack rolls and grants CA to you and your allies (save ends both). |
| DLY | Infectious DeterminationWarlord Attack 15 · MPStd Melee wpnHealing, Martial, WeaponTgt One creature | With each strike you deliver, your allies gain more resolve to grab victory from the jaws of defeat. 1° Atk Str vs AC · Hit 2[W] + Str dmg. · Miss Half dmg. Eff As a free action, each ally within 5 sq of you can make a saving throw. Make a secondary attack against tgt. · Resourceful Presence Each ally gains a pwr bonus to the saving throw = Int. 2° Atk Str vs Fortitude · Hit 1[W] + Str dmg, and you knock tgt prone. Each ally within 5 sq of you can spend a healing surge as a free action. · Resourceful Presence Each ally adds Cha to the HP regained. |
| DLY | Make Them BleedWarlord Attack 15 · PHBStd Melee wpnMartial, WeaponTgt One creature | You bleed your foe with a wicked strike, exposing a fatal flaw in its armor. Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing 5 dmg (save ends). Eff Until the end of the encounter, when you or an ally hits tgt, that attack also deals ongoing 5 dmg (save ends). |
| DLY | Renew the TroopsWarlord Attack 15 · PHBStd Melee wpnHealing, Martial, WeaponTgt One creature | Seeing the beast quail before your onslaught gives your allies the courage to fight on. Atk Str vs AC · Hit 3[W] + Str dmg. Each ally who has line of sight to you regains HP as if he or she had spent a healing surge. Add Cha to the HP regained. Miss Each ally who has line of sight to you regains HP equal to 10 + Cha. |
| DLY | War Master’s AssaultWarlord Attack 15 · MPStd Close burst 3MartialTgt You and each ally in burst | You orchestrate a devastating coordinated attack. Eff Each target can charge or make a basic attack as a free action, with a pwr bonus to the attack roll and the dmg roll = Cha. |
| DLY | Warlord's GambitWarlord Attack 15 · PHBStd Melee wpnMartial, WeaponTgt One creature | You provoke your adversary with a bold stroke. Each time he lunges at you, he recklessly sets up your forces for victory. Atk Str vs AC · Hit 4[W] + Str dmg. Eff Tgt gains a +2 bonus to attack rolls and dmg rolls against you until the end of the encounter. When tgt attacks you, an ally of your choice within a number of sq = Int can make a basic attack against tgt as an immediate interrupt. |
| ENC | Decisive TimingWarlord Utility 16 · MPNo Act Close burst 5MartialTgt You and two allies in burst or three allies in burst | Practice has honed your party’s maneuvering to near perfection. Trig You and your allies make initiative checks at the beginning of an encounter · Eff You swap the initiative check results of the targets. Tactical Presence Until the end of his or her first turn in the encounter, tgt with the lowest initiative result gains a pwr bonus to dmg rolls = Int. |
| ENC | Encouraging RemarkWarlord Utility 16 · MPStd Melee 1MartialTgt One ally | You whisper a few words of support to a comrade heading back into the fray. Eff Tgt gains temp HP equal to 10 + Cha. Until EONT, tgt also gains a pwr bonus to dmg rolls, one defense, or saving throws = Cha. |
| DLY | Flanking StanceWarlord Utility 16 · MPMinor PersMartial, Stance | You take up a vulnerable position that forces your enemies into disadvantageous positions as well. Eff Until the stance ends, any enemy adjacent to you gains CA against you but grants CA to your allies. Bravura Presence Allies gain a bonus to melee dmg rolls against enemies adjacent to you = Cha. |
| DLY | Forbidden GroundWarlord Utility 16 · MP2Std Close blast 3Martial | You declare the space in front of you to be forbidden, and any enemy that dares to enter it will suffer the consequences. Eff The blast creates an area of forbidden ground. Until the end of the encounter, whenever an enemy enters the area, you or an ally can charge that enemy or make a MBA against it as an immediate reaction. |
| ENC | Help or HinderWarlord Utility 16 · MP2Imm Intr Close burst 5MartialTgt The triggering enemy or ally in burst | You offer words of encouragement to an ally or shout words of discouragement to an enemy. Trig An enemy within 5 sq of you saves, or an ally within 5 sq of you fails a saving throw · Eff Tgt rerolls the saving throw. If tgt is an enemy, it takes a penalty to the saving throw equal to your Int or Wis. If tgt is an ally, he or she gains a bonus to the saving throw equal to your Int or Wis. |
| DLY | Hero's DefianceWarlord Utility 16 · PHBStd Ranged 10MartialTgt You or one ally | You fight off an adverse affliction or enable an ally to do the same. Eff Tgt succeeds on a saving throw. |
| ENC | Press on TogetherWarlord Utility 16 · MP2Free Close burst 10MartialTgt You and each ally in burst | One of your allies overcomes a debilitating effect, and you shout to your other comrades to do the same. Trig An ally within 10 sq of you saves against an effect · Eff Until EONT, each target gains a pwr bonus to saving throws = Cha. |
| ENC | Share the WeightWarlord Utility 16 · MP2Imm Intr Close burst 10MartialTgt You or one ally in burst; tgt must be adjacent to the triggering ally | You foster the spirit of teamwork among your allies and inspire one of them to take a blow meant for another. Trig An ally within 10 sq of you is hit by an attack · Eff Tgt and the triggering ally swap places, and the attack hits tgt and misses the triggering ally. |
| DLY | Side by SideWarlord Utility 16 · MPMinor Melee 1Martial, StanceTgt One ally | You and an ally form a deadly team, fighting in tandem. Eff Until the stance ends, you and tgt both gain a +2 pwr bonus to attack rolls, AC, and Reflex when you’re adjacent to each other. |
| ENC | Warlord's BannerWarlord Utility 16 · PHBStd Close burst 5Healing, MartialTgt Each ally in burst | You rally your closest troops before sending them into battle. Eff Each target can spend a healing surge. Until EONT, each target gains a +2 pwr bonus to attack rolls. |
| DLY | Warning ShoutWarlord Utility 16 · MPImm Intr Close burst 5MartialTgt The triggering ally in burst | Hearing your call of alarm, your friend leaps for cover. Trig An ally within 5 sq of you is hit by a ranged or an area attack · Eff Tgt can shift a number of sq equal to 1 + Int. |
| DLY | White Raven FormationWarlord Utility 16 · PHBStd Close burst 5MartialTgt Each ally in burst | You forego attacks and focus on redirecting your allies. Eff Each target can take a move action. |
| ENC | Battle OnWarlord Attack 17 · PHBStd Melee wpnMartial, WeaponTgt One creature | You rally your forces with a battle cry and a calculated blow against the enemy. Atk Str vs AC · Hit 3[W] + Str dmg, and every ally within 5 sq of you makes a saving throw. Inspiring Presence Your allies gain a bonus to the saving throw = Cha. |
| ENC | Bloody TerminationWarlord Attack 17 · MPStd Melee wpnMartial, WeaponTgt One bloodied creature | Your adversary reels from wounds, and you mean to bring that torment to an end. Atk Str vs AC · Hit 3[W] + Str + Cha dmg. Resourceful Presence If the attack’s dmg doesn’t reduce tgt to 0 HP, make a MBA against tgt, with a bonus to the attack roll and the dmg roll = Cha. |
| ENC | Deadly InspirationWarlord Attack 17 · MPStd Melee wpnMartial, WeaponTgt One creature | Your bold strike inspires your allies to show off their fighting prowess. Atk Str vs Reflex · Hit 2[W] + Str dmg, and allies within 5 sq of you deal 1[W] extra dmg with their at-will weapon attacks that hit until SONT. |
| ENC | Disabling MissileWarlord Attack 17 · MP2Std Ranged wpnMartial, WeaponTgt One creature | Your carefully aimed shot leaves a foe unable to concentrate on defending itself. Atk Str vs AC · Hit 2[W] + Str dmg, and each ally adjacent to tgt can shift 1 sq as a free action. Until EONT, tgt provokes OAs from your allies whenever it attacks. Skirmishing Presence You and your allies gain a pwr bonus to melee dmg rolls against tgt equal to your Int or Wis. The pwr bonus lasts until EONT. |
| ENC | Forced RespectWarlord Attack 17 · MP2Imm React Melee wpnMartial, WeaponTgt The triggering enemy | Your strike forces your foe to respect you and your ally, making it think twice before confronting the two of you again. Atk Str vs AC · Hit 2[W] + Str dmg, and tgt grants CA until the end of its next turn. Trig An enemy hits your ally with a melee attack Insightful Presence One ally can make a MBA against tgt as a free action. |
| ENC | Girding StrikeWarlord Attack 17 · MPStd Melee wpnHealing, Martial, WeaponTgt One creature | You smite your enemy as you shout encouragement to your allies, imparting the vigor they need to push on. Atk Str vs AC · Hit 3[W] + Str dmg, and each ally within 10 sq of you regains the use of second wind. Resourceful Presence Any ally who uses second wind before EONT regains additional HP = Cha. |
| ENC | Hail of SteelWarlord Attack 17 · PHBStd Melee wpnMartial, WeaponTgt One creature | You level your weapon at your enemy, then pull it back and lunge forward. As your attack strikes true, your allies rain death down upon him. Atk Str vs AC · Hit 2[W] + Str dmg, and every ally within 5 sq of you makes a basic attack against tgt. |
| ENC | Into the Breach!Warlord Attack 17 · MPStd Melee wpnMartial, WeaponTgt One creature | You leap forward boldly, shouting a battle cry that fills your allies with the same courage. Atk Str vs AC · Hit 2[W] + Str dmg, and one ally within 5 sq of you can charge tgt as a free action. Inspiring Presence The charging ally gains a pwr bonus to the attack roll and the dmg roll = Cha. · Spec When charging, you can use this power in place of a MBA. |
| ENC | Pincer ShotWarlord Attack 17 · MP2Std Ranged wpnMartial, WeaponTgt One creature | Your arrow drives a foe backward onto the blade of your ally. Atk Str vs AC · Hit 2[W] + Str dmg, and you push tgt a number of sq equal to your Int or Wis. After the push, one of your allies adjacent to tgt can make a MBA against it as a free action. The attack deals extra dmg equal to the number of sq you pushed tgt. |
| ENC | Thunderous FuryWarlord Attack 17 · PHBStd Melee wpnMartial, WeaponTgt One creature | The ferocity of your blow quiets the storm of battle for a moment. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is dazed until EONT. Tactical Presence Until EONT, your allies gain a pwr bonus to attack rolls against tgt = Int. |
| ENC | Warlord's RushWarlord Attack 17 · PHBStd Melee wpnMartial, WeaponTgt One creature | Like a wild, terrible storm, you hurl yourself at your foe. Your allies are swept along on the force of your wrath. Atk Str vs AC · Hit 3[W] + Str dmg. Allies who have line of sight to you can move their speed. Miss One ally who has line of sight to you (your choice) can move his or her speed. |
| ENC | We Will Not FailWarlord Attack 17 · MP2Free Close burst 10MartialTgt One ally in burst | Your wild strike distracts your foe, giving an ally the chance to strike the creature. Trig You miss an enemy with an attack · Eff Tgt can make a basic attack against the enemy as a free action. The attack deals extra dmg equal to 5 + Int. |
| DLY | Anticipate the TargetWarlord Attack 19 · MP2Imm React Ranged wpnMartial, WeaponTgt The triggering enemy | Your ally’s strike drives a foe forward, and you snap off a shot. You then study the enemy and watch for it to drop its guard again. Atk Str vs AC · Hit 3[W] + Str dmg, and whenever tgt moves during its turn, one ally you can see can make a basic attack against tgt as an opportunity action (save ends). Trig An enemy is hit by your ally Miss Half dmg. |
| DLY | Assault of the RamWarlord Attack 19 · MP2Std Melee wpnMartial, WeaponTgt One creature | You and your comrades hurl yourselves at opponents and gain the upper hand through your audacity. Atk Str vs AC · Hit 5[W] + Str dmg. Eff Until the end of the encounter, whenever you or an ally charges, you or the ally gains CA against tgt of the charge for that attack. Miss Half dmg. · Spec When charging, you can use this power in place of a MBA. |
| DLY | Break the TempoWarlord Attack 19 · PHBStd Melee wpnMartial, WeaponTgt One creature | You dash about while assailing your foe with a multitude of well-aimed blows, throwing it off balance. Atk Str vs AC · Hit 4[W] + Str dmg. Eff If tgt attacks before EONT, you can use an immediate interrupt to move 4 sq and make a MBA against tgt. If you deal dmg, tgt takes a penalty to its attack roll = Int. Sust Minor The effect continues until EONT. |
| DLY | Dance on Their GravesWarlord Attack 19 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your blow shows your allies how best to attack your enemy, and with each subsequent strike, you adapt your strategy to keep your foe off balance. Atk Str vs AC · Hit 4[W] + Str dmg, and tgt grants CA until EONT. Eff Until the end of the encounter, whenever you hit tgt, it grants CA until EONT. Miss Half dmg. |
| DLY | End to GamesWarlord Attack 19 · MP2Std Melee wpnHealing, Martial, WeaponTgt One creature | Your strike leaves a foe reeling, and as your allies beat on the creature, their vigor and morale improve. Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is stunned (save ends). While tgt is stunned by this power, whenever an ally hits tgt, he or she can spend a healing surge. Miss Half dmg, and tgt is stunned until EONT. |
| DLY | Exhorted CounterattackWarlord Attack 19 · MPImm React Close burst 20Healing, MartialTgt The triggering ally in burst | You shout a warning to a comrade under fire, who avoids the brunt of the attack and responds with a vicious counterattack. Trig An ally within 20 sq of you is hit by an enemy · Eff Tgt regains HP as if he or she had spent a healing surge and then makes two basic attacks against the attacking enemy as an opportunity action. If either basic attack hits, the enemy is dazed (save ends). Inspiring Presence The ally regains additional HP = Cha and gains a bonus to the dmg rolls = Cha. |
| DLY | Inspiring ChargeWarlord Attack 19 · MPStd Melee wpnHealing, Martial, WeaponTgt One creature | Giving your companions a quick signal, you charge forward to glory, inspiring them. Atk Str vs AC · Hit 4[W] + Str dmg. Eff As a free action, each ally within 10 sq of you can shift a number of sq = Cha and then spend a healing surge. Spec When charging, you can use this power in place of a MBA. |
| DLY | Leader of the BowmenWarlord Attack 19 · MP2Std Ranged wpnMartial, WeaponTgt One creature | Your shot signals the beginning of a barrage. Your leadership guides your allies’ fire and helps alert them to nearby foes. Atk Str vs AC · Hit 4[W] + Str dmg. Eff Until the end of the encounter, you and your allies gain a +2 pwr bonus to ranged attack rolls and do not provoke OAs for making ranged attacks. Spec You can use this power in place of a RBA. |
| DLY | Storm of CarnageWarlord Attack 19 · MPStd Melee wpnMartial, WeaponTgt One creature | For you and your comrades, every miss is just a new opportunity. Atk Str vs AC · Hit 4[W] + Str dmg. Eff Until the end of the encounter, each time you or an adjacent ally misses with an encounter or a daily melee attack power, that character can make a MBA against the same target as a free action. Miss Make a MBA against tgt. |
| DLY | Unleash HellWarlord Attack 19 · MPStd Ranged wpnMartial, WeaponTgt One creature | On your command, you and your allies unleash a ranged barrage upon your enemies. Req You must be wielding a heavy thrown weapon. · Atk Str vs AC. The attack can score a critical hit on a roll of 18–20. · Hit 4[W] + Str dmg. Eff Each ally within 5 sq of you can make a RBA against an enemy as a free action, with a pwr bonus to the attack roll and the dmg roll = Cha. Until EONT, any ranged attack made by you or your allies can score a critical hit on a natural roll of 18–20. |
| DLY | Victory SurgeWarlord Attack 19 · PHBStd Melee wpnMartial, WeaponTgt One creature | Victory is within your grasp, so with a mighty roar, you push your allies to seize every opportunity and fight like never before. Atk Str vs AC · Hit 2[W] + Str dmg. Until SONT, every ally within 10 sq of you can follow up a standard action with a basic attack made as a free action. Miss Until SONT, one ally of your choice within 10 sq of you can follow up a standard action with a basic attack made as a free action. · Sust Minor Until SONT, one ally of your choice within 10 sq of you can follow up a standard action with a basic attack made as a free action. |
| DLY | Windmill of DoomWarlord Attack 19 · PHBStd Melee wpnMartial, WeaponTgt One creature | You cleverly maneuver your adversary into a perfect flanking position. As you land the deciding blow, your surrounding allies strike hard from all sides. Atk Str vs AC · Hit 3[W] + Str dmg. Each ally who is adjacent to tgt makes a MBA against it as a free action. Miss One ally of your choice adjacent to tgt makes a MBA against it as a free action. |
| DLY | Avenge MeWarlord Utility 22 · MPImm Intr Close burst 10Healing, MartialTgt Each ally in burst | As you succumb to your injuries, you shout out a call for retribution. Trig You are reduced to 0 HP or fewer by an enemy · Eff Each target can spend a healing surge and regain additional HP = Cha. Until the end of the encounter, the targets gain a +2 pwr bonus to attack rolls and dmg rolls. |
| DLY | Bloodthirsty OffensiveWarlord Utility 22 · MPMinor PersMartial, Stance | You have your foes against the wall, and you focus your attention on finishing the job. Eff Until the stance ends, you grant CA to all enemies. In addition, you and each ally within 10 sq of you gain a +2 pwr bonus to attack rolls against bloodied enemies. Also, each time you or an ally within 10 sq of you spends an action point to take an extra action, that character can make a basic attack as a free action before taking the extra action. Bravura Presence You and each ally within 10 sq of you gain a bonus to dmg rolls against bloodied enemies = Cha. |
| DLY | Courageous InsightWarlord Utility 22 · MP2Imm Intr Melee 1Healing, MartialTgt The triggering ally | You have a sixth sense that tells you when your allies are in danger. Recognizing your ally’s peril, you dart over to help. Trig An ally drops to 0 HP or fewer from an enemy’s attack that doesn’t target you · Eff You move twice your speed. You must end this movement adjacent to the triggering ally. · Eff The attack hits you instead of tgt, and tgt can spend a healing surge. |
| DLY | Heart of the TitanWarlord Utility 22 · PHBStd Ranged 10MartialTgt You or one ally | You level your weapon at your enemies and utter a grim threat that leaves them fearing for their lives. With great words, you turn yourself or an ally into a battle-hardened juggernaut. Eff Tgt gains temp HP equal to his or her healing surge value + Cha. Until tgt loses as many temp HP as he or she gained from this power, tgt adds Cha to dmg rolls and can't be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened. |
| DLY | Heroic SurgeWarlord Utility 22 · PHBImm React Close burst 5Healing, Martial | The sight of one of your allies taking a hit fills you with resolve and compassion, and you turn that dark moment into a heroic surge toward victory. Trig You or an ally within 5 sq of you takes dmg · Eff You and each ally in the burst can spend a healing surge. Add Cha to the HP regained. |
| DLY | Hidden OpportunityWarlord Utility 22 · MP2Free Close burst 5MartialTgt The triggering ally in burst | You spot a hole in an enemy’s defenses and tell your ally to seize the opportunity. Trig An ally within 5 sq of you hits with an OA · Eff Tgt scores a critical hit with the attack. |
| DLY | Own the BattlefieldWarlord Utility 22 · PHBStd Close burst 10MartialTgt Each enemy in burst you can see | Like a puppet master, you position your enemies exactly where you want them. Eff You slide each target a number of sq = Int. |
| DLY | Pull out the StopsWarlord Utility 22 · MP2Minor PersMartial | Your leadership lets your comrades achieve more than ever seemed possible. Eff Until the end of the encounter, any ally you can see can spend an action point, even if that ally already spent one or more during this encounter. An ally can spend only one action point per turn. |
| DLY | Quickening OrderWarlord Utility 22 · MPNo Act Close burst 10MartialTgt You and each ally in burst | You aim to win the fight before your foes can respond. Trig You and your allies make initiative checks at the beginning of an encounter · Eff Each target gains a bonus to the initiative check = Int, and during each target’s first turn, he or she gains a bonus to attack rolls and dmg rolls = Int. |
| DLY | Rush of BattleWarlord Utility 22 · MPMinor Close burst 5MartialTgt Each ally in burst | You raise your voice above the din, encouraging your allies to make a rapid series of attacks. Eff Until SONT, each target can make basic attacks as minor actions. Resourceful Presence Each target gains a bonus to the basic attack rolls equal to your Int or Cha. |
| DLY | Stirring DeclarationWarlord Utility 22 · MPMinor PersMartial, Stance | As you attack, you cheer your friends on toward victory. Req You must be trained in Diplomacy. Eff Until the stance ends, each time you hit an enemy with an attack, allies within 10 sq of you gain temp HP equal to 5 + Cha. You and your allies gain a bonus to saving throws against fear effects = Cha. Inspiring Presence Each time you hit an enemy with an attack, one ally within 10 sq of you can make a saving throw. |
| DLY | [Name missing in source]Warlord Utility 22 · MP2Std Close blast 3MartialTgt Each ally in blast | You identify a section of the battlefield that offers a defensive advantage, and you direct your allies to secure it. Eff Each ally in the blast gains temp HP equal to 5 + your Int or Wis. The blast creates an area of defensible terrain. Until the end of the encounter, any ally within the area that has cover except that provided by intervening allies instead has superior cover. |
| ENC | Blood Begets BloodWarlord Attack 23 · MPStd Melee wpnMartial, WeaponTgt One creature | With a brutal strike and a marshalling cry, you open your enemy’s defenses. Your allies respond with a coordinated assault. Atk Str vs AC · Hit 3[W] + Str dmg. If tgt is bloodied or reduced to 0 HP by this attack, two allies within 5 sq of you can each make a basic attack as a free action. Resourceful Presence If tgt is bloodied or reduced to 0 HP by this attack, three allies within 5 sq of you can each make a basic attack as a free action. |
| ENC | Daring DisplayWarlord Attack 23 · MPStd Melee wpnMartial, WeaponTgt One creature | You fling yourself against your enemy brutally, unleashing a fury that draws the eye of nearby enemies. Atk Str vs Fortitude · Hit 4[W] + Str dmg, and you mark and grant CA to every enemy within 2 sq of you until EONT. Each of the enemies that attacks you grants CA to your allies until the end of its next turn. Bravura Presence The attack deals extra dmg = Cha, and you can shift 1 sq, whether or not you hit. |
| ENC | Defender’s RetortWarlord Attack 23 · MP2Imm Intr Melee wpnMartial, WeaponTgt The triggering enemy | You run to your ally’s aid and strike out at an advancing enemy. Trig An enemy within 3 sq of you hits your ally Eff Before you attack, you shift 2 sq. · Atk Str vs AC · Hit 3[W] + Str dmg. |
| ENC | Great Dragon War CryWarlord Attack 23 · PHBStd Melee wpnFear, Martial, WeaponTgt One creature | You unleash a terrifying battle cry as you attack. The veins of your foes run cold whenever your allies strike. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is weakened until EONT. Inspiring Presence Until the end of the encounter, your allies gain a pwr bonus to their attack rolls against weakened enemies = Cha. |
| ENC | Halting MissileWarlord Attack 23 · MP2Imm React Ranged wpnHealing, Martial, WeaponTgt The triggering enemy | You fire a shot at an enemy that is pressing down on an ally. Your attack debilitates the foe and gives your ally temporary respite. Atk Str vs AC · Hit 2[W] + Str dmg, and the ally regains HP equal to 5 + your Int or Wis. Trig An enemy hits your ally with a melee attack Skirmishing Presence Tgt is weakened until the end of its next turn. |
| ENC | Hold that ThoughtWarlord Attack 23 · MP2Imm Intr Me’lee or Ranged wpnMartial, WeaponTgt The triggering enemy | Realizing your ally’s aim is off, you quickly strike the target of your comrade’s attack and try to distract it to help your ally hit. Atk Str vs AC · Hit 2[W] + Str dmg. The ally can reroll his or her attack roll against tgt and use either result. Trig An enemy is missed by your ally’s attack |
| ENC | Pillar to PostWarlord Attack 23 · PHBStd Melee wpnMartial, WeaponTgt One creature flanked by you and an ally | You strike your foe and send him careening into a waiting ally, who sends the foe stumbling back toward you. Atk Str vs AC · Hit 3[W] + Str dmg, and the ally can make a MBA against tgt as a free action. If the ally's attack hits, you make a secondary attack against tgt. 2° Atk Str vs AC · Hit 1[W] + Str dmg. |
| ENC | Quickening ForceWarlord Attack 23 · MPStd Melee wpnMartial, WeaponTgt One creature | The punishing blow you land on your enemy causes your allies to take heart and defy ill fortune. Atk Str vs AC · Hit 4[W] + Str dmg, and each ally within 5 sq of you can make a saving throw. Resourceful Presence Your allies gain a pwr bonus to the saving throw = Cha. |
| ENC | Rabbits and WolvesWarlord Attack 23 · PHBStd Melee wpnMartial, WeaponTgt One creature | Between swings and parries, you direct beleaguered allies to safety while calling in fresh reinforcements. Atk Str vs AC · Hit 4[W] + Str dmg. Any two allies of your choice within 10 sq of you can shift their speed. |
| ENC | Ringing ClarityWarlord Attack 23 · MPStd Melee wpnMartial, WeaponTgt One creature | The clang of your steel on your enemy’s armor clears the cobwebs from your allies’ heads. Atk Str vs AC · Hit 4[W] + Str dmg, and the marked condition ends on any ally within 10 sq of you. Also, each ally within 10 sq of you automatically saves against a charm or a fear effect that a save can end. |
| ENC | Shutdown SmiteWarlord Attack 23 · MPStd Melee wpnMartial, WeaponTgt One creature | A well-placed attack throws your foe out of prime fighting form for a moment. Atk Str vs Will · Hit 3[W] + Str dmg, and tgt cannot recharge any of its powers or use action points until EONT. Tactical Presence Tgt also takes a penalty to saving throws = Int until EONT. |
| ENC | Stunning DisplayWarlord Attack 23 · MP2Std Melee wpnHealing, Martial, WeaponTgt One creature | You drive your weapon into your enemy, shocking it. While the enemy is recovering, you give an ally a moment to recuperate. Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is stunned until EONT. One ally within 5 sq of you can use his or her second wind as a free action. Insightful Presence The ally’s bonus to defenses from second wind equals +4 instead of +2. |
| ENC | Sudden AssaultWarlord Attack 23 · PHBStd Melee wpnMartial, WeaponTgt One creature | Your slashing blow spurs an ally into action. Atk Str vs AC · Hit 1[W] + Str dmg, and an ally of your choice within 5 sq of you takes a standard action. Tactical Presence Your ally gains a pwr bonus to attack rolls against targets adjacent to you = Int. This bonus applies only to attack rolls made using the standard action granted by this power. |
| ENC | Wave of WarWarlord Attack 23 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your vigorous charge inspires your allies to move forward and encircle your foes. Atk Str vs AC · Hit 3[W] + Str dmg Eff Each ally within 5 sq of you can move his or her speed as a free action. Spec When charging, you can use this power in place of a MBA. |
| ENC | Wounding FocusWarlord Attack 23 · MPStd Melee wpnMartial, WeaponTgt One creature | You open a small wound on your foe as a pinpoint target for your allies. Atk Str vs Reflex · Hit 2[W] + Str dmg. Until SONT, your allies gain CA against tgt and a pwr bonus to dmg rolls against it = Int. |
| DLY | Forceful LeaderWarlord Attack 25 · MP2Std Melee wpnHealing, Martial, WeaponTgt One creature | Your charge inspires your allies. As they follow your lead, you shout encouragement that fills them with vigor. Atk Str vs AC · Hit 5[W] + Str dmg. Eff Until the end of the encounter, any ally who hits with a charge attack regains 5 HP. Miss Half dmg. · Spec When charging, you can use this power in place of a MBA. |
| DLY | Help Where It’s NeededWarlord Attack 25 · MP2Std Melee wpnHealing, Martial, WeaponTgt One creature | You attempt to avenge your comrades. Seeing your efforts, your wounded allies feel invigorated and rejoin the fight. Atk Str vs AC · Hit 3[W] + Str dmg, and one ally within 5 sq of you can make a saving throw against each effect on him or her that a save can end. Eff Any bloodied ally within 5 sq of you can spend a healing surge as a free action and make a saving throw against one effect on him or her that a save can end. Spec When charging, you can use this power in place of a MBA. |
| DLY | Herding BarrageWarlord Attack 25 · MP2Std Ranged wpnMartial, WeaponTgt One, two, or three creatures | Your shots drive your foes into a tight cluster. You then signal for an ally to seize his or her chance to attack. Atk Str vs AC · Hit 3[W] + Str dmg, and you push tgt a number of sq equal to your Inteligence modifier. Eff One ally adjacent to each target can make a MBA against that target as a free action. |
| DLY | Precision StanceWarlord Attack 25 · MPMinor PersMartial, Stance | You take on a watchful bearing, lending your allies your battle acumen, allowing their wilder strikes to hit home more often. Eff Until the stance ends, when an ally within 5 sq of you misses with an attack, you can take an immediate interrupt to allow the ally to reroll the attack roll with a bonus = Int. |
| DLY | Primordial OnslaughtWarlord Attack 25 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst | You attack like a force of nature, driving your opponents before you. Atk Str vs Will · Hit 4[W] + Str dmg. Eff Until the end of the encounter, each time you or an ally attacks any target of this power, you can slide tgt 1 sq after resolving the attack. |
| DLY | Relentless AssaultWarlord Attack 25 · PHBStd Melee wpnMartial, WeaponTgt One creature | You bring your weapon down hard, and your enemy is engulfed by a cloud of crimson mist. A fierce battle cry throws your allies into a blood-stoked frenzy. Atk Str vs AC · Hit 5[W] + Str dmg. Eff Until the end of the encounter, when you or an ally scores a critical hit, you and each ally can make a basic attack as a free action. |
| DLY | Skirmisher’s CommandWarlord Attack 25 · MP2Minor PersMartial, Stance | Every shot you take strikes a foe where it is vulnerable and signals where allies should target it. Eff Until the stance ends, any enemy you hit with a ranged attack gains vulnerable 10 to all dmg until EONT. |
| DLY | Sleeping Dragon LureWarlord Attack 25 · MPStd Melee wpnMartial, Weapon | You land a light blow to make yourself look weak, and when a foe gives in to temptation and attacks you, you explode in a burst of violence. 1° Tgt One creature · 1° Atk Str vs AC · Hit 2[W] + Str dmg. Eff You grant CA to enemies that make melee attacks against you until SONT. If an enemy hits you with a melee attack while this effect lasts, you can make a secondary attack against the attacker as an immediate interrupt. You can shift 1 sq closer to the secondary target before making the secondary attack. If no enemy attacks you in melee before SONT, you regain the use of this power. 2° Tgt The attacking creature · 2° Atk Str vs AC · Hit 4[W] + Str dmg. · Bravura Presence You gain a bonus to the secondary attack’s attack roll and dmg roll = Cha. |
| DLY | Stir the Hornet's NestWarlord Attack 25 · PHBStd Ranged wpnMartial, WeaponTgt One creature | "Have at thee, villain! Feel the sting of a thousand angry hornets." Req You must be wielding a heavy thrown weapon. · Atk Str vs AC · Hit 6[W] + Str dmg. Until the end of the encounter, your allies add Int to attack rolls and dmg rolls when making ranged attacks against tgt. Miss Each ally makes a RBA against tgt as a free action, gaining a bonus to the attack roll and the dmg roll = Int. |
| DLY | Victorious DestinyWarlord Attack 25 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | Your decisive strike turns the tide of battle as your allies find renewed ferocity. Req You must be bloodied. · Atk Str vs AC · Hit 6[W] + Str dmg, and allies gain a +2 bonus to attack rolls until the end of the encounter. |
| DLY | Vigilant CommanderWarlord Attack 25 · MP2Std Melee wpnMartial, WeaponTgt One creature | You lash out at an enemy, repaying it for everything you and your allies have suffered during the battle. Atk Str vs AC · Hit 3[W] + Str dmg. The attack deals 1[W] extra dmg for each inspiring word you have used during this encounter, up to a maximum of 4[W]. Eff You regain the use of any expended inspiring word uses. |
| DLY | Warlord’s ResurgenceWarlord Attack 25 · MPStd Close burst 10MartialTgt One ally in burst | With deific speed and precision, you call out an opening for an ally’s attack. You also spot an opportunity that you can later exploit. Eff As a free action, tgt can make an attack using an encounter attack power that he or she has already used during this encounter, and tgt gains a +2 bonus to the attack roll. Also, if you have used all your encounter attack powers, you regain the use of a warlord encounter attack power you have used during this encounter. |
| DLY | Wave of DefeatWarlord Attack 25 · MPStd Melee wpnMartial, WeaponTgt One creature | You and your comrades hurl your foes backward in a furious simultaneous assault. Atk Str vs Fortitude · Hit 4[W] + Str dmg, and you push tgt 2 sq. Eff Each ally within 5 sq of you can make a MBA as a free action. On a hit, the ally can push his or her target 1 sq. Miss Half dmg, and no push. |
| DLY | White Raven's CallWarlord Attack 25 · PHBStd Melee wpnMartial, WeaponTgt One creature | You unleash a brutal deluge of attacks upon your hated foe, calling out to your allies to stand their ground and shake off their weariness. Atk Str vs AC · Hit 6[W] + Str dmg, and you and all of your allies within 10 sq of you make saving throws against any single effect that a save can end. Miss Each of your allies within 10 sq of you makes a saving throw against any effect that tgt caused and that a save can end. |
| ENC | Abrupt SkirmishWarlord Attack 27 · MPStd Close burst 2Martial, WeaponTgt Each enemy in burst you can see | Using feigned weakness or harsh words, you goad your enemies to attack you. Your allies instantly fall upon your foes in turn. Eff You pull each target 1 sq to a space adjacent to you. You can’t pull a target that can’t end adjacent to you. You then attack one of the targets. · Atk Str vs AC · Hit 4[W] + Str dmg. Each enemy adjacent to you can make a MBA against you as a free action, but each of your allies can make a basic attack against the enemy as an opportunity action triggered by the enemy’s attack. · Bravura Presence Each ally gains a pwr bonus to the attack roll and the dmg roll = Cha. |
| ENC | Brutal SetupWarlord Attack 27 · MPStd Melee wpnMartial, WeaponTgt One or two creatures | After a cautious approach, you deliver a wicked smite and your enemy staggers, becoming an obvious target for your friends. Eff Before the attack, you can shift 3 sq. · Atk Str vs AC, one attack per target · Hit 2[W] + Str dmg, and tgt is dazed until EONT. · Tactical Presence Until the end of the encounter, your allies gain a pwr bonus to attack rolls against dazed enemies = Int. |
| ENC | Chimera BattlestrikeWarlord Attack 27 · PHBStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | With a roaring battle cry, you strike nearby foes and thrust them back, changing the complexion of the battlefield. Atk Str vs Reflex · Hit 3[W] + Str dmg, and you slide tgt 2 sq. Tactical Presence You slide tgt a number of sq equal to 1 + Int. |
| ENC | Combined Arms AssaultWarlord Attack 27 · MP2Std Ranged wpnMartial, WeaponTgt One creature | You fire at an enemy, prompting a pair of nearby allies to charge or shoot the foe. Atk Str vs AC · Hit 3[W] + Str dmg. One or two allies you can see can choose either to charge tgt or to make a RBA against tgt as a free action. Skirmishing Presence The allies gain a pwr bonus to the dmg rolls equal to your Int or Wis. |
| ENC | Devastating ChargeWarlord Attack 27 · PHBStd Melee wpnMartial, WeaponTgt One creature | The fury of your assault is as shocking as the gaping wound you open in your enemy. Atk Str vs AC · Hit 4[W] + Str dmg. Until EONT, any ally who has line of sight to you gains a bonus to dmg rolls = Cha when he or she makes a MBA as part of a charge. Spec You must charge as part of this attack. |
| ENC | Eye of the StormWarlord Attack 27 · MPStd Close burst 1Healing, Martial, WeaponTgt Each enemy in burst you can see | With a gale of fierce swings, you give your enemies cause to consider you dangerous and your allies cause for hope. Atk Str vs AC · Hit 2[W] + Str dmg, and you mark tgt until EONT. Eff Until EONT, any of your allies who hit enemies marked by this power can use a free action either to make a saving throw or to spend a healing surge. Resourceful Presence If an ally makes the saving throw, he or she gains a pwr bonus to the roll = Int. If an ally spends the healing surge, he or she regains additional HP = Cha. |
| ENC | Incite HeroismWarlord Attack 27 · PHBStd Melee wpnMartial, WeaponTgt One creature | You deliver a massive blow to your enemy and usher your allies ever closer toward victory. Your words and deeds raise their spirits and inspire them to new acts of heroism. Atk Str vs AC · Hit 4[W] + Str dmg, and each ally in your line of sight gains 20 temp HP. Inspiring Presence You grant each ally additional temp HP = Cha. |
| ENC | Insightful AssaultWarlord Attack 27 · MP2Std Close burst 20MartialTgt You and one, two, or three allies in burst | With a whistle, you signal to your allies to assail an enemy from all sides. Eff Choose an enemy. Each target can make a basic attack against the chosen enemy as a free action. Insightful Presence The basic attacks deal extra dmg equal to your Wis or Cha. |
| ENC | Raise the BarWarlord Attack 27 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature | Your attack sets a standard of excellence that the rest of the party strives to match. Atk Str vs AC · Hit 3[W] + Str dmg. Each ally you can see gains a pwr bonus to attack rolls equal to your Int or Wis until EONT |
| ENC | Resourceful TriumphWarlord Attack 27 · MP2Imm React Melee wpnHealing, Martial, WeaponTgt The triggering enemy | Time seems to slow as you regard your foe. Then, deciding on the best place to strike, you deliver a potent attack. Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is stunned until EONT. Trig An enemy hits your ally · Eff The ally who was hit can spend a healing surge. |
| ENC | Uplifting AssaultWarlord Attack 27 · MPStd Melee wpnMartial, WeaponTgt One creature | Your successful strike fills you with renewed hope that you can use to inspire your comrades. Atk Str vs AC · Hit 4[W] + Str dmg, and you gain an additional use of inspiring word for this encounter. Inspiring Presence Until SONT, you can use inspiring word as an immediate reaction triggered by an ally taking dmg. |
| ENC | Warlord's DoomWarlord Attack 27 · PHBStd Melee wpnMartial, WeaponTgt One creature | You break your adversary's resolve with a ferocious strike. Atk Str vs AC · Hit 4[W] + Str dmg, and until EONT, you can choose an effect currently on tgt. Tgt fails its next saving throw against that effect. |
| ENC | Warlord’s IndignationWarlord Attack 27 · MPImm React Melee wpnMartial, WeaponTgt The triggering enemy | An enemy dares to strike you, and you hurl him to the ground in retaliation. Your allies then make him pay for his insolence. Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you knock tgt prone. Each of your allies can then make a basic attack against tgt as an opportunity action. Trig An enemy hits you with a melee attack |
| DLY | Break it UpWarlord Attack 29 · MP2Minor PersMartial, Stance | You send distracting shots at your foes, allowing allies to maneuver around the battlefield and launch new attacks. Eff Until the stance ends, whenever you hit an enemy with a ranged attack, one ally who is adjacent to that enemy can shift a number of sq equal to your Int or Wis and then make a MBA against it as a free action. If no ally is adjacent to the enemy, one ally can make a RBA against it as a free action. |
| DLY | Defy DeathWarlord Attack 29 · PHBImm Intr Melee wpnHealing, Martial, WeaponTgt The attacking creature | You leap to your ally's side and spare him from the jaws of death. Atk Str vs AC · Hit 7[W] + Str dmg, and tgt's attack misses. Trig A creature attacks your ally · Eff As an immediate reaction, the attacked ally can spend a healing surge. Spec As part of this action, you can move twice your speed to reach tgt without provoking OAs. · Miss Half dmg, and tgt's attack deals half dmg if it hits. |
| DLY | Deific RallyingWarlord Attack 29 · MPStd Close burst 20Martial, WeaponTgt Each ally in burst | You loose a tremendous shout, giving your allies confidence and instant attacks. Eff Each target gains 20 temp HP and can make a basic attack as a free action. Inspiring Presence Each target gains additional temp HP and a bonus to the basic attack’s dmg roll = Cha. |
| DLY | Flawless SnareWarlord Attack 29 · MPStd Melee wpnMartial, WeaponTgt One creature | With a practiced swing, you throw yourself off balance, making yourself into bait and your allies the waiting trap. Atk Str vs AC · Hit 6[W] + Str dmg. Eff You mark tgt and grant CA to it until EONT. Whenever tgt attacks you before EONT, each ally within 10 sq of you can make a basic attack against it as an opportunity action triggered by its attack. Bravura Presence Each ally gains a bonus to the basic attack’s attack roll and dmg roll = Cha. · Spec When charging, you can use this power in place of a MBA. |
| DLY | Inexorable SurgeWarlord Attack 29 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | You deliver a spectacular attack, filling your allies with lethal resolve against your adversaries. Atk Str + 2 vs AC · Hit 6[W] + Str dmg. Until the end of the encounter, your allies gain a bonus to dmg rolls against tgt = Cha. When tgt is reduced to 0 HP, choose another enemy within 5 sq of it, and your allies gain the bonus to dmg rolls against that enemy. Each time the chosen enemy is reduced to 0 HP, choose a different enemy within 5 sq of it. |
| DLY | Legendary ChargeWarlord Attack 29 · MP2Std Melee wpnHealing, Martial, WeaponTgt One creature | You charge forward, heedless of the dangers. Your speed and power inspire your allies to fight with renewed vigor. Atk Str vs AC · Hit 6[W] + Str dmg. Eff Each ally within 10 sq of you can spend a healing surge as a free action. Spec When charging, you can use this power in place of a MBA. |
| DLY | Loyal SquadronWarlord Attack 29 · MP2Std Melee wpnMartial, WeaponTgt One creature | You never worry about the strength of your arm. You know that if you falter, your comrades will be there to back you up. Atk Str vs AC · Hit 4[W] + Str dmg. Miss As a free action, each ally can make a MBA against tgt with a bonus to the attack roll equal to your Int or Wis. |
| DLY | Partners in BattleWarlord Attack 29 · MP2Std Ranged wpnMartial, WeaponTgt One creature | You and your comrade assault an enemy in concert, forcing the creature to divide its attention. Atk Str vs AC · Hit 4[W] + Str dmg, and tgt is dazed (save ends). Miss As a free action, one ally you can see can make a basic attack against tgt with a pwr bonus to the attack roll equal to your Int or Cha. On a hit, tgt is dazed until EONT, and during your next turn, you can use this power against tgt again. |
| DLY | Perfect FrontWarlord Attack 29 · MPMinor PersMartial, Stance | With practiced form, you and your allies create a battle line that allows you to attack with godlike precision. Eff Until the stance ends, as long as you are adjacent to an ally, roll twice each time you make an attack roll and use the higher result. Any ally adjacent to you gains the same benefit. Tactical Presence You gain the benefit when within 2 sq of an ally, and an ally within 2 sq of you gains the benefit as well. |
| DLY | Stand InvincibleWarlord Attack 29 · PHBStd Melee wpnMartial, WeaponTgt One creature | You throw everything you have at the enemy and become a beacon of strength and perseverance for your allies. Atk Str vs AC · Hit 7[W] + Str dmg. Eff You and each ally within 5 sq of you gain a +4 pwr bonus to all defenses and resist 5 to all dmg until EONT. Sust Minor The effect continues. |
| DLY | Wake of DevastationWarlord Attack 29 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | Your furious weapon thrusts leave many trails of blood. Atk Str vs AC · Hit 3[W] + Str dmg. Eff Each target takes ongoing 15 dmg (save ends). Each target taking ongoing dmg grants CA to you and your allies. Resourceful Presence You can reduce the dmg to 1[W] to add 15 to the ongoing dmg, or you can increase the dmg to 5[W] by forgoing the ongoing dmg. |
At 11th level a warlord may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily exploits shown.
“In battle, as in alchemy, it’s the combination of elements that matters.”
Since you first took up arms, you have felt a kinship with wizards, because, like them, you’re at your best when your natural talents are honed by careful study. While young wizards were studying the elements and energy of the multiverse, you were studying tactics, especially the strategies that employ magic as a weapon of war. The presence of a powerful mage changes the entire dynamic of a typical battle, and you have worked long and hard to familiarize yourself with exactly how such a weapon can be employed or defended against.
As part of your study of war magic, you have mastered a small amount of magic yourself. However, you realize your full potential when you’re leading dedicated spellcasters and putting their powers to good use.
| ENC | Crackling NimbusArcane Battlemaster Attack 11 · MP2Std Area burst 1 within weapon rangeArcane, Lightning, WeaponTgt Each enemy in burst | Your weapon emits lightning that jolts your enemy and clings to it for a time, making it pay a price for attacking your allies. Req You must be wielding a ranged weapon. · Atk Str vs Reflex · Hit 2[W] + Str lightning dmg. The first time tgt deals dmg to one of your allies before EONT, tgt takes lightning dmg = Int. |
| ENC | Transmuter’s BoonArcane Battlemaster Utility 12 · MP2Imm Intr Close burst 5ArcaneTgt Each ally in burst | You adjust the nature of nearby elemental forces to spare your ally from harm. Trig An ally within 5 sq of you takes acid, cold, fire, lightning, or thunder dmg · Eff Each target gains resistance to the triggering dmg type = Int until EONT. |
| DLY | Hurl the SparkArcane Battlemaster Attack 20 · MP2Std Ranged wpnArcane, Fire, Weapon | You infuse your ammunition with elemental fire as you attack with it, and it explodes in flames upon impact. 1° Tgt One creature · 1° Atk Str vs AC · Hit 2[W] + Str fire dmg, and ongoing 10 fire dmg (save ends). · Miss Half dmg. Eff Make a secondary attack that is an area burst 1 centered on the primary target. 2° Tgt Each enemy in burst · 2° Atk Str vs Reflex · Hit The secondary target takes ongoing 5 fire dmg and grants CA (save ends both). |
“We fight the good fight, knowing that it could take our lives.”
The last blademaster of Arkhosia perished centuries ago, yet you have kept alive the memory of this noble tradition with your study of swordplay and your dedication to the ideals of courage and honor. Part knight, part pilgrim, and part kensei, you are a wandering sword master and battle captain in search of causes worthy of your skills. Your tradition isn’t merely to face the darkness with sword in hand. You lift spirits and rally resistance, bolstering the courage of allies around you.
Many of the old blademasters were dragonborn, but the elite defenders of Arkhosia accepted skillful and honorable heroes of other races into their ranks. Students of the ancient art of Arkhosian high combat can now be found among races other than dragonborn. Although a few blademasters lose their way and become mercenaries or assassins, most descend into anonymity and continue their noble battle in the shadows. As a blademaster, whether you wear the gilded plate armor of a titled lord, the battered armor of a tireless knight-errant, or the weathered cloak of a poor wanderer, you persevere against oppression, battling it wherever you find it.
| ENC | Shout of ChallengeArkhosian Blademaster Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature | You attack with a fierce war cry, challenging your foe and giving heart to your nearby comrades. Atk Str vs AC · Hit 2[W] + Str + Cha dmg, and each ally within 3 sq of you gains temp HP equal to 5 + Cha. Eff If tgt is bloodied, you mark it until EONT. |
| ENC | Heart of DragonsArkhosian Blademaster Utility 12 · MP2Imm React Close burst 5MartialTgt The triggering character in burst | An enemy’s blow against you or an ally steels your resolve. Trig You or an ally within 5 sq of you is bloodied by an enemy attack · Eff Tgt can make a saving throw and also gains temp HP equal to 5 + your Clnarisma modifier. |
| DLY | Inspiring BladeArkhosian Blademaster Attack 20 · MP2Std Close burst 1Martial, WeaponTgt Each enemy in burst you can see | A dazzling display of swordplay and a bold challenge to your enemies inspires your allies to follow your example and battle on with renewed vigor. Atk Str vs AC · Hit 3[W] + Str dmg, and you mark tgt until EONT. Eff One ally within 10 sq of you regains the use of an expended encounter attack power. In addition, for each use of inspiring word you have expended during this encounter, one additional ally within 10 sq of you regains the use of an expended encounter attack power. |
“You challenge my right to lead? Show me that you can draw back this bow, and we’ll talk.”
In combat after combat, you have proved that the arrow is among the deadliest of weapons. As you have grown as an archer, you have learned that a band of heroes is like an arrow. To be effective, it needs both a sharp head to guide it and a strong arm to set it in motion, both of which you provide.
Although you value mobility over heavy armor, your physical prowess means that you excel in melee. You try not to get lost in the thick of battle, because you might miss opportunities to bring your keen mind into play. You prefer to survey the battlefield with a glance and direct your allies to strike where an enemy force is weakest. If no such gap in your enemies’ defenses exists, you unleash an arrow to create one.
| ENC | Line of FireArrowhead Commander Attack 11 · MP2Std Ranged wpnMartial, Weapon | Your first shot unbalances your foe, leaving it open to your allies’ attacks. You follow up with a quick volley, striking enemies that sought to block the path to your foe. Req You must be wielding a greatbow or a longbow. · 1° Tgt One creature · 1° Atk Str vs AC · Hit 2[W] + Str dmg, and the primary target grants CA until EONT. Make a secondary attack. 2° Tgt One or two creatures granting cover to the primary target. · 2° Atk Str vs AC · Hit 1[W] + Str dmg. |
| DLY | Strike HereArrowhead Commander Utility 12 · MP2Minor PersMartial, Stance | Like pins in a map, your arrows mark the vital spots on a foe’s body. Eff Until the stance ends, whenever you hit an enemy with a ranged attack, the next time an ally hits tgt before EONT, he or she ignores tgt’s resistances. |
| DLY | Follow ThroughArrowhead Commander Attack 20 · MP2Std Ranged wpnMartial, Weapon | You use the enemies in front of your true target to redirect your shot to your foe. Req You must be wielding a greatbow or a longbow. · 1° Tgt One creature · 1° Atk Str vs AC · Hit 3[W] + Str dmg, and any enemy granting cover to the primary target takes dmg = Str. · Miss If no creature is granting cover to the primary target, you don’t expend this power. Otherwise, make a secondary attack. 2° Tgt One creature granting cover to the primary target · 2° Atk Str vs AC · Hit 3[W] + Str dmg, and any enemy granting cover to the secondary target takes dmg = Str. · Miss Half dmg. |
“Follow me, and victory will be ours!”
You become the epitome of the combat leader in action, an inspiring battle captain who easily flows from issuing commands to engaging the enemy and back again as conditions on the battlefield warrant.
As a leader who fights as well as he leads, you have earned the loyalty and respect of your allies, and together you have been forged into a cohesive combat team.
| ENC | Force RetreatBattle Captain Attack 11 · PHBStd Melee wpnMartial, Weapon | You hurl yourself into your adversary, knocking him back into his allies and causing them all to stumble away from you. 1° Tgt One creature · Atk Str vs Reflex · Hit 1[W] dmg, and you push tgt a number of sq = Int. Make a secondary attack. 2° Tgt Each enemy that was adjacent to the primary target, is its size or smaller, and is within your melee reach · 2° Atk Str vs Fortitude · Hit 2d6 + Str dmg, and you push the secondary target 1 sq. |
| DLY | Bolt of GeniusBattle Captain Utility 12 · PHBStd Ranged 5MartialTgt One ally | You share a moment of brilliant clarity with a close comrade. Eff Tgt regains an encounter power he or she has already used. |
| DLY | Cunning FlurryBattle Captain Attack 20 · PHBStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | You whirl around like a cyclone of steel terror, slashing at foes. With each landed blow, you knock your enemy prone or send it stumbling backward. Atk Str vs AC, one attack per target · Hit 2[W] + Str dmg, and you push tgt 1 sq or knock tgt prone. Miss Half dmg, no push, and tgt is not knocked prone. |
“Fame find me or death take me, I’ll storm any field in Kord’s name.”
Both Kord and Bane exult in battle. Bane sends his followers to conquer and pillage, using war for the sake of unjust gain, wanton violence, or sheer bloodlust. Kord’s way is one of accepting challenges as they come and using mastered talents to overcome them.
His dogma is one of bravery, strength, and skill. No test of mortal mettle is stronger than the crucible of battle. The glory and fame that Kord admonishes his followers to seek involves striving to win the respect of their fellows for upholding their duty and facing danger with their heads held high.
Warriors and warlords of all sorts esteem Kord.
Those who know that fighting is sometimes necessary pray to Kord for favor, rather than to Bane. Such warriors know that it is the fate of a few to stand against senseless destruction and oppression. Kord’s followers do so without flinching. They uphold the right to independence that Kord’s wild nature demands.
When battle is done, revelry, boasting, and toasting— celebrating life and health—are all that Kord requires as thanks.
Numerous schools of military thought use Kord’s dogma as part of their philosophy. Leaders must be strong and courageous. They must hone their talents to assure victory and survival in bloody days. Renown should be earned through bold and decisive action that serves as an example to one’s comrades. A valiant warlord protects his fellow soldiers by leading from the front and luring in the enemy, as Kord did in older days.
You are a leader who reveres Kord’s ways. As such, you have shaped your skills by leading your comrades against many dangers. With a war cry, you fearlessly engage your enemies. You stride among your adversaries, seeking the greatest among them and challenging them with your amazing exploits. Your brashness inspires your allies to decisive action and helps create the opportunities in which triumph can be secured.
| ENC | Tempest of TriumphBattlelord of Kord Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | Your killing blow sets off a chain reaction of inspired attacks, potentially laying low all your foes. Atk Str vs AC · Hit 1[W] + Str + Cha dmg. If this attack reduces tgt to 0 HP, an ally within 5 sq of you can make a basic attack against a different target as an immediate reaction, adding Cha to the dmg roll. If that ally’s attack reduces its target to 0 HP, a different ally within 5 sq of you gains the same benefit. Repeat until an attack fails to reduce a target to 0 HP or until you run out of allies within 5 sq. |
| DLY | Blood-Tested InspirationBattlelord of Kord Utility 12 · MPMinor PersMartial | Faith in Kord leads you to amazing exploits during the glory of battle. Eff Expend one use of inspiring word to regain the use of an encounter attack power you have used during this encounter. |
| DLY | Path of the StormBattlelord of Kord Attack 20 · MPStd Melee wpnMartial, Weapon | You roam the field like a rogue thunderhead, striking foes as Kord strikes the earth with lightning. Eff You can shift a number of sq = Cha. During this movement, you can make a number of MBAs = Cha against any enemies within reach. You can use as many of these attacks as you wish against any of the possible targets. |
“We are as wolves. Evil is our prey.”
On the bloody frontier, no system of honorable engagement holds. Evil and savage creatures view adherence to principles as weakness, and have no patience for complex plans. Monstrous beasts eat anything they can catch, with no chance for reason or mercy. Indeed, the wilderness as a whole has no respect for the conventions of society. In the wild, you act or you die.
This situation has always been true, even when great empires made portions of the land safe. It is doubly true now that no vast empire holds sway.
No unified army stands ready to secure the borders and push back monsters, and few are willing to defend strangers. On the borderlands, far even from independent towns and their militias, people have to make do against the gathering darkness.
That darkness grows each passing year as creatures, malevolent or merely hungry, gnaw away at the edges of civilized lands.
You know the wilds. Your experience on the borderlands has pushed you to pragmatism that other leaders lack. You strike first when you can, taking any advantage possible. If your approach fails, you do what is necessary to survive, and then try another tactic. When you attack, you make sure that you and your comrades are as efficient as any pack of predators.
| ENC | Tag QuarryBorderlands Marshal Attack 11 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature | Your attack shows all who the hunted is. Req You must be wielding a heavy thrown weapon to use this power at range. · Atk Str vs AC · Hit 2[W] + Str, and you can designate tgt as your quarry as if you had used the Hunter’s Quarry class feature. |
| DLY | Pack Hunter StanceBorderlands Marshal Utility 12 · MPMinor PersMartial, Stance | You fight your chosen foe with a rhythm that shows your comrades how to form up during the assault. Eff Until the stance ends, whenever you hit your quarry, you or one ally within 5 sq of you can shift as a free action. |
| DLY | New VictimBorderlands Marshal Attack 20 · MPFree Melee or Ranged wpnMartial, WeaponTgt One creature | You brutally choose a new quarry by making a swift attack. Req You must be wielding a heavy thrown weapon to use this power at range. · Atk Str vs AC · Hit 3[W] + Str. Trig Your quarry is reduced to 0 HP · Eff You can designate tgt as your quarry as if you had used the Hunter’s Quarry class feature. Miss Half dmg. |
“Fortune is on our side. It is up to us to seize our chance!”
You believe that a great destiny awaits anyone who has the audacity to take fate into his or her own hands. Self-awareness, confidence, and a sharp eye for opportunity allow a hero to reach a destiny, yet sometimes destiny needs a little bit of help. And that’s where you come in.
You teach your comrades and followers the principles of self-empowerment to help them reach for greater heights. You believe that someone who is alert and grabs opportunities as they come can triumph against any adversary. A force of balance is at work within the world, and fortune, fate, luck, or chance—whatever you care to call it—gathers around the bold like an invisible mantle. Fortune rarely smiles for long on those who prey on others or who stand on the side of iniquity; their day of ill fortune comes eventually. You intend to be there when it does.
Those you lead see you as a good luck charm. They feel empowered in your presence, believing that you have a supernatural gift that improves their chances. You, on the other hand, understand that luck is made, not found. You know that if luck and fate do guide the destinies of you and your friends, without the proper effort and outlook, those destinies will never be fulfilled.
| ENC | Lady Luck SmilesCaptain of Fortune Attack 11 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature | You’re a good luck charm to your allies, attracting the blessing of Lady Luck in everything you do. Atk Str vs AC · Hit 1[W] + Str dmg. Until EONT, whenever an ally within 5 sq of you makes a melee or a ranged attack roll, he or she can roll twice and use either result. |
| ENC | Favored FortuneCaptain of Fortune Utility 12 · MP2Imm Intr Close burst 5MartialTgt The triggering character in burst | You believe in luck, but you also believe in seizing opportunities when they come. Trig You or an ally within 5 sq of you makes a dmg roll · Eff Tgt rerolls the dmg roll and can use either result. |
| DLY | Strike of Foul FateCaptain of Fortune Attack 20 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature | You strike your foe and infuse it with misfortune to keep it from harming your comrades. Atk Str vs AC · Hit 4[W] + Str dmg. Eff Until the end of the encounter, tgt is marked. While tgt is marked by you, whenever it attacks one of your allies, it must make two attack rolls and use the lower result. |
“I got its arms—it ain’t going nowhere.”
You are a master of a hard and pitiless combat style. Speeches about hope and ideals aren’t for you; you inspire your comrades by showing them how you can rip your enemies to shreds. You’re skilled at fighting with weapons that let you hold your foes so your friends can work them over. The spiked chain is your weapon of choice, since it lets you strike from the second rank.
You might have learned your techniques in the fighting pits of a goblin fortress, in the arenas of a decadent city-state, or alongside brigands in lawless lands. You emerged from this crucible as a gang leader, a hard-hearted mercenary, or a skilled gladiator.
| ENC | Ensnaring ChainsChainbinder Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature | You whip your weapon around your foe, leaving an opening for your ally to strike. Req You must be wielding a flail. · Atk Str vs AC · Hit 2[W] + Str dmg, and you grab tgt. One of your allies adjacent to tgt can make a MBA against tgt as a free action. |
| DLY | Dance of the FlailChainbinder Utility 12 · MP2Minor PersMartial, Stance | You force your enemy to move against its will, allowing a nearby ally to lash out at it. Eff Until the stance ends, whenever you attack with a flail and pull, push, or slide an enemy, one of your allies adjacent to that enemy at any point during the forced movement can make a MBA against it as a free action. |
| DLY | Grab and SmashChainbinder Attack 20 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One or two creatures | You lash out with your weapon, drawing a foe closer. Then you snare a second enemy and slam it into the first. Req You must be wielding a flail. · Atk Str vs AC · Hit 2[W] + Str dmg, and you slide tgt 3 sq to a sq adjacent to you. If you hit two targets, each of them takes extra dmg = Str. |
“Stick with me. I‘ll keep us alive, and I may even figure out a way to win this fight while we’re at it.”
You are a veteran of many battles, and it shows. You have learned tricks and techniques that can only be picked up on the field of battle, and you have learned how to not only survive—you have learned how to win!
Moreover, your combat skills and innate leadership translate to those who fight beside you. You make those around you better, and your allies are happy to have you fighting at their side.
| ENC | Skirmish PloyCombat Veteran Attack 11 · PHBStd Melee wpnMartial, WeaponTgt One creature | You score a glancing blow, which you turn into an opportunity to thrust your enemy out of position and into the path of a nearby ally. Atk Str vs Reflex · Hit 1[W] + Str dmg, and tgt is dazed until EONT. In addition, you slide tgt 2 sq, and an ally within 2 sq of you shifts 1 sq nearer to tgt. |
| ENC | Miss Me OnceCombat Veteran Utility 12 · PHBImm Intr Ranged 10Martial | You dodge an enemy's attack, then look at him as though he were already dead. Trig An enemy within range and in your line of sight misses you with an attack · Eff The enemy grants CA to each ally who has line of sight to it until the start of its next turn. |
| DLY | Superior TacticsCombat Veteran Attack 20 · PHBStd Melee wpnMartial, WeaponTgt One creature | Your experience on the battlefield allows you to deal terrible wounds to your enemy and also brings out the best in your allies. Atk Str vs AC · Hit 3[W] + Str dmg, and you grant an action point to an ally within 10 sq of you. The action point disappears if it's not used by the end of the encounter. Miss An ally within 10 sq of you makes a basic attack as a free action. |
“These roughnecks bow to no king, but they do follow me. Under my command, they can go anywhere and do anything. What do you need?”
Sometimes a small squad of specially trained or highly skilled people can do what an army can’t. A precise strike or a cunning raid can turn the tide in many dangerous situations. Numerous nobles and mercantile interests keep or patronize assault teams such as these for situations that call for decisive offensive action. A unit of such specialists can instead become its own employer, attacking and looting monster lairs on the borderlands and becoming rich in the process. Another such group might itself become a menace, turning superior combat prowess toward banditry or tyranny.
The world is in a dark age. Desperate times favor resourceful people. But even bold and venturesome folk need wily leadership to thrive. Such a leader helps a team hit hard and stay mobile, avoiding obstacles, overcoming foes, and keeping one step ahead of the enemy. In fact, precision command and an eye toward stealth can make all the difference in small-squad engagements.
You are such a leader, whether through formal training in elite unit command or as a result of direct experience, or both. Those who observe you might say you’re the team’s commander, but you see yourself as an expert facilitator among able peers. You know the skills of those with whom you work, and you always have the right trick to keep the whole party in fighting shape. The cohesion you have created among your comrades has seen you through much in the past, and it speaks of your future success.
| ENC | Blindside AssaultCommando Captain Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | Your ally makes a sly sidelong attack, which opens up your foe to your surprise attack. Eff Before the attack, you slide one ally 6 sq to a space adjacent to tgt. The ally can then make a MBA against tgt as a free action. · Atk Str vs AC · Hit 2[W] + Str dmg. |
| ENC | Commando ManeuverCommando Captain Utility 12 · MPMove Close burst 10MartialTgt One or two allies in burst | You call on two allies to move watchfully into new positions. Eff The targets can shift 3 sq. |
| DLY | Morale-Shaking StrikeCommando Captain Attack 20 · MPStd Melee wpnMartial, WeaponTgt One creature | Your attack causes your enemy to reel with indecision, which one of your allies can exploit. Atk Str vs AC · Hit 3[W] + Str dmg. Eff Until the end of the encounter, tgt grants CA to an ally of your choice. Miss Half dmg. |
“The elements blend together favorably within my soul and on any battlefield where I have command.”
Within the Elemental Chaos, disparate elements battle for supremacy. In numerous places, the land, sky, and sea roil in a never-ending clash of lightning and fire, poison gas and rolling earth, biting water and tearing wind. The chaos is much like a worldly battlefield on which no leader exerts control. Where one element dominates, the will of a mighty force of nature is often what makes it so.
The unrestrained chaos is much like a worldly battlefield on which no skilled leader exerts control. In such a combat zone, forces clash without clear direction. The tide of battle is all too often determined merely by fate. Clear advantage on one side or the other can rarely be overcome.
One side overwhelms the other by happenstance or because of uneven odds. Victory is won at too heavy a cost.
A mythological genasi general of the ancient world, Vyn-kazi, knew the price of warfare’s chaos all too well. She had witnessed it. Like the entropic realm from which they sprang, the great Primordials warred with the gods with no common purpose and no organization—no plan at all. Most of these mighty beings were fractious and grasping loners with armies of fierce slaves. They all but allowed the gods to coordinate against them. One by one, each and its armies succumbed to the gods and their legions.
Vyn-kazi survived a disastrous battle in which her master, Nekal of the Glowing Deep, fell against a host that included Pelor, Kord, Bane, Ioun, and Sehanine. The watersoul genasi went on to swear fealty to Pelor and to take on a firesoul aspect in his name. She then led her people against other Primordials in service to the god of the sun, taking the calm blending of two elements in her spirit and what she had witnessed in Nekal’s defeat as models for her command style.
Similar to celebrated Vyn-kazi, you have learned to mingle and control the elements that cavort in your body and spirit. Your military training has taught you how to guide a combat to triumph by blending the skills of your allies with the needs and variables of the challenge. You have applied your life’s lessons to your teaching, acknowledging that every clash is a meeting of contrasting elements. By carefully mixing those forces, you need not rely on fortune for your success.
| ENC | Borrowed ProtectionConcordant Leader Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | Your elemental soul allows you to tap into your enemy’s resistance to protect another. Atk Str vs AC · Hit 3[W] + Str dmg. If tgt has any resistances, you grant the same resistances to yourself or an ally within 10 sq of you until EONT. |
| DLY | Shared ManifestationConcordant Leader Utility 12 · MPMinor Close burst 5MartialTgt One ally in burst | You call upon the elemental power within you, imbuing a temporary fragment of it into a nearby ally. Eff Tgt shares one elemental manifestation you are currently manifesting. Tgt can use the associated racial power of that manifestation, even if you have used that power during this encounter. If tgt already has an elemental manifestation, the new manifestation replaces the previous one for the duration of this effect. The effect lasts until the end of the encounter or until you take a minor action to end it. |
| DLY | Elemental-Heart StrikeConcordant Leader Attack 20 · MPStd Melee wpnMartial, Weapon; Cold, Fire, or LightningTgt One creature | You channel your energy resistance into a potent melee attack, briefly leaving yourself unprotected. Atk Str vs AC · Hit 3[W] + Str dmg. You lose your resistance to cold, fire, or lightning until SONT—whichever resistance is highest—and the attack deals extra dmg equal to that resistance and of the dmg type opposed by the resistance. Miss Half dmg, and no extra dmg. |
“When diplomacy and philosophy fail, war brings advancement to the benighted.”
Progress, taming of the wilds for the good of all, innovation, collaboration, and the rule of law—these are the values Erathis has set before mortals. Yet the nature of the world opposes her. Empires rise like beacons only to be shattered within a few centuries, leaving flickering shards of civilization behind. Still, in each age, a mighty and ambitious few rise to beat back the shadows and create a safe haven for common folk.
Those who follow Erathis’s edicts range from plucky adventurers who rid the wilderness of dangers to would-be lords who subdue untamed lands to call their own. The god of civilization delights in the expansion of organized habitation. She blesses those who boldly make way for progress, as well as those who defend existing societies against fell beasts.
To truly and fully take Erathis’s dogma to heart is to embrace both cooperation and leadership. You must be educated in the ways of governance and regulation, as well as be cognizant of the follies of history that ravaged the cultures of old. You must look outside the confines of secure walls and take Erathis’s banner to new territory. To sit idly within the halls of established civilized edifices simply won’t do.
So far, you have proven to be one of the few who can undertake this mission. You know that a true leader must be an authority in combat and in peace, but also be a guide who elicits the help of capable collaborators. You cultivate camaraderie, planning a meaningful role for all in battle and outside it. You have polished your party into the perfect cohesive unit, proven by the extraordinary heights at which it performs under your guidance. Now, it’s time to move onward to broader conquest and, perhaps, your own dominion.
| ENC | Graded AssaultDujun of Erathis Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | Your strike sends the enemy reeling, and it opens the way for a series of attacks from your comrades. Atk Str vs Will · Hit Deal Str in dmg. Until SONT, tgt is dazed, and any ally within 5 sq of you who attacks tgt with an at-will attack power can determine his or her attack result as if the result of the roll was a 10, instead of rolling the die. |
| DLY | Unification StanceDujun of Erathis Utility 12 · MPMinor PersMartial, Stance | Your very presence, symbolizing the unity of your allies, aids in their recovery. Eff Until the stance ends, at the end of each of your turns, each ally within 5 sq of you can make a saving throw. |
| DLY | Diplomacy of SteelDujun of Erathis Attack 20 · MPStd Melee wpnMartial, WeaponTgt One creature | Each of your movements buttresses the impression of overwhelming force and perfect coordination among your allies. Atk Str vs Will. Gain a bonus to the attack roll equal to the number of allies within 2 sq of you (maximum bonus of +4). · Hit 3[W] + Str dmg. Eff After the first attack, you can make a MBA against tgt. If the first attack reduced tgt to 0 HP, you instead gain temp HP equal to 10 + Int, and then you can shift 2 sq and make a MBA against another target. |
“Like Bergrom Earthfast, I endure.”
A connection to the earth defines dwarves as a connection to woodlands defines elves. All dwarves intuitively heed the earth’s example, from the sustenance and riches it provides to the inexorable might of the landslide it spawns. Dwarf bodies are durable; more than once they’ve been compared to the dirt and stone that dwarves treasure. Any would-be dwarf hero does well to take advantage of this natural sturdiness.
Innate toughness is a hallmark of dwarf soldiers and their leaders. Vigor makes for a soldier who can outlast the enemy by withstanding hardship and injury. A robust officer pushes troops onward not only with words, but also by determined example. Dwarf warriors are renowned for their endurance.
Bergrom Earthfast, a dwarf general of legend, exemplifies the ideal dwarf warlord. Mighty in body and mind, Bergrom led his troops against giants before dwarves became free from the slavery of the titans. He endured supernatural elements, fell magic, and the treacherous wilds of old to help bring freedom to his people. His legacy endures in a martial tradition that values a sturdy body and the ability to get one’s allies to make the most of their own endurance, as much as it does tactical acumen. Although Bergrom was a dwarf and relied on dwarven resilience, his techniques have spread to other peoples. Anyone who values toughness and spirit in a soldier might learn these ancient methods.
You are such a leader. Even if you didn’t acquire formal training in Bergrom’s leadership approach—or aren’t a dwarf—your talents have led you in a similar direction. Relying on a hardy constitution and heavy weapons as tools, you help your allies push the limits of mortal endurance. Your enemies are hard pressed to keep up.
| ENC | Earthfast AssaultEarthfast Brigadier Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | Battering your foe mercilessly, you render it unable to move carefully. Req You must be using a shield. · Atk Str vs Fortitude · Hit 2[W] + Str dmg. If the enemy moves before EONT, it grants CA to you and your allies until EONT. Wpn If you’re wielding an axe or a hammer, the attack deals extra dmg = Con. |
| ENC | Press the AdvantageEarthfast Brigadier Utility 12 · MPFree Melee 1MartialTgt One creature | You know how to pressure an enemy so that its faltering is inevitable. Eff Tgt takes a penalty to its next saving throw = Con. |
| DLY | Stonechannel StrikeEarthfast Brigadier Attack 20 · MPStd Melee wpnHealing, Martial, WeaponTgt One creature | With this powerful strike, you can turn the tide of battle. Atk Str vs AC · Hit 4[W] + Str dmg, and each ally within 5 sq of you regains HP equal to 5 + Con. Eff You and each ally who can see you regain the use of second wind. Wpn If you’re wielding an axe or a hammer, the attack deals extra dmg = Con. |
“You’ve awakened the dragon. Now you face the fire.”
A dragon driven to wrath is a terrifying foe. It stops at nothing to quench its fury in the blood of those who wronged it. Only the desire to protect its young can drive a dragon to even greater heights of recklessness. A dragonborn warrior is little different, and a dragonborn officer displays parental loyalty to those alongside whom he fights. Such is the dragonborn warrior ideal.
An exemplar of this standard was Dhuryan Flamebrow, an audacious but beloved dragonborn mercenary from the fringes of the empire of Arkhosia. Dhuryan was noble born, but upon him fell the consequences of his father’s dark deeds. Without title or property in the empire, and living under the shadow of family history, he made his way as a soldier and leader. He made a habit of leading from the front with a brashness born of being indifferent to death. Glory and the erasing of the past was his overriding aim, yet he was unwilling to sacrifice his fellow fighters for his own gain.
Dhuryan succeeded in reshaping the armies of a border province known for its barbarism and monster problems. Eventually, that province and its dragon lord became the most prominent in Arkhosia, although only Dhuryan’s name is widely remembered to this day. At long last, Dhuryan had cleansed his family name. He rose then to prominence as a military advisor and became a general in the wars that eventually destroyed Arkhosia. During this time, he penned the military manifesto titled Flamebrow, in honor of his clan. Myths from many cultures say that Dhuryan fought in numerous wars in this world and beyond, and that he fell but returned to life more than once. Tales say that he stands now beyond the touch of time, alongside other legendary generals, awaiting the world’s need.
Flamebrow still exists, copied into many languages. It is a treatise for the commander who wishes to defeat enemies head-on. Although it speaks of deceptive planning and long-term strategies, it also talks of brutal efficiency and courageous leadership when battle is joined.
Whether through influence, reading and practice, or direct training, your path has been influenced by Flamebrow. Boldness of action fails to fully describe your methods. You act decisively, willing to lay your own survival on the line to get the job done and protect your allies.
| ENC | Flamebrow AssaultFlamebrow Commander Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | On your cue, your comrade attacks. You build on his or her success to land your own strike. Eff Before the attack, one bloodied ally within 5 sq of you can make a basic attack as a free action, with a bonus to the attack roll = Cha. If that attack hits, you gain a +2 bonus to your attack roll; if it misses, you take a -2 penalty to your attack roll. · Atk Str vs AC · Hit 3[W] + Str dmg. |
| DLY | Rallying LureFlamebrow Commander Utility 12 · MPMinor PersHealing, Martial, Stance | Paying more attention to the welfare of your flagging friends than to your own safety, you shout heartening words. Eff Until the stance ends, you grant CA to all enemies. At the start of your turn, each bloodied ally within 5 sq of you regains HP = Cha. If no bloodied allies are within 5 sq of you at the start of your turn, the stance ends. |
| DLY | Renewal SmiteFlamebrow Commander Attack 20 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | An ally pushes to greater heights, urged on by your dauntless attack. Atk Str vs AC · Hit 4[W] + Str dmg, and one bloodied ally you can see regains the use of an encounter attack power he or she has used during this encounter. |
“No pact binds me to a single strategy.”
Bael Turath’s armies were warlike beyond mortal measure. Backed by the power of the Nine Hells, the leaders of the tiefling empire thought their forces could overcome any challenge. And in fact the legions of Bael Turath were often victorious, a testament to their officers as much as their supernatural might.
The most infamous of Bael Turath’s generals was a tiefling known today as Malachi. As a lower-ranking officer in campaigns of conquest, Malachi proved to be a disciplined and innovative commander, renowned for being able to adapt to any situation. He watched and learned from his enemies, changed tactics at pivotal moments, and regularly used what he knew of his enemies against them. Malachi never knew defeat until he faced forces under the command of Dhuryan Flamebrow of Arkhosia.
Stories differ on what happened next. Some say Arkhosia’s leaders put Malachi to death. Others claim that he retired alongside Dhuryan, whom he befriended. A few claim that Malachi now marshals the forces of the Nine Hells.
Whatever his fate, Malachi’s brilliance is the root of a tradition of battlefield leadership that has spread across the world. A collection of writings from Bael Turath known as The Hellpath Tome supposedly preserves a portion of Malachi’s own writings. You might have benefited from such education. Perhaps your leanings led you on a crafty path much like Malachi’s. Whatever your background, you know how to conjure victory from situations most dire.
| ENC | Deceiver’s PloyInfernal Strategist Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | You feint, then lunge, setting your foe off balance. Atk Str vs Will. If you are using a shield, you gain CA for this attack. · Hit 2[W] + Str dmg, and tgt takes a -2 penalty to attack rolls until EONT. |
| ENC | Flexible AuthorityInfernal Strategist Utility 12 · MPImm React Close burst 10Healing, MartialTgt The triggering ally in burst | You have the answer for any desperate situation. Trig One ally within 10 sq of you spends an action point to take an extra action · Eff You choose for tgt to gain one of the following benefits: regain HP equal to one-half your level + Cha; gain a bonus to the extra action’s attack rolls equal to one-half Int; gain a bonus to the extra action’s dmg rolls equal to one-half your level + Int; or make a basic attack or take a move action as a free action but grant CA to all enemies until the end of his or her next turn. |
| DLY | Smite of Devil’s LuckInfernal Strategist Attack 20 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | Your intrepid attack lands, setting up the opportunity for greater daring. Atk Str vs AC · Hit 4[W] + Str dmg. You gain an action point, which must be spent before the end of the encounter or it is lost. Spending this action point doesn’t count against the normal limit of action points spent per encounter. |
“Chivalry and honor are my sword and shield, and strategy and tactics my armor.”
Your path as a warlord has led you to take on the role of a knight commander, an armored paragon of leadership and combat who has no fear of leading from the front—and who has the requisite skills and abilities to handle that role. You inspire by example, you press every attack, and you rally your allies with powerful attacks and amazing tactics.
| ENC | Slash and PressKnight Commander Attack 11 · PHBStd Melee wpnMartial, WeaponTgt One creature | You slash your enemy across the midsection and push it back. You then turn with a snarl and beat back all other nearby foes. Atk Str vs AC · Hit 3[W] + Str dmg. Eff After making the attack, you push all adjacent enemies 1 sq. |
| ENC | Break Their NerveKnight Commander Utility 12 · PHBMinor Melee 1MartialTgt One enemy | You make your enemy second-guess its decision to face you and your comrades in battle. Eff Tgt is marked until EONT. |
| DLY | Control the FieldKnight Commander Attack 20 · PHBStd Melee wpnMartial, WeaponTgt One creature | You dominate the field of battle to the extent that enemies find your mere presence overwhelming. Atk Str vs AC · Hit 3[W] + Str dmg. Eff All of your enemies within 5 sq of you are marked until EONT. All enemies take ongoing dmg = Cha while the mark lasts. |
“I prefer my foes on the end of a spear.”
The spear and its cousins have existed almost as long as creation. It was the first weapon ever made, and it and its variants are still the most common arms in use. Simple spears are designed heavy for melee or light for throwing. A melee spear can be used with one hand or two. Specialized variations of the spear such as the longspear, the tratnyr (described in Adventurer’s Vault), and various polearms were specifically designed for war. Such weapons provide a huge boon in the form of reach, allowing a wielder to strike from relative safety and to control the melee. Others, the tratnyr in particular, are multipurpose.
Spears are the perfect weapon choice for small-unit commanders who like flexibility. Javelins and other thrown spears enable their wielders to loose volleys at a closing enemy, or make a viable option against a foe that prefers to stay at a distance. With a single spear, a warrior can choose to fight with a shield or without. Longspears and polearms allow an officer to contribute to combat while leading from behind the front line, where the clash can be better observed and directed.
Cognizant of the benefits of the spear, you chose to specialize in this multifaceted weapon. You trained to make long lunges and quick jabs with your weapon. A spear’s haft is a defensive tool for you, and you have learned how to hedge in your foes or open deep wounds. Your skill is a blessing to your allies, who have seen that your mastery makes you a more reliable leader.
| ENC | Driving SpearLongarm Marshal Attack 11 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature | You force your foe away with a pointed thrust. Req You must be wielding a spear. · Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you push tgt a number of sq = Int. |
| DLY | Whirling SpearLongarm Marshal Utility 12 · MPMinor PersMartial, Stance | Using your spear’s haft like a staff, you deftly parry incoming attacks. Req You must be wielding a spear. Eff Until the stance ends, you gain a +1 bonus to AC, or a +2 bonus to AC when wielding a spear with two hands. |
| DLY | Vital RendLongarm Marshal Attack 20 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature | With a stab and a twist, you tear a wound that saps vitality, weakening the enemy’s resistance to subsequent blows. Req You must be wielding a spear. · Atk Str vs AC · Hit 2[W] + Str dmg. Eff Tgt takes ongoing dmg equal to 5 + Int (save ends). Until the ongoing dmg ends, each melee or ranged attack that hits tgt deals extra dmg equal to the ongoing dmg. |
“Those who favor peace at all costs are noble, but misguided. Sometimes battle is the only righteous choice.”
Bahamut requires his devotees to protect the innocent and the weak. Those who revere the Platinum Dragon are ever watchful for the rise of evil, and in particular the followers of Tiamat. Negotiation with Tiamat’s forces is rarely useful and often fatal. The tenets of justice also require adherents of Bahamut’s faith to oppose injustice and despotism. Although the metallic dragon god is a lover of peace, his laws regularly require battles and crusades.
Many valiant folk who serve Bahamut are paladins or clerics. But Bahamut spurns no noble soul’s offer of service. Even those without divine investiture have a place in the effort to bring Bahamut’s light to the world’s gloomy places. Secular leaders who venerate Bahamut lend power to the Platinum Dragon’s cause by ensuring order, honor, and justice in worldly institutions.
Temples dedicated to honorable battle invariably include Bahamut among the gods respected. Such places teach techniques and values aimed at bringing virtue to the world by example rather than by exhortation. Those sent to learn are often warriors or nobles bound for a nation’s military.
Perhaps you came to Bahamut through such schooling. Other good-hearted people find the Platinum Dragon’s ways through personal devotion or study, or even providence. Bahamut willingly instills a small measure of divine grace in those who show true commitment. Your heroic deeds and pure heart have proven you to be worthy of Bahamut’s blessing. So you carry Bahamut’s mark, using his minor gifts to protect, heal, and shine forth as a model of justice.
| ENC | Platinum Blood SmitePlatinum Warlord Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | Although you waver, your conviction lends you strength to strike and push on. Atk Str vs AC · Hit 3[W] + Str dmg. If you are bloodied, you or an ally within 5 sq of you can use second wind as a free action. |
| ENC | Bahamut’s LiberationPlatinum Warlord Utility 12 · MPMinor Close burst 5MartialTgt One ally in burst | Your sense of justice, rather than fickle fate, ends your ally’s pain. Eff Negate any ongoing dmg affecting tgt. |
| DLY | Exemplar’s TalonPlatinum Warlord Attack 20 · MPStd Melee wpnHealing, Martial, WeaponTgt One creature | In desperate straits, you strike. Your example as a shining paragon of justice cheers your allies. Req You must be bloodied. · Atk Str vs AC · Hit 4[W] + Str dmg. Eff You and each bloodied ally within 5 sq of you regain HP equal to your armor’s armor bonus (including its enhancement bonus) + Cha. |
“Rob from the rich and give to the poor, aye. And we’re needy enough to be first in line!”
Those who live outside the law are fiercely independent. Some are outcasts by nature, but most are driven to the fringes of society because a rigid authority denied them any other place. It’s not easy for free spirits to acknowledge their need for leadership. You understand that those who act alone are easier to hunt down. Outlaws must be inspired to band together for their common good. That’s where you come in.
Because of your charm and your bravado, and because you never give up, you’re the one they rely on for this inspiration. When times are good, you’re the one they trust to divvy up the loot. On the days when the law wins, it’s you who holds despair at bay and encourages your band to press on. You are a prince of knaves, and no matter what company you keep or how base you might be, none can deny that you have the dignity and magnetism of a born ruler.
A few heroes who follow this path truly are of noble birth. Legends abound with tales of deposed aristocrats toppled from the ruling class and forced to lead a ragtag band of rebels to recapture their rightful heritage. Others hope to use their blades and their wits to carve out a new throne for themselves. Whatever the past and the future hold for you, you know that you will triumph as long as you have your friends close—and a concealed knife even closer.
| ENC | Clever ManeuverPrince of Knaves Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature | You attack your foe with a quick slash, then shove it toward one of your allies to finish off. Atk Str vs Reflex · Hit 2[W] + Str dmg, and you slide tgt 3 sq. If tgt ends the slide adjacent to any of your allies, one of your allies adjacent to it can make a MBA against it as a free action. |
| ENC | Run for ItPrince of Knaves Utility 12 · MP2Move Close burst 5MartialTgt You and one ally in burst | On your signal, your band scatters out of sight. Eff Each target can move his or her speed and make a Stealth check to become hidden as a free action. |
| DLY | Kneel to the PrincePrince of Knaves Attack 20 · MP2Std Melee wpnMartial, WeaponTgt One creature | You trip your foe, lashing out at it as it stumbles past you. Atk Str vs AC · Hit 3[W] + Str dmg, and you slide tgt 3 sq and knock it prone. Tgt can’t stand up (save ends). Miss Half dmg, and you knock tgt prone. |
“The circle of my fey steps encompasses one center—victory.”
The Feywild, home of the eladrin, is a wondrous reflection of the world. Within that plane, beauty thrives that defies the worldly mind, but so too does evil. Eladrin are as prone to wickedness as humans are, and in a bygone age, the drow were also natives of the Feywild.
In a time long before other great empires, eladrin faithful to Corellon fought bitter wars within the Feywild against the followers of Lolth and other evil fey. These wars culminated in what came to be known as the Last Battle of the Spiral Tower. During that clash, the Corellon loyalists finally turned the tide and a hero was born.
Ossandrya was an eladrin squad commander when the Last Battle of the Spiral Tower began. Drow and demons had taken the mythic site during a protracted battle that saw the eladrin fighting on many fronts. Several fruitless assaults on the enemy-held tower cost Ossandrya’s superiors their lives. With reinforcements unavailable, the eladrin commander was forced to lead the remaining troops against the drow. She devised a multipronged attack that utilized the eladrin’s fey step, taking the biggest risks on herself and having no regard for the tower’s ultimate fate. In the end, Ossandrya’s efforts proved successful. Although the Spiral Tower was reduced to a blackened spindle bereft of magic, the eladrin drove the drow out for good.
In time, the Spiral Tower was rebuilt. Ossandrya, who survived other campaigns that drove the drow out of the Feywild, eventually passed from the mortal realm. She is counted among legendary warlords. Within the ruins of the Spiral Tower, her story is recorded. Eladrin warriors across the Feywild study her brilliant strategies and tactics, many of which require fey powers.
You have studied Ossandrya’s story and schemes, or you have intuited similar ploys thanks to your fey nature. It could be that some combination of these possibilities influenced your course in life. You have a strongly tactical mind, a sharp sense of space and timing, and the ability to adapt your powers to tactical needs. These aptitudes serve you well in your battles, leading you toward the acclaim Ossandrya has long possessed.
| ENC | Fey Step AssaultSpiral Tactician Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | You step through the Feywild to deliver a significant strike from an unexpected angle. Atk Str vs Reflex. If you used fey step to move adjacent to tgt during this turn, you gain CA for this attack and it deals 1[W] extra dmg. · Hit 2[W] + Str dmg. |
| ENC | Convey AllySpiral Tactician Utility 12 · MPMove Ranged 20Martial, TeleportationTgt One ally | With fey sight, you know exactly how and where to place an ally. You can move him or her there through the Feywild. Eff You teleport tgt a number of sq equal to your fey step distance. |
| DLY | Spiral of Fey DeathSpiral Tactician Attack 20 · MPStd Melee wpnMartial, Teleportation, WeaponTgt One creature | In a moment of perfect clarity, you teleport to each nearby enemy and deliver a crushing strike. Atk Str + 2 vs AC · Hit 3[W] + Str dmg. Eff You either slide tgt a number of sq = Int or deal ongoing 10 dmg (save ends). You can then teleport adjacent to a different target within 3 sq of you and repeat the attack against the new target. Until you have attacked each eligible target once, you can teleport adjacent to a different target within 3 sq of your starting position and repeat the attack against the new target. You then teleport back to your starting position. |
“This weapon is my symbol of office, and it shines over the field of battle as I wield it against our enemies.”
You have extensively studied the use of light blades and heavy blades, and your weapon of choice has become a symbol of your power and leadership. You never enter a battle without your blade in hand, and your allies know to look for the gleaming weapon when they need help or inspiration.
| ENC | Blade FlurrySword Marshal Attack 11 · PHBStd Melee wpnMartial, Weapon | You slash a foe, swoop to one side, and swing your blade against the same foe or another enemy within your reach. Req You must be wielding a heavy blade. · 1° Tgt One creature · Atk Str vs AC · Hit 2[W] + Str dmg, and you can shift 1 sq. Make a secondary attack. 2° Tgt One creature · 2° Atk Str vs AC · Hit 1[W] + Str dmg. |
| DLY | Sword Marshal's BoonSword Marshal Utility 12 · PHBFree PersMartial | Warlord, help thyself! Trig You use a power that targets your allies but not you · Eff You are also targeted by the power. |
| DLY | Diamond Blade of VictorySword Marshal Attack 20 · PHBStd Melee wpnMartial, WeaponTgt One creature | The presence of stalwart allies adds to the fury of your strike, which slices through the armored shell of your enemy and cuts deep into bone. Req You must be wielding a heavy blade. · Atk Str vs AC · Hit 2[W] + Str dmg. For each ally within 2 sq of you, deal an extra 1[W] dmg (maximum 6[W] + Str dmg). Miss Half dmg. |
“My story will live on. Will yours?”
The folktale of Jarret the Twiceborn is told throughout the lands. Although humans and elves cherish this celebrated figure, many other peoples speak of him with reverence. Tales differ about his actual heritage, human or half-elf. It is known that he was born to common folk outside elf lands in a kingdom that would one day be part of the empire of Nerath.
Jarret’s natural charm won him friends above his station, including young nobles with little or no chance of inheritance. As a result, Jarret gained martial training and took to forming groups of do-gooders and fortune seekers. His ability to lead these small bands to success against all odds came to be well documented. He and his comrades traveled widely and are credited with making life safer in many places. Jarret’s companions seldom left the adventuring life for any reason other than significant wealth; certainly death was not the primary reason.
Jarret wasn’t so lucky. He fell in battle against the mind flayers of Thoon deep within the Underdark. No magic could bring him back.
The story doesn’t end there, however. Many believe Jarret was reborn as a lad of the same name who grew up in nearly the same place. This perhaps-reincarnated Jarret became an inspiring leader and hero like his namesake. He performed similar deeds, and never refuted claims that he was the same Jarret. Instead, he used the rumor to his advantage, renewing former ties of friendship and striking fear into old enemies. He became known for taking special interest in opposing aberrant creatures, such as mind flayers. Those who knew and loved him eventually dubbed him Jarret the Twiceborn. Yarns say he lives still in the heavens, alongside great generals from times past.
Jarret’s accomplishments and methods are recorded in story, history, and song. From these, many venturesome souls draw inspiration and try to duplicate Jarret’s feats. Some successful imitators even claim to teach his methods.
Maybe your natural talents led you on a road similar to Jarret’s. You’ve taken what you could from folktales and, perhaps, teachers. In your travails, you carry on Jarret’s folk-hero tradition. In doing so, perhaps you’ll become even greater than the Twiceborn.
| ENC | Reminiscent AssaultTwiceborn Leader Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | You attack in the name of Jarret, taking the action to new heights if you strike your enemy down. Atk Str vs AC · Hit 2[W] + Str dmg. If tgt is an aberrant creature, you and your allies gain a +4 pwr bonus to attack rolls against tgt until EONT. If this attack reduces tgt to 0 HP, you or one ally within 10 sq of you can make a basic attack as a free action. |
| DLY | Twinning PloyTwiceborn Leader Utility 12 · MPMinor PersMartial, Stance | You and a chosen ally engage in a complex maneuver that distracts your enemies enough to assure the success of your attacks. Eff Choose an ally within 5 sq of you. Both you and the ally, on your own turns, can roll an extra d20 and choose the higher result for one attack roll each turn. Until the stance ends, this effect applies only when you are both conscious and within 5 sq of each other. |
| DLY | Seconded SmiteTwiceborn Leader Attack 20 · MPStd Melee wpnMartial, WeaponTgt One creature | When the going is rough, you are at your best, allowing an ally to mirror your ruinous attack. Atk Str vs AC. You gain a bonus to the attack roll equal to the number of conscious allies within 10 sq of you who have already used second wind during this encounter (maximum bonus of +4). · Hit 4[W] + Str dmg. Eff One ally within 10 sq of you who has already used second wind during this encounter can shift a number of sq = Cha and then make a MBA as a free action. Miss Half dmg. |
“[A] leader is only as great as the sum of his or her soldiers.”
You are a renowned captain and a famous leader who is known for generosity toward your troops and ferocity in the face of enemies. You’re at your best with allies nearby, fighting back to back against a throng of worthy foes. You grew up in a culture that values camaraderie, honor, cooperation, and nobility. Dirty fighting, deceit, and trickery are anathema to you. You eschew these strategies in favor of sound tactics, strong morale, well-trained warriors, solid armor and weapons, and proper planning. You’re not afraid to get your hands dirty, though you believe that respect should be shown to friend and foe alike.
Not everyone has what it takes to be a white raven. You must be mindful of the needs of your allies, the honor of your foes, and your legacy in years to come. You hope to earn your place in the courts of the gods, and you know that such a place is not reached without effort. You plan to do whatever it takes to be worthy of such an honor.
White raven is often a hereditary title akin to nobility in military societies. Despite this tradition, you didn’t achieve this rank without proving your skill, valor, and generosity to those older and more experienced in battle and in the ways of the world. You have been given a great honor by having this title bestowed upon you. If you were to die tomorrow, you would be content knowing that you have lived your life to the best of your ability.
| ENC | Inspirational AssaultWhite Raven Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature | You land a mighty blow, inspiring an ally to follow suit. Atk Str vs AC · Hit 3[W] + Str dmg, and one ally within 5 sq of you gains a pwr bonus to his or her next attack roll before EONT equal to the number of allies within 1 sq of you. |
| DLY | Order from ChaosWhite Raven Utility 12 · MP2Move Close burst 10MartialTgt You and each ally in burst | You yell out a series of quick orders, directing your allies to superior positions among your enemies. Eff Each target can shift his or her speed as a free action, ignoring difficult terrain. Each target gains CA against every enemy until EONT. |
| DLY | White Raven’s GambitWhite Raven Attack 20 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your powerful attack clips your enemy, weakening its defenses and allowing an ally to follow up with a strong attack. Atk Str vs AC · Hit 4[W] + Str dmg. As a free action, one ally adjacent to tgt can make a MBA against tgt with a pwr bonus to the dmg roll = Wis. Miss Half dmg, and one ally adjacent to tgt can make a MBA against tgt as a free action. |
“We are a scouring sandstorm, and we will sweep you away.”
You have mastered the art of war as practiced by the desert nomads. You are an expert at using speed and hit-and-run tactics for skirmishes and raids. Perhaps you are displaced from your original band, a grizzled veteran who now fights in foreign lands. You might be searching for a new band to lead or seeking to whip an existing group into shape. You could have been exiled from your tribe and now live as a rootless wanderer. Regardless of your past, your life brought you into contact with the ways of war, and from that experience, you became an aggressive and resourceful leader.
You learned your style of command in a harsh environment where fear and hesitation aren’t options. The unforgiving desert sands shaped you into a keen weapon that has no patience for the luxuries of civilized folk. However, you aren’t without honor. Hospitality, kindness to prisoners, and the rules of war must be observed. You seek to destroy your enemies and pillage their camps, but that doesn’t mean you’re an animal. It’s important that tradition is followed. You demand this adherence of anyone who serves with you and under you.
Your allies know you as a hard and fair leader. Everyone receives their due, but dues must be earned. The desert doesn’t give easily of her bounty, and neither do your enemies.
| ENC | Scouring StrikeZephyr Warchief Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature | You charge your foe with incredible speed, scouring its flesh with your weapon and spinning it around so your allies can rush into position. Atk Str vs AC · Hit 3[W] + Str dmg. You and each ally adjacent to tgt can shift 2 sq as a free action. Spec When charging, you can use this power in place of a MBA. |
| ENC | Desert GlideZephyr Warchief Utility 12 · MP2Move Close burst 3MartialTgt You and each ally in burst | You and your allies glide across the battlefield like sand snakes in the dunes. Eff Each target can move his or her speed + 2 as a free action. |
| DLY | One Thousand CutsZephyr Warchief Attack 20 · MP2Std Melee wpnMartial, WeaponTgt One creature | You and your allies assault your foe with attacks from all sides like the full force of the brutal desert wind, giving it no respite from its wounds. Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing 10 dmg (save ends). While tgt is affected by this ongoing dmg, the first time you or an ally damages tgt each round, it takes a -2 penalty to saving throws until the end of its next turn. Miss Half dmg, and ongoing 10 dmg (save ends). · Spec When charging, you can use this power in place of a MBA. |
Warlord (PHB + Martial Power 1 & 2) —