Tag: Paragon Feat

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  • Paragon Feats

    | *_Any_* | | | {background:#ddd}. | *Name* | *Prerequisite(s)* | *Benefit* | | [[Agile Athlete]] | — | Roll twice with Acrobatics and Athletics checks | | [[Agile Opportunist]] | — | Use opportunity action to attack when subjected to forced …

  • Action Recovery

    *Action Recovery [Human]* *Prerequisite:* [[Human]] *Benefit:* When you spend an action point to gain an extra standard action, you can immediately roll a saving throw against each condition affecting you that a save can end.

  • Agile Athlete

    *Agile Athlete* *Benefit:* When you make an Acrobatics check or an Athletics check, roll twice and use the higher result.

  • Arcane Reach

    *Arcane Reach* *Prerequisite:* Dex 15 *Benefit:* When using a close arcane attack power, you can choose a square within 2 squares of yours as the origin square. The power still follows the rules for close attacks.

  • Armor Specialization (Chainmail)

    *Armor Specialization (Chainmail)* *Prerequisites:* Dex 15, training with chainmail *Benefit:* You gain a +1 feat bonus to AC while wearing chainmail. You reduce the check penalty incurred by chainmail by 1.

  • Armor Specialization (Hide)

    *Armor Specialization (Hide)* *Prerequisites:* Con 15, training with hide armor *Benefit:* You gain a +1 feat bonus to AC when wearing hide armor. You reduce the check penalty incurred by hide armor by 1.

  • Armor Specialization (Scale)

    *Armor Specialization (Scale)* *Prerequisites:* Dex 15, training with scale armor *Benefit:* You gain a +1 feat bonus to AC when wearing scale armor. You ignore the speed penalty normally incurred by scale armor.

  • Back to the Wall

    *Back to the Wall* *Benefit:* Whenever you are adjacent to a wall, you gain a +1 bonus to melee attack rolls, melee damage rolls, and AC.

  • Combat Commander

    *Combat Commander [Warlord]* *Prerequisites:* Warlord, Combat Leader class feature *Benefit:* The bonus to initiative granted by your Combat Leader class feature is now equal to your Charisma modifier or your Intelligence modifier, whichever is higher.

  • Danger Sense

    *Danger Sense* *Benefit:* When you make an initiative check, roll twice and take the higher of the two rolls.

  • Deadly Axe

    *Deadly Axe* *Prerequisites:* Str 17, Con 13 *Benefit:* You treat all axes as high crit weapons.

  • Defensive Advantage

    *Defensive Advantage* *Prerequisite:* Dex 17 *Benefit:* When you have combat advantage against an enemy, you gain a +2 bonus to AC against that enemy’s attacks.

  • Dwarven Durability

    *Dwarven Durability [Dwarf]* *Prerequisite:* [[Dwarf]] *Benefit:* Increase your number of healing surges by two and your healing surge value by your Constitution modifier.

  • Empowered Dragon Breath

    *Empowered Dragon Breath [Dragonborn]* *Prerequisites:* [[Dragonborn]], dragon breath racial power *Benefit:* Use d10s for the damage roll of your dragon breath power instead of d6s.

  • Evasion

    *Evasion* *Prerequisite:* Dex 15 *Benefit:* When an area or close attack targeting your AC or Reflex defense misses you but deals damage on a miss, you take no damage from the attack.

  • Feywild Protection

    *Feywild Protection [Eladrin]* *Prerequisites:* [[Eladrin]], fey step racial power *Benefit:* When you use your fey step power, you gain a +2 bonus to all your defenses until the end of your next turn.

  • Fiery Rebuke

    *Fiery Rebuke [Tiefling]* *Prerequisites:* [[Tiefling]], infernal wrath racial power *Benefit:* When you use your infernal wrath power and hit with an attack, the target takes fire damage equal to 5 + one-half your level in addition to any other damage …

  • Hammer Rhythm

    *Hammer Rhythm* *Prerequisites:* Str 15, Con 17 *Benefit:* If you miss with a melee attack with a hammer or a mace and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Constitution modifier. …

  • Heavy Blade Opportunity

    *Heavy Blade Opportunity* *Prerequisites:* Str 15, Dex 15 *Benefit:* When you make an opportunity attack with a heavy blade, you can use an at-will attack that has the weapon keyword instead of a basic attack.

  • Inescapable Force

    *Inescapable Force* *Benefit:* When you use a power that has the force keyword, you deal full damage (instead of half damage) against insubstantial creatures, and that power deals an extra 1d10 damage to such creatures.

  • Lasting Frost

    *Lasting Frost* *Benefit:* Any target you hit with a power that has the cold keyword gains vulnerable cold 5 until the end of your next turn.

  • Light Blade Precision

    *Light Blade Precision* *Prerequisites:* Dex 13, Small or Medium size Benefit: You gain a +2 bonus to damage rolls with light blades against Large or larger targets.

  • Lightning Arc

    *Lightning Arc* *Benefit:* When you score a critical hit with a power that has the lightning keyword, you can choose to treat the attack as a normal hit instead of a critical hit. If you do, choose another target within 10 squares of the original target …

  • Mettle

    *Mettle* *Benefit:* When an area or close attack targeting your Fortitude or Will defense misses you and still deals damage on a miss, you take no damage from the attack.

  • Point-Blank Shot

    *Point-Blank Shot* *Benefit:* If you make a ranged attack against a foe within 5 squares of you, your attack ignores cover and concealment, including superior cover but not total concealment.

  • Polearm Gamble

    *Polearm Gamble* *Prerequisites:* Str 15, Wis 15 *Benefit:* When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the …

  • Psychic Lock

    *Psychic Lock* *Benefit:* Any target you hit with a power that has the psychic keyword takes a –2 penalty to its next attack roll.

  • Running Shot

    *Running Shot [Elf]* *Prerequisite:* [[Elf]] *Benefit:* You don’t take any attack penalty to ranged attacks after you use the run action.

  • Scimitar Dance

    *Scimitar Dance* *Prerequisites:* Str 15, Dex 17 *Benefit:* If you miss with a melee attack with a scimitar and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Dexterity modifier. This damage …

  • Second Implement

    *Second Implement [Wizard]* *Prerequisites:* Wizard, Arcane Implement Mastery class feature *Benefit:* You gain a second Arcane Implement Mastery class feature.

  • Secret Stride

    *Secret Stride* *Prerequisite:* Trained in Stealth Benefit: You do not incur penalties to your Stealth checks if you move at full speed while hiding or sneaking. You still take the full penalty if you run.

  • Seize the Moment

    *Seize the Moment* *Prerequisite:* Dex 17 *Benefit:* During the first round of combat and during surprise rounds, you automatically gain combat advantage over a foe whose initiative result is lower than yours.

  • Shield Specialization

    *Shield Specialization* *Prerequisites:* Dex 15, Shield Proficiency (Heavy or Light) *Benefit:* You gain a +1 feat bonus to AC and Reflex when using a shield with which you are proficient.

  • Sly Hunter

    *Sly Hunter* *Prerequisite:* Wis 15 *Benefit:* You gain a +3 bonus to damage rolls with bow attacks against any target that has no creature within 3 squares of it.

  • Solid Sound

    *Solid Sound* *Prerequisite:* Con 13 *Benefit:* Until the end of your next turn, you gain a +2 bonus to Fortitude, Reflex, or Will after you use any power that has the thunder or force keyword. Choose the defense when you use the power.

  • Spear Push

    *Spear Push* *Prerequisites:* Str 15, Dex 13 *Benefit:* When you push a foe with a polearm or spear attack, you can add 1 square to the distance pushed.

  • Spell Focus

    *Spell Focus [Wizard]* *Prerequisites:* Cha 13, wizard *Benefit:* Creatures that attempt saving throws against your wizard powers take a –2 penalty to the rolls.

  • Steady Shooter

    *Steady Shooter* *Prerequisite:* Con 15 *Benefit:* You gain a +3 bonus to damage rolls with crossbow attacks if you haven’t moved since the end of your last turn.

  • Sweeping Flail

    *Sweeping Flail* *Prerequisites:* Str 15, Dex 15 *Benefit:* When making a melee attack with a flail against a foe carrying a shield, you gain a +2 bonus to the attack roll.

  • Two-fold Curse

    *Two-fold Curse [Warlock]* *Prerequisites:* Warlock, Warlock’s Curse class feature *Benefit:* When you use your Warlock’s Curse class feature, you can curse the two nearest enemies.

  • Uncanny Dodge

    *Uncanny Dodge* *Prerequisite:* Wis 15 *Benefit:* Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply.

  • Underfoot

    *Underfoot [Halfling]* *Prerequisites:* [[Halfling]], trained in Acrobatics *Benefit:* You can move through the space of a creature two or more sizes larger than you (Large or larger) without provoking opportunity attacks from that creature. You don’t …

  • Enhanced Resistive Formula

    *Enhanced Resistive Formula* *Prerequisite:* 11th level, artificer, healing infusion class feature *Benefit:* When your resistive formula grants temporary hit points to you or an ally, that character can grant an equal number of temporary hit points to …

  • Extended Telepathy

    *Extended Telepathy* *Prerequisite:* 11th level, [[Kalashtar]] *Benefit:* The range of your telepathy increases to 10 squares.

  • Improved Immutability

    *Improved Immutability* *Prerequisites:* 12th level, [[Warforged]], [[Immutability]] feat *Benefit:* You gain the improved immutability feat power, which replaces a utility power at level 12, level 16, level 22 , or level 26 . In addition, whenever …

  • Quori Backlash

    *Quori Backlash* *Prerequisite:* 11th level, [[Kalashtar]] *Benefit:* Whenever an enemy dazes, dominates, or deals psychic damage to you, that enemy takes psychic damage equal to 5 + your Wisdom modifier. The damage increases to 10 + your Wisdom …

  • Arcane Admixture

    *Arcane Admixture* *Prerequisite:* 11th level, any arcane class *Benefit:* Choose one arcane power that you know and choose acid, cold, fire, lightning, or thunder. The power now deals that damage type in addition to its normal damage type and gains …

  • Arcane Ritualist

    *Arcane Ritualist* *Prerequisite:* 11th level, any arcane class *Benefit:* Choose a ritual that you know. Change the key skill of that ritual to Arcana and gain a +2 bonus to skill checks made as part of that ritual. Each time you learn a new ritual, …

  • Disheartening Presense

    *Disheartening Presense* *Prerequisite:* 11th level, bard *Benefit:* While you are conscious and not bloodied, bloodied enemies adjacent to you take a -1 penalty to attack rolls.

  • Greater Aegis of Shielding

    *Greater Aegis of Shielding* *Prerequisite:* 11th level, sword mage, aegis of shielding power *Benefit:* When you use your aegis of shielding to reduce the damage from an enemy's attack, you reduce the damage by an additional 5 points.

  • Greater Swordmage Warding

    *Greater Swordmage Warding* *Prerequisite:* lIth level, Str l3, Con l3, swordmage, Swordmage Warding class feature *Benefit:* While your Swordmage Warding is active, you gain a +1 feat bonus to all defenses. At 21st level, this bonus increases to +2.

  • Improved Orb of Deception

    *Improved Orb of Deception* *Prerequisite:* 11th level, Cha 15, wizard, Orb of Deception class feature *Benefit:* While you wield an orb, any creature you hit with an arcane illusion power grants combat advantage to your next ally who attacks it before …

  • Improved Orb of Imposition

    *Improved Orb of Imposition* *Prerequisite:* 11th level, Wis 15, wizard, Orb of Imposition class feature *Benefit:* Each time a creature you have designated with your Orb of Imposition fails a saving throw against the effect you have specified, it takes …

  • Improved Staff of Defense

    *Improved Staff of Defense* *Prerequisite:* 11th level, Con l3, Dex l3, wizard, Staff of Defense class feature *Benefit:* While you wield a staff you gain a +1 bonus to Fortitude, Reflex, and Will.

  • Improved Tome of Binding

    *Improved Tome of Binding* *Prerequisite:* 11th level, Con 15, wizard, Tome of Binding class feature *Benefit:* While you wield a tome, creatures created by your arcane summoning powers appear with 10 temporary hit points.

  • Improved Tome of Readiness

    *Improved Tome of Readiness* *Prerequisite:* lIth level, Con l3, Wis l3, wizard, Tome of Readiness class feature *Benefit:* After you prepare your daily and utility wizard powers after an extended rest, choose one daily or utility power in your …

  • Improved Wand of Accuracy

    *Improved Wand of Accuracy* *Prerequisite:* 11th level, Dex 15, wizard, Wand of Accuracy class feature *Benefit:* While you wield a wand, your arcane powers ignore enemies' cover (but not superior cover).

  • Majestic Rescue

    *Majestic Rescue* *Prerequisite:* 11th level, bard, majestic word power *Benefit:* When you use majestic word, you can grant the target a saving throw in addition to the other effects of the power.

  • Prescient Aid

    *Prescient Aid* *Prerequisite:* 11th level, bard, Virtue of Prescience class feature *Benefit:* When an ally within 10 squares of you misses with an attack roll, you can use your Virtue of Prescience as an immediate interrupt. That ally gains a power …

  • Relentless Curse

    *Relentless Curse* *Prerequisite:* 11th level, warlock, Warlock's Curse class feature *Benefit:* When an enemy cursed by you is reduced to 0 hit points, you can use your Warlock's Curse as a free action.

  • Shared Pact

    *Shared Pact* *Prerequisite:* 11th level, warlock, Warlock's Curse class feature, any warlock pact *Benefit:* When your pact boon is triggered, you can designate an ally within 3 squares of you to receive the benefit of the pact boon instead of you.

  • Song of Inspiration

    *Song of Inspiration* *Prerequisite:* 11th level, bard, Song of Rest class feature *Benefit:* At the end of any rest during which you use your Song of Rest, you and each ally who can hear you can spend a healing surge. Each character who spends a …

  • Sorcerous Reserves

    *Sorcerous Reserves* *Prerequisite:* 11th level, sorcerer *Benefit:* When you have expended all your sorcerer daily attack powers, you gain a +1 bonus to attack rolls with sorcerer at-will attack powers until you regain the use of one of your sorcerer …

  • Storm Spellfury

    *Storm Spellfury* *Prerequisite:* 11th level, sorcerer, Storm Magic class feature *Benefit:* Whenever you use a sorcerer at-will attack power and hit at least one enemy, you can fly 2 squares as a free action after resolving the attack.

  • Arcane Aegis

    *Arcane Aegis [Multiclass Paragon Swordmage]* *Prerequisite:* Any multiclass swordmage feat, paragon multiclassing as a swordmage *Benefit:* Choose a Swordmage Aegis power. You can use that power once per encounter. * *Aegis of Assault Swordmage …

  • Healing Song

    *Healing Song [Multiclass Paragon Bard]* *Prerequisite:* Any multiclass bard feat, paragon multiclassing as a bard *Benefit:* You gain the bard's Song of Rest and Skill Versatility class features. *Skill Versatility* You gain a +1 bonus to untrained …

  • Implement Master

    *Implement Master [Multiclass Paragon Wizard]* *Prerequisite:* Any multiclass wizard feat, paragon muIticlassing as a wizard *Benefit:* You gain the wizard's Arcane Implement Mastery class feature. h4. *Arcane Implement Mastery* You specialize in …

  • Sorcerous Power

    *Sorcerous Power [Multiclass Paragon Sorcerer]* *Prerequisite:* Any multic1ass sorcerer feat, paragon multiclassing as a sorcerer *Benefit:* You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier or your Dexterity …

  • Walker in Gloom

    *Walker in Gloom [Multiclass Paragon Warlock]* *Prerequisite:* Any multiclass warlock feat, paragon multiclassing as a warlock *Benefit:* You gain the warlock's Shadow Walk class feature. h4. *Shadow Walk* On your turn, if you move at least 3 …

  • Moongleam Oath

    *Moongleam Oath* *Benefit:* You gain a +1 bonus to attack rolls and damage rolls against creatures that have the shadow origin. When you deal damage to a shade with an attack, its regeneration is negated as if you had dealt radiant damage to it.

  • Distant Swordbond

    *Distant Swordbond* *Prerequisite:* Swordmage *Benefit:* You can call your bonded weapon to your hand from up to 1 mile away as a minor action.

  • Double Aegis

    *Double Aegis* *Prerequisite:* Swordmage *Benefit:* When you use your aegis of shielding power or aegis of assault power, you can choose to also mark a second target within the burst. If both targets attack your allies, you must choose which of the …

  • War Wizardry

    *War Wizardry* *Prerequisite:* Any arcane class *Benefit:* Your arcane spells take a –5 penalty on attack rolls against allies, and deal only half their normal damage to allies.

  • Master of Fire

    *Master of Fire and Darkness* *Prerequisite:* [[Drow]] *Benefit:* Your Lolthtouched racial trait normally lets you use either cloud of darkness or darkfire as an encounter power. Now cloud of darkness and darkfire are two separate encounter powers. You …

  • Merciless Killer

    *Merciless Killer* *Prerequisite:* [[Drow]] *Benefit:* When a bloodied foe grants combat advantage to you, you gain a +5 bonus to the damage roll.

  • Shocking Flame

    *Shocking Flame* *Prerequisite:* [[Genasi]] *Benefit:* When manifesting firesoul or stormsoul, your melee attacks deal an extra 2 fire damage or an extra 2 lightning damage, respectively. At 21st level, the extra damage increases to 4.

  • Stoneguard

    *Stoneguard* *Prerequisite:* [[Genasi]] *Benefit:* When manifesting earthsoul, you gain a +2 bonus to AC against ranged attacks.

  • Stormrider

    *Stormrider* *Prerequisite:* [[Genasi]] *Benefit:* You gain a +1 feat bonus to speed when you are manifesting windsoul or watersoul. When flying, you hover.

  • Venomous Heritage

    *Venomous Heritage* *Prerequisite:* [[Drow]] *Benefit:* You gain resist 5 poison and a +2 feat bonus to saving throws against poison effects.

  • Bolstered Swarm

    *Bolstered Swarm* *Prerequisite:* 11th level, druid, Primal Swarm class feature, wild shape power *Benefit:* When you use wild shape to change from your humanoid form to beast form, you gain 5 + your Constitution modifier temporary hit points. The …

  • Bolstering Guard

    *Bolstering Guardian* *Prerequisite:* 11th level. druid, Primal Guardian class feature *Benefit:* When you reduce an enemy to 0 hit points with a druid attack power, one ally adjacent to you gains temporary hit points equal to your Constitution modifier.

  • Commanding Form

    *Commanding Form* *Prerequisite:* 11th level, druid, wild shape power *Benefit:* Once per round while you are in beast form, you can use a free action to give one of your summoned creatures a command that normally requires a minor action.

  • Ephemeral Spirit

    *Ephemeral Spirit* *Prerequisite:* 11th level, shaman *Benefit:* Your spirit companion takes half damage from ranged attacks.

  • Explosive Rage Strike

    *Explosive Rage Strike* *Prerequisite:* 11th level , barbarian, rage strike power *Benefit:* When you use rage strike, you can reduce the damage it deals by 2[W]. If you do so, the power becomes a close burst 1.

  • Pouncing Form

    *Pouncing Form* *Prerequisite:* 11th level, druid, Primal Predator class feature, wild shape power *Benefit:* When you use wild shape to change from your humanoid form to beast form, you can shift a number of squares equal to your Dexterity modifier.

  • Reckless Rage

    *Reckless Rage* *Prerequisite:* 11th level, barbarian *Benefit:* When you attack an enemy with a rage power, you can take a -2 penalty to the attack roll against that enemy to deal 1[W] extra damage to it.

  • Retributive Spirit

    *Retributive Spirit* *Prerequisite:* 11th level, shaman, call spirit companion power *Benefit:* When your spirit companion is destroyed, the creature that destroyed it takes a -2 penalty to all defenses until the end of your next turn.

  • Scattering Swarm

    *Scattering Swarm* *Prerequisite:* 11th level, druid, Primal Swarm c1as feature, wild shape power *Benefit:* While you are in beast form. if you take damage from an area or a close attack, you can shift 2 squares as a free action.

  • Sentinel Spirit

    *Sentinel Spirit* *Prerequisite:* 11th level, shaman, Watcher Spirit class feature *Benefit:* Allies gain a +2 bonus to attack roll when making opportunity attacks while adjacent to your spirit companion.

  • Shielding Spirit

    *Shielding Spirit* *Prerequisite:* 11th level, shaman, Protector Spirit class feature, healing spirit power *Benefit:* When you use healing spirit. each ally adjacent to your spirit companion gains a +2 bonus to all defenses until the end of your next …

  • Spirit's Eyes

    *Spirit's Eyes* *Prerequisite:* 11th level. Shaman *Benefit:* Whenever you make a Perception check while your spirit companion is present, you can roll twice and use either result.

  • Thirsty Blade

    *Thirsty Blade* *Prerequisite:* 11th level, barbarian *Benefit:* When you reduce an enemy to 0 hit points with a charge attack using an axe or a heavy blade, each enemy adjacent to you at the end of the charge takes damage equal to your Strength …

  • Thundering Bull Rush

    *Thundering Bull Rush* *Prerequisite:* 11th level, any primal class *Benefit:* When you bull rush, you can target two creatures adjacent to you. If you hit and push both targets, you choose which vacated space you shift into.

  • Thunderous Cry

    *Thunderous Cry* *Prerequisite:* 11th level, barbarian, war cry power *Benefit:* When you use war cry, the targets grant combat advantage to you until the end of your next turn.

  • Two-Handed Grasp

    *Two-Handed Grasp* *Prerequisite:* llth level, any primal class *Benefit:* While you wield a spear with the versatile property in two hands, the spear gains the high crit property.

  • Vicious Spirit

    *Vicious Spirit* *Prerequisite:* 11th level, shaman, healing spirit power, Stalker Spirit class feature *Benefit:* When you use healing spirit, each ally adjacent to your spirit companion gains a +2 bonus to damage rolls against bloodied enemies until …

  • Warning Guardian

    *Warning Guardian* *Prerequisite:* 11th level. druid, Primal Guardian class feature *Benefit:* Any ally adjacent to you doesn't grant combat advantage for being flanked .

  • Withering Roar

    *Withering Roar* *Prerequisite:* 11th level, barbarian, Thaneborn Triumph class feature *Benefit:* When you use your roar of triumph power, you choose for each target either to grant combat advantage until the end of your next turn or to take the -2 …

  • Armored by Faith

    *Armored by Faith* *Prerequisite:* 11th level, any divine class, Channel Divinity class feature *Benefit:* When you use a Channel Divinity power, you gain temporary hit points equal to your Wisdom modifier.

  • Avenging Surge

    *Avenging Surge* *Prerequisite:* 11th level ,avenger, Censure of Unity class feature, oath of enmity power *Benefit:* When an ally hits your oath of enmity target, you gain temporary hit points equal to 3 + 3 per ally adjacent to that target.

  • Censure's Grip

    *Censure's Grip* *Prerequisite:* 11th level, avenger, Censure of Pursuit class feature, oath of enmity power *Benefit:* When you have combat advantage against your oath of enmity target and hit it with an avenger power, your target cannot shift away …

  • Clinging Radiance

    *Clinging Radiance* *Prerequisite:* 11th level, any divine class *Benefit:* When ou hit a target with a divine attack power that has the radiant keyword, the target loses any concealment or total concealment it has and cannot gain concealment or total …

  • Contagious Challenge

    *Contagious Challenge* *Prerequisite:* 11th level, paladin, divine challenge power *Benefit:* When you hit an enemy marked by your divine challenge, you also subject on enemy adjacent to the target to your divine sanction. This divine sanction lasts …

  • Darkfoe

    *Darkfoe* *Prerequisite:* 11th level, any divine class, Channel Divinity class feature *Benefit:* When you use a Channel Divinity power, you and each ally within 10 squares of you gain resistance to necrotic damage equal to 5 + your Wisdom modifier …

  • Devout Guidance

    *Devout Guidance* *Prerequisite:* 11th level, avenger, divine guidance power *Benefit:* When you use your divine guidance, the target gains a +3 power bonus to the second attack roll.

  • Divine Cleansing

    *Divine Cleansing* *Prerequisite:* 11th level, cleric, turn undead power *Benefit:* When you deal damage to at least on undead enemy with your turn undead, each ally in the power's burst can make a saving throw.

  • Eager for Blood

    *Eager for Blood* *Prerequisite:* 11th level, avenger *Benefit:* During the first round of combat, your avenger weapon attacks deal 1[W] extra damage.

  • Extended Healing

    *Extended Healing* *Prerequisite:* 11th level, cleric, healing word power *Benefit:* The burst of your healing word increases by 5.

  • Focused Wrath

    *Focused Wrath* *Prerequisite:* 11th level, invoker, Covenant of Wrath class feature *Benefit:* When you use your armor of wrath power and the triggering enemy is the only enemy in the burst, you deal 1d6 extra damage with that power. At 21st level, …

  • Footsteps of Doom

    *Footsteps of Doom* *Prerequisite:* 11th level, invoker, Covenant of Malediction class feature *Benefit:* Each target of your maledictor's doom power gains vulnerable 5 to all damage from fear attacks until the end of your next turn.

  • Forceful Covenant

    *Forceful Covenant* *Prerequisite:* 11th level, invoker, Covenant of Malediction class feature *Benefit:* Add 1 square to the distance that your Covenant Manifestation allows you to push a target.

  • Greater Fortune

    *Greater Fortune* *Prerequisite:* 11th level, cleric, divine fortune power *Benefit:* Your divine fortune changes from personal to close burst 1, and it affects you and all allies in the burst.

  • Honored Foe

    *Honored Foe* *Prerequisite:* 11th level, paladin *Benefit:* When a creature marked by you damages you, you gain temporary hit points equal to your Wisdom modifier.

  • Invigorating Critical

    *Invigorating Critical* *Prerequisite:* 11th level, any divine class *Benefit:* The first time you score a critical hit with a divine attack power during an encounter, an ally adjacent to you or adjacent to the target regains hit points equal to 10 + …

  • Invoker's Blaze

    *Invoker's Blaze* *Prerequisite:* 11th level, invoker *Benefit:* You gain a +2 feat bonus to damage rolls with divine attack powers that have the fire keyword or the radiant keyword. While you are bloodied, this feat bonus increases to +4. At 21st level …

  • Invoker's Control

    *Invoker's Control* *Prerequisite:* 11th level, invoker *Benefit:* When an enemy fails a saving throw against an effect caused by one of your divine attack powers, you gain a +2 power bonus to the next attack roll you make against that target before the …

  • Merciful Power

    *Merciful Power* *Prerequisite:* 11th level cleric, healer's mercy power *Benefit:* Each target of your healer's mercy can make a saving throw.

  • Persistent Challenge

    *Persistent Challenge* *Prerequisite:* 11th level, Cha 15, paladin, divine challenge power *Benefit:* Once per encounter, if you fail to engage the target of your divine challenge on your turn, you can maintain that divine challenge as if you had …

  • Pledge of Retribution

    *Pledge of Retribution* *Prerequisite:* 11th level, avenger, Censure of Retribution class feature, oath of enmity power *Benefit:* If you miss your oath of enmity target with an attack, you gain a +1 bonus to the next attack roll you make against that …

  • Radiant Vessel

    *Radiant Vessel* *Prerequisite:* 11th level, cleric *Benefit:* If you hit an enemy with a cleric attack power that has the radiant keyword, the next time you use healing word before the end of your next turn the target regains 2d6 additional hit points.

  • Resurgent Attack

    *Resurgent Attack* *Prerequisite:* 11th level, Str 17, paladin *Benefit:* When you spend a healing surge, you gain a +2 power bonus to the next attack roll you make before the end of your next turn.

  • Saving Grace

    *Saving Grace* *Prerequisite:* 11th level, any divine class *Benefit:* When you succeed on a saving throw, you can choose not to end the effect you saved against and instead allow an ally within 5 squares of you to make a saving throw with a bonus equal …

  • Swift Turning

    *Swift Turning* *Prerequisite:* 11th level, cleric, turn undead power *Benefit:* You can use your turn undead as a minor action instead of a standard action.

  • Touch of Salvation

    *Touch of Salvation* *Prerequisite:* 11th level, Cha 15, paladin, lay on hands or call of virtue power *Benefit:* When you use your lay on hands or call of virtue on an ally, that ally can make a saving throw with a bonus equal to your Charisma modifier.

  • Untiring Virtue

    *Untiring Virtue* *Prerequisite:* 11th level, paladin; arden vow, call of virtue, or lay on hands power *Benefit:* Whenever you reach a milestone, you gain one additional use of your ardent vow, call of virtue, or lay on hands for the day.

  • Warding Covenant

    *Warding Covenant* *Prerequisite:* 11th level, invoker Covenant of Preservation class feature *Benefit:* When you use your Covenant Manifestation to slide an ally, no enemy can gain combat advantage against that ally until the end of your next turn.

  • Channel of Faith

    *Channel of Faith [Multiclass Cleric]* *Prerequisite:* Any multiclass cleric feat, paragon mutliclassing as a cleric *Benefit:* You gain the cleric Channel Divinity powers divine fortune and turn undead. If you don't already have the Channel Divinity …

  • Channel of Invocation

    *Channel of Invocation [Multiclass Invoker]* *Prerequisite:* Any multiclass invoker feat, paragon multiclassing as an invoker *Benefit:* You gain the invoker Channel Divinity powers armor of wrath and preserver's rebuke. If you don't already have the …

  • Channel of Valor

    *Channel of Valor [Multiclass Paladin]* *Prerequisite:* Any multiclass paladin feat, paragon multiclassing as a paladin *Benefit:* You gain the paladin Channel Divinity powers divine mettle and divine strength. If you don't already have the Channel …

  • Channel of Vengeance

    *Channel of Vengeance [Multiclass Avenger]* *Prerequisite:* Any multiclass avenger feat, paragon multiclassing as an avenger *Benefit:* You gain the avenger Channel Divinity powers abjure undead and divine guidance. If you don't already have the Channel …

  • Agile Opportunist

    *Agile Opportunist* *Prerequisite:* 11th level *Benefit:* When you are pulled, pushed, or slid into a square adjacent to an enemy, you can use an opportunity action to make a melee basic attack against that enemy.

  • Ascendant Lineage

    *Ascendant Lineage* *Prerequisite:* 11th level, [[Deva]] *Benefit:* When you use your memory of a thousand lifetimes racial power and the triggering roll still fails, you don’t expend the use of memory of a thousand lifetimes. However, you can’t use the …

  • Astral Renewal

    *Astral Renewal* *Prerequisite:* 11th level, [[Deva]] *Benefit:* Whenever your Astral Resistance racial trait reduces the damage you take from an enemy’s attack, you gain a +2 bonus to the next attack roll you make before the end of your next turn.

  • Beasthide Shifting

    *Beasthide Shifting* *Prerequisite:* 11th level, [[Shifter]] *Benefit:* While you are under the effect of your razorclaw shifting or longtooth shifting racial power, you gain resist 2 to all damage.

  • Fade Ally

    *Fade Ally* *Prerequisite:* 11th level, [[Gnome]] *Benefit:* Your fade away racial power is a close burst 5, instead of a personal power, and it can target you or one of your allies in the burst. The target is invisible until he or she attacks or until …

  • Quick Recovery

    *Quick Recovery* *Prerequisite:* 11th level *Benefit:* Whenever you spend a healing surge at the end of a short rest or an extended rest, you regain 5 additional hit points.

  • Reserve Maneuver

    *Reserve Maneuver* *Prerequisite:* 11th level *Benefit:* Choose an encounter attack power from your class. The power must be your level or lower and one that you don’t already have. When you regain the use of your powers at the end of any rest, you can …

  • Strength from Pain

    *Strength from Pain* *Prerequisite:* 11th level, [[Half-Orc]] *Benefit:* The first time you are bloodied during an encounter, you gain a +5 bonus to damage rolls until the end of your next turn.

  • Surprising Disappearance

    *Surprising Disappearance* *Prerequisite:* 11th level, [[Gnome]] *Benefit:* When you use your fade away racial power, the creature that dealt the triggering damage to you grants combat advantage to your allies until the end of its next turn.

  • Two-Weapon Opening

    *Two-Weapon Opening* *Prerequisite:* 11th level, [[Two-Weapon Fighting]] feat *Benefit:* When you are wielding two melee weapons and score a critical hit with your main weapon, you can make a melee basic attack with your off-hand weapon against the same …

  • Unrelenting Assault

    *Unrelenting Assault* *Prerequisite:* 11th level, [[Half-Orc]] *Benefit:* You can use your furious assault racial power when you miss with an attack. If you do so, the attack deals 1[W] damage if it’s a weapon attack or 1d10 damage if it isn’t.

  • Unyielding Stone

    *Unyielding Stone* *Prerequisite:* 11th level, [[Goliath]] *Benefit:* When you use your stone’s endurance racial power, you gain temporary hit points equal to one-half your level + your Constitution modifier.

  • Versatile Master

    *Versatile Master* *Prerequisite:* 11th level, [[Half-Elf]] *Benefit:* You can use the power you chose through your Dilettante racial trait as an at-will power. If you choose the paragon multiclassing option you can choose powers at 11th level, 12th …

  • Vexing Flanker

    *Vexing Flanker* *Prerequisite:* 11th level *Benefit:* While you are flanking an enemy, that enemy grants combat advantage to your allies.

  • Arcane Flexibility

    *Arcane Flexibility* *Prerequisite:* 11th level, sorcerer, Spell Source class feature *Benefit:* When you score a critical hit with a sorcerer power, you can change the damage type dealt by the power to a damage type you have resistance or immunity to.

  • Draconic Spellfury

    *Draconic Spellfury* *Prerequisite:* 11th level, sorcerer, Dragon Magic class feature *Benefit:* Whenever you hit an enemy with a sorcerer at-will attack power, you gain temporary hit points equal to your Strength modifier.

  • Improved Cunning

    *Improved Cunning* *Prerequisite:* 11th level, bard, Virtue of Cunning class feature *Benefit:* When you use Virtue of Cunning to slide an ally, you can slide the ally 2 squares instead of 1.

  • Improved Valor

    *Improved Valor* *Prerequisite:* 11th level, bard, Virtue of Valor class feature *Benefit:* The number of temporary hit points granted by your Virtue of Valor increases by 3.

  • Lyric of Rejuvenation

    *Lyric of Rejuvenation* *Prerequisite:* 11th level, bard, Song of Rest class feature *Benefit:* Each ally affected by your Song of Rest regains 2 additional hit points with each healing surge he or she spends at the end of the rest.

  • Wild Spellfury

    *Wild Spellfury* *Prerequisite:* 11th level, sorcerer, Wild Magic class feature *Benefit:* Whenever you hit an enemy with a sorcerer at-will attack power, each enemy adjacent to you takes damage equal to your Dexterity modifier.

  • Charging Rampage

    *Charging Rampage* *Prerequisite:* 11th level, barbarian, Rampage class feature *Benefit:* When you score a critical hit with a barbarian attack power while you are raging, you can charge as a free action, instead of making a melee basic attack as a …

  • Guardian Spirit

    *Guardian Spirit* *Prerequisite:* 11th level, shaman, Protector Spirit class feature *Benefit:* While any unconscious ally is adjacent to your spirit companion, he or she gains resist 20 to all damage and a +2 bonus to death saving throws.

  • Hunting Wolf Form

    *Hunting Wolf Form* *Prerequisite:* 11th level, druid, wild shape power *Benefit:* While you are in beast form, you gain a +5 feat bonus to Perception checks and a +1 feat bonus to speed.

  • Nimble Spirit

    *Nimble Spirit* *Prerequisite:* 11th level, shaman, Companion Spirit class feature *Benefit:* You can use call spirit companion as a free action during your turn.

  • Quick Wild Shape

    *Quick Wild Shape* *Prerequisite:* 11th level, druid, wild shape power *Benefit:* You can use your wild shape power as a free action during your turn.

  • Rageblood Recovery

    *Rageblood Recovery* *Prerequisite:* 11th level, barbarian, Rageblood Vigor class feature *Benefit:* When you hit with the charge attack granted by swift charge while you are raging, you can spend a healing surge as a free action.

  • Stalking Panther Form

    *Stalking Panther Form* *Prerequisite:* 11th level, druid, wild shape power *Benefit:* While you are in beast form, you gain a +5 feat bonus to Stealth checks and a +4 feat bonus to initiative checks.

  • Thaneborn Advance

    *Thaneborn Advance* *Prerequisite:* 11th level, barbarian, Thaneborn Triumph class feature *Benefit:* When you use your roar of triumph power while you are raging, you can shift a number of squares equal to your Charisma modifier and use your new …

  • Inexorable Pursuit

    *Inexorable Pursuit* *Prerequisite:* 11th level, avenger, Censure of Pursuit class feature, oath of enmity power *Benefit:* When you charge your oath of enmity target, you can ignore difficult terrain and move through enemies’ spaces during the charge.

  • Onslaught of Enmity

    *Onslaught of Enmity* *Prerequisite:* 11th level, avenger, oath of enmity power *Benefit:* When you use oath of enmity, you can shift 2 squares closer to the target as a free action.

  • Overbearing Retribution

    *Overbearing Retribution* *Prerequisite:* 11th level, invoker, Covenant of Wrath class feature *Benefit:* When you use your armor of wrath power, the target falls prone after you push it.

  • Protected Isolation

    *Protected Isolation* *Prerequisite:* 11th level, avenger, Censure of Retribution class feature, oath of enmity power *Benefit:* While you are adjacent to your oath of enmity target, you gain a +1 bonus to AC.

  • Speaker of the Gods

    *Speaker of the Gods* *Prerequisite:* 11th level, invoker *Benefit:* When you use any Channel Divinity power, you can score a critical hit on a roll of 18–20 with the next divine attack power that you use before the end of your next turn.

  • Preserver's Vengeance

    *Preserver’s Vengeance* *Prerequisite:* 11th level, invoker, Covenant of Preservation class feature *Benefit:* You gain a +2 bonus to damage rolls with divine attack powers while a bloodied ally is within 5 squares of you.

  • Expansive Burst

    *Expansive Burst* *Prerequisite:* 11th level *Benefit:* Your close burst and area burst attacks ignore cover. but not superior cover.

  • Grazing Shot

    *Grazing Shot* *Prerequisite:* 11th level *Benefit:* If you miss with a ranged basic attack that doesn't deal damage on a miss, the target takes damage equal to your Dexterity modifier.

  • Gritty Determination

    *Gritty Determination* *Prerequisite:* 11th level *Benefit:* Whenever you use a daily attack power, you gain temporary hit points equal to one-half your level + your Constitution modifier.

  • Liberating Teleport

    *Liberating Teleport* *Prerequisite:* 11th level *Benefit:* If you teleport on your turn, you gain a +2 feat bonus to saving throws at the end of that turn.

  • Opportunistic Withdrawal

    *Opportunistic Withdrawal* *Prerequisite:* 11th level *Benefit:* While you are adjacent to an enemy granting combat advantage to you, your movement doesn't provoke opportunity attacks from that enemy.

  • Opportunity Sidestep

    *Opportunity Sidestep* *Prerequisite:* 11th level *Benefit:* When you hit with an opportunity attack, you can shift 1 square as a free action.

  • Roll with It

    *Roll With It* *Prerequisite:* 11th level *Benefit:* Whenever an enemy pulls, pushes, or slides you, you can shift 1 square as a free action at the end of the forced movement.

  • Repel Charge

    *Repel Charge* *Prerequisite:* 11th level *Benefit:* Whenever an enemy makes a charge attack against you, you can make a melee basic attack against that enemy as an opportunity action.

  • Shield Mastery

    *Shield Mastery* *Prerequisite:* 11th level, proficiency with light shields or heavy shields *Benefit:* While wielding a shield with which you have proficiency, your shield bonus also applies to your Fortitude.

  • Olladra's Gift

    *Olladra's Gift* *Prerequisites:* 11th level, [[Halfling]], rogue *Benefit:* When you use your second chance racial power and the enemy’s attack misses, you gain combat advantage for the next attack roll you make against that enemy before the end of …

  • Agile Tempest

    *Agile Tempest* *Prerequisites:* 11th level, Dex 15, fighter, Tempest Technique class feature *Benefit:* The damage bonus granted by your Tempest Technique when you wear chainmail or light armor increases by 1. At 21st level, it increases by 2.

  • Avenging Spirit

    *Avenging Spirit* *Prerequisites:* 11th level, [[Human]] fighter or Human warlord *Benefit:* When an ally of your level or higher is reduced to 0 hit points or fewer, you gain an action point that you must use before the end of your next turn or the …

  • Bleeding Backstab

    *Bleeding Backstab* *Prerequisites:* 11th level, rogue, Sneak Attack class feature *Benefit:* Whenever you deal Sneak Attack damage to a target with a rogue daily attack power, the target takes ongoing 5 damage (save ends). If the power already deals …

  • Bleeding Precision

    *Bleeding Precision* *Prerequisites:* 11th level, ranger, Hunter’s Quarry class feature *Benefit:* Whenever you hit your quarry with a ranger daily attack power, the target takes ongoing 5 damage (save ends). If the power already deals ongoing damage …

  • Bloody Inspiration

    *Bloody Inspiration* *Prerequisites:* 11th level, [[Dragonborn]], warlord *Benefit:* If you use inspiring word while you are bloodied and do not target yourself, a second ally within the power’s range gains temporary hit points equal to twice your …

  • Bloody Tenacity

    *Bloody Tenacity* *Prerequisites:* 11th level, [[Human]], any martial class *Benefit:* When you are bloodied for the first time in an encounter, you gain a +2 bonus to all defenses until the end of your next turn.

  • Chainmail Agility

    *Chainmail Agility* *Prerequisites:* 11th level, Dex 15, fighter *Benefit:* You ignore the speed penalty normally incurred by wearing chainmail.

  • Combat Opening

    *Combat Opening* *Prerequisites:* 11th level, [Half-Elf]], fighter, Combat Challenge class feature *Benefit:* When you can make a melee basic attack against a target because of Combat Challenge, you can instead choose to let an ally make a melee basic …

  • Cull the Weak

    *Cull the Weak* *Prerequisites:* 11th level, Cha 15, rogue *Benefit:* When you have combat advantage against a bloodied or a weakened target, you gain a +2 bonus to melee weapon damage rolls against the target.

  • Darkhunter

    *Darkhunter* *Prerequisites:* 11th level, [[Drow]], ranger, Hunter’s Quarry class feature *Benefit:* When you use the cloud of darkness racial power, each enemy within the cloud is designated as your quarry until it is no longer within the cloud. These …

  • Darkjumper

    *Darkjumper* *Prerequisites:* 11th level, [[Drow]], rogue *Benefit:* On the turn when you use the cloud of darkness racial power, you can teleport once to any unoccupied square within the cloud as a free action.

  • Daunting Challenge

    *Daunting Challenge* *Prerequisites:* 11th level, fighter, Combat Challenge class feature *Benefit:* Creatures marked by you take a –3 penalty to attack rolls for any attack that doesn’t include you as a target (rather than a –2 penalty).

  • Defensive Surge

    *Defensive Surge* *Prerequisites:* 11th level, Con 15, warlord *Benefit:* When you use your second wind, you can grant the +2 bonus to all defenses to an adjacent ally, in addition to gaining the bonus yourself.

  • Distracting Companion

    *Distracting Companion* *Prerequisites:* 11th level, ranger, Beast Mastery class feature, Hunter’s Quarry class feature *Benefit:* If your quarry is adjacent to your beast companion when you hit your quarry with an attack, your quarry takes a –2 penalty …

  • Dragonbreath Warrior

    *Dragonbreath Warrior* *Prerequisites:* 11th level, [[Dragonborn]], any martial class *Benefit:* When you use your dragon breath racial power, your next melee weapon attack deals 1[W] extra damage on a hit. The damage type is the same as your dragon …

  • Draconic Arrogance

    *Draconic Arrogance* *Prerequisites:* 11th level, [[Dragonborn]], fighter *Benefit:* Whenever you push an enemy or knock an enemy prone, you deal damage to that enemy equal to your Strength modifier.

  • Elemental Companions

    *Elemental Companions* *Prerequisites:* 11th level, [[Genasi]], warlord *Benefit:* Adjacent allies benefit from any resistance or saving throw bonus you have because of your current elemental manifestation.

  • Elemental Guardian

    *Elemental Guardian* *Prerequisites:* 11th level, Con 15, [[Genasi]], fighter *Benefit:* While you are adjacent to any ally, your innate racial defensive talent improves. Apply the benefit for your current elemental manifestation. _*Earthsoul:*_ …

  • Enduring Wallop

    *Enduring Wallop* *Prerequisites:* 11th level, [[Dwarf]], fighter *Benefit:* When you hit an enemy with a fighter daily attack power while wielding an axe, a hammer, or a pick, that enemy takes ongoing damage equal to your Constitution modifier (save …

  • Evasive Footwork

    *Evasive Footwork* *Prerequisites:* 11th level, Dex 17, Cha 15, rogue *Benefit:* When you shift 2 or more squares on your turn, you gain a +1 bonus to AC and Reflex until the start of your next turn.

  • Fey Charge

    *Fey Charge* *Prerequisites:* 11th level, [[Eladrin]], fighter *Benefit:* When you charge, you can use your fey step racial power as a free action to replace up to 5 squares of your charge movement with teleportation. If the charge attack hits, you do …

  • Fey Gambit

    *Fey Gambit* *Prerequisites:* 11th level, [[Eladrin]], rogue *Benefit:* When you use your fey step racial power to move adjacent to an enemy, you gain combat advantage against that enemy until the end of your turn.

  • Fey Tactics

    *Fey Tactics* *Prerequisites:* 11th level, [[Eladrin]], warlord *Benefit:* When you use your fey step racial power, you can also teleport one ally within 5 squares of your starting position a distance equal to your fey step distance.

  • Fiendish Defender

    *Fiendish Defender* *Prerequisites:* 11th level, [[Tiefling]], fighter, Combat Challenge class feature *Benefit:* Your infernal wrath racial power can also be applied to any enemy marked by you that hit an ally since your last turn.

  • Grit

    *Grit* *Prerequisites:* 11th level, Con 17, fighter *Benefit:* When you spend a healing surge to regain hit points, you also gain temporary hit points equal to your Constitution modifier.

  • Group Flanking

    *Group Flanking* *Prerequisites:* 11th level, [[Half-Elf]], rogue *Benefit:* While you’re flanking an enemy, all allies gain combat advantage against that enemy.

  • Halfling Beast Mastery

    *Halfling Beast Mastery* *Prerequisites:* 11th level, [[Halfling]], ranger, Beast Mastery class feature *Benefit:* Your beast companion can use the second chance racial power as an encounter power. This use doesn’t count against your use of the power, …

  • Impetuous Charger

    *Impetuous Charger* *Prerequisites:* 11th level, Cha 15, warlord *Benefit:* When you charge an enemy, your allies gain combat advantage against that enemy until the end of your next turn.

  • Infernal Sneak Attack

    *Infernal Sneak Attack* *Prerequisites:* 11th level, [[Tiefling]], rogue, Sneak Attack class feature *Benefit:* If you deal Sneak Attack damage with an attack benefiting from your infernal wrath racial power, you deal an extra die of Sneak Attack damage …

  • Marked Scourge

    *Marked Scourge* *Prerequisites:* 11th level, fighter, Combat Challenge class feature *Benefit:* Add your Wisdom modifier to damage rolls you make against enemies marked by you.

  • Mighty Battlerage

    *Mighty Battlerage* *Prerequisites:* 11th level, Con 15, fighter, Battlerager Vigor class feature *Benefit:* The damage bonus granted by your Battlerager Vigor increases by 1. At 21st level, it increases by 2.

  • Opportunistic Archer

    *Opportunistic Archer* *Prerequisites:* 11th level, [[Elf]], fighter, Combat Challenge class feature *Benefit:* When you can make a melee basic attack against a target because of Combat Challenge, you can instead make a ranged basic attack with a bow …

  • Opportunistic Sneak Attack

    *Opportunistic Sneak Attack* *Prerequisites:* 11th level, rogue, Sneak Attack class feature *Benefit:* When you hit with an opportunity attack and deal Sneak Attack damage, the target is slowed until the end of your next turn.

  • Phalanx Warrior

    *Phalanx Warrior* *Prerequisites:* 11th level, fighter or warlord, proficiency with light or heavy shields *Benefit:* When you are using a shield, adjacent allies gain a +1 shield bonus to AC.

  • Preternatural Senses

    *Preternatural Senses* *Prerequisites:* 11th level, Wis 15, ranger, trained in Perception *Benefit:* Whenever you make a Perception check, roll twice and use the higher result.

  • Prime Quarry

    *Prime Quarry* *Prerequisites:* 11th level, Wis 15, ranger, Hunter’s Quarry class feature, Prime Shot class feature *Benefit:* The bonus to attack rolls granted by Prime Shot increases to +2 if the target is also your quarry.

  • Prime Slayer

    *Prime Slayer* *Prerequisites:* 11th level, [[Elf]], rogue *Benefit:* While none of your allies are closer to your target than you are, you gain a +2 bonus to damage rolls for ranged attacks against that target.

  • Protective Beast

    *Protective Beast* *Prerequisites:* 11th level, ranger, Beast Mastery class feature *Benefit:* Whenever your beast companion is adjacent to you, you gain a +1 bonus to AC.

  • Reckless Attacker

    *Reckless Attacker* *Prerequisites:* 11th level, fighter *Benefit:* When you score a critical hit with a fighter attack power, you can make a melee basic attack as a free action. If you do so, you take a –2 penalty to AC until the end of your next turn.

  • Reliable Resources

    *Reliable Resources* *Prerequisites:* 11th level, warlord, Resourceful Presence class feature *Benefit:* When an ally who can see you spends an action point to take an extra action and doesn’t use that action to make an attack, the ally gains temporary …

  • Rogue Weapon Mastery

    *Rogue Weapon Mastery* *Prerequisites:* 11th level, rogue, Rogue Weapon Talent class feature *Benefit:* When you wield a dagger or a shuriken, the weapon gains the high crit property.

  • Roundabout Charge

    *Roundabout Charge* *Prerequisites:* 11th level, rogue, trained in Acrobatics *Benefit:* When you charge, you can end your movement in any square adjacent to the target from which you can attack it.

  • Steadfast Tactics

    *Steadfast Tactics* *Prerequisites:* 11th level, [[Dwarf]], warlord *Benefit:* When you use inspiring word on an ally, that ally can reduce pull, push, and slide effects against him or her by 1 square until the end of the encounter.

  • Stonefoot Reprisal

    *Stonefoot Reprisal* *Prerequisites:* 11th level, [[Dwarf]], fighter *Benefit:* If an adjacent enemy pushes or slides you, you can make an opportunity attack against that enemy before the forced movement. If the attack hits, you can negate the forced …

  • Sturdy Beast

    *Sturdy Beast* *Prerequisites:* 11th level, ranger, Beast Mastery class feature *Benefit:* Your beast companion gains one additional healing surge as well as additional hit points equal to 5 + your Wisdom modifier.

  • Vital Inspiration

    *Vital Inspiration* *Prerequisites:* 11th level, [[Half-Elf]], warlord *Benefit:* Any ally who can see and hear you adds your Charisma modifier to the hit points regained by using second wind.

  • Wrathful Hunter

    *Wrathful Hunter* *Prerequisites:* 11th level, [[Tiefling]], ranger, Hunter’s Quarry class feature *Benefit:* If you use your infernal wrath racial power against your quarry, you gain a +3 power bonus to your next attack against the target (instead of + …

  • Hunter's Advantage

    *Hunter’s Advantage* *Prerequisites: 11th* level, [[Elf]], ranger, Hunter’s Quarry class feature *Benefit:* You deal 2 extra damage with Hunter’s Quarry when you have combat advantage against your quarry.

  • Hunter's Resurgence

    *Hunter’s Resurgence* *Prerequisites:* 11th level, ranger, Hunter’s Quarry class feature *Benefit:* When you reduce your quarry to 0 hit points, you can use your second wind as a free action. You do not gain the normal bonus to defenses if you do so.

  • Warlord's Formation

    *Warlord’s Formation* *Prerequisites:* 11th level, Int 17, warlord *Benefit:* When you use the aid another action, you can aid up to two allies. You must provide the same aid to both allies (for instance, you can’t aid one ally’s attack roll and …

  • Battle Acumen

    *Battle Acumen [Multiclass Fighter]* *Prerequisites:* Any multiclass fighter feat, paragon multiclassing as a fighter *Benefit:* You gain the fighter’s Combat Superiority class feature. *Combat Superiority* You gain a bonus to opportunity attacks …

  • Battle Instructor

    *Battle Instructor [Multiclass Warlord]* *Prerequisites:* Any multiclass warlord feat, paragon multiclassing as a warlord *Benefit:* You gain the warlord’s Combat Leader class feature. *Combat Leader* You and each ally within 10 squares who can see …

  • Courageous Shooter

    *Courageous Shooter [Multiclass Ranger]* *Prerequisites:* Any multiclass ranger feat, paragon multiclassing as a ranger *Benefit:* You gain the ranger’s Prime Shot class feature. *Prime Shot* If none of your allies are nearer to your target than you …

  • First In

    *First In [Multiclass Rogue]* *Prerequisites:* Any multiclass rogue feat, paragon multiclassing as a rogue *Benefit:* You gain the rogue’s First Strike class feature. *First Strike* At the start of an encounter, you have combat advantage against any …

  • Vigorous Assault

    *Vigorous Assault* *Prerequisite:* 11th level, swordmage, aegis of assault power *Benefit:* When you use your aegis of assault to teleport, you gain temporary hit points equal to 3 + your Strength modifier.

  • Blackfire Mastery

    *Blackfire Mastery* *Prerequisites:* 11th level, [[Blackfire Disciple]] *Benefit:* You have become a true master of blackfire. Once per day as a free reaction, after striking a foe with a spell that has the blackfire property you may do an additional 5 …

  • Blackfire Nimbus

    *Blackfire Nimbus* *Prerequisites:* 11th level, [[Blackfire Disciple]], Wis 12 *Benefit:* You are so in tune with the blackfire energy of the outer darkness that you are now bathed in its limnal flame. Once per day you may activate the nimbus as a minor …

  • Bleeding Mastery

    *Bleeding Mastery* *Prerequisite:* 11th level, [[Bleeding Proficiency]] *Benefit:* You can harness your own blood to even greater effect. Using a minor action you may sacrifice one healing surge to gain an additional +3d6 damage on your next attack. You …

  • Empathy of the Beast

    *Empathy of the Beast* *Prerequisites:* 11th level, [[Tiefling]], Necromancer *Benefit:* You commingle the powers of darkness from your lineage with the necromantic powers you command to potent effect. You may add an additional amount of ongoing …

  • Enervation Mastery

    *Enervation Mastery* *Prerequisites:* 11th level, [[Enervation Disciple]] *Benefit:* You have become a master at channeling the life force from other beings in to yourself. Once per encounter as a free reaction you may spend a healing surge after you …

  • Master of Darkness

    *Master of Darkness* *Prerequisite:* 11th level, [[Acolyte of Many Masters]] Feat *Benefit:* You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a …

  • Undead Mastery

    *Undead Mastery* *Prerequisite:* 11th level, [[Undead Disciple]] *Benefit:* You are now the master of undeath, and your very body shows in its deathly palor and your disturbing presence. You gain resist necrotic equal to 5 + your Cha modifier.

  • Visions of the Far Realm

    *Visions of the Far Realm* *Prerequisites:* 11th level, Int 17+ You can summon dark visions of the far realm to divine clues to your present situation. Once per day as a standard action you may call upon a vision from the far realm, granting you one of …

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