Phb 2 Info


Some new play test information has been floating around the internet recently, including powers for the 4th edition Shaman, 4e Avenger, 4e Barbarian, 4e Bard, 4e Sorcerer, and 4e Warder. All of these will be available in the PHB 2. Check out some of the new powers below.

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Devastating Strike Barbarian Attack 1
You strike with awesome power.
At Will Primal Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a two handed weapon
Target: One creature
Attack: Str vs AC
Hit: 1[W] + 1d8 + str
Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging attackers do not gain this bonus.

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Stone’s Endurance Goliath Racial Power
Your foe’s attacks bounce off your stony hide.
Encounter
Minor Action Personal
Effect: You gain resist 5 to all damage until the end of your next turn.

4e Barbarian Powers (Thanks Hiric)

Devastating Strike Barbarian Attack 1
You strike with awesome power.
At Will Primal Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a two handed weapon
Target: One creature
Attack: Str vs AC
Hit: 1[W] + 1d8 + str
Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging attackers do not gain this bonus.

Combat Sprint – Barbarian utility 2
Having saved a bit of strength for just this moment, you burst across the battlefield
Encounter – Primal
Move Action – Personal
Effect: You move your speed +4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement.

Avalanche Strike – Barbarian Attack 1
You drop your guard and put all your strength into a devastating overhead swing.
Encounter – Primal, weapon
Standard Action – Melee weapon
Target: One creature
Attack: +10 vs AC
Hit: 3d10 + 10 damage.
Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.

Swift Charge – Barbarian Feature
As your foe falls, you rush toward your next victim.
Encounter – Primal
Free Action – Personal
Trigger: Your Attack reduces an enemy to 0 hit points
Effect: You charge an enemy.

Howling Strike – Barbarian Attack 1
With a blood-freezing scream you throw yourself into the fray.
At Will – Primal, Weapon
Standard Action – Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: +10 vs AC
Hit: 1d10 + 1d8 + 7 damage.
Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.

Blood Strike – Barbarian Attack 3
Blood calls to blood. Your pain and your enemy’s give strength to your assault.
Encounter – Primal, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +10 vs AC
Hit: 2d10 + 7 damage.
Effect: If you or the target is bloodied, the attack deals 1d10 extra damage.

Bloodhunt Rage – Barbarian Attack 1
Your rage surges up from the depths of your pain to bring pain
to the wounded.

Daily – Primal, Rage, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the bloodhunt. Until the end of the encounter, you gain a bonus to melee damage rolls equal to your
Constitution modifier if either you or your target is bloodied.

(Thanks Phoenixfire for the deciphered powers below)

Acid Orb – Sorcerer Attack 1
You hurl a globe of acid at a distant enemy.
At-will – Acid, Arcane, Implement
Standard Action – Ranged 20
Target:
One Creature
Attack: +6 vs. Reflex
Hit: 1d10+7 Acid Damage.
Special: This power can be used as a ranged basic attack.

Chaos Bolt – Sorcerer Attack 1
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head.
At-Will – Arcane, Implement, Psychic
Standard Action – Ranged 10
Primary Target:
One creature
Primary Attack: +6 vs. Will
Hit: 1d10 + 7 psychich damage. If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power.
Secondary Attack: +6 vs. Will
Hit: 1d6 + 4 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.

+1 Battlecrazed Greatsword – Level 4
The weapon seeks blood where it can be found, whether among the enemy or from it’s wielder.
Critical: +1d6
Property: Property: While you are bloodied, you deal +1d6 damage when you hit with this weapon.
Power (Daily): Minor Action. Deal damage to yourself equal to half your level, ignoring any resistances. You are considered bloodied for all purposes (including beneficial effects, such as this weapons property) until the end of your next turn.

Dragonflame Mantle – Sorcerer Utility 2
You ward yourself with a mantle of flame.
Encounter – Arcane, Fire
Immediate Interrupt – Personal
Trigger: You are hit by an attack.
Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire damage.

Ice Dragon’s Teeth – Sorcerer Attack 3
Shards of ice like the teeth of a dragon explode among your foes, chilling and slowing them.
Encounter – Arcane, Cold, Implement
Standard Action – Area burst 1 within 10 squares
Target:Each creature in burst.
Attack: +6 vs. Reflex
Hit: 2d8+7 cold damage, and the target is slowed until the end of your next turn.

Chromatic Orb – Sorcerer Attack 1
An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact.

Daily – Arcane, Implement; Varies
Standard Action – Ranged 10
Target: One creature
Attack: +6 vs. Reflex
Hit: 3d10 + 7 damage. Roll a d6 to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is dazed (save ends).
2. Red: Fire damage, and each creature adjacent to the target takes 3 fire damage.
3. Green: Poison damage, and ongoing 5 poison damage (save ends).
4. Turquoise: Lightning damage, and you slide the target 3 squares.
5. Blue: Cold damage, and the target is immobilized (save ends).
6. Violet: Psychic damage, and the target takes a -2 penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack’s damage type and effect, as above.

+1 Tooth of Chaos – Level 4
This dagger seems to change shape in your hand, becoming precisely what you need to strike your enemy.
Weapon: Dagger
Critical: +1d8 damage
Power (Daily): Free Action. Trigger: You hit an enemy with a sorcerer attack power using this dagger. Effect: Whenever you hit that enemy with a sorcerer attack power before the end of the encounter, you can treat your attack roll as even or odd.

Grasping Shards – Invoker Attack 1
You hurl a crystalline sphere of magic at your foes. On impact, it splinters into hundreds of tiny, radiant blades, which slice into your enemies and slow their movement.
At-will – Divine, Implement, Radiant
Standard Action – Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +6 vs. Fortitude
Hit: 3 radiant damage, and the target is slowed until the end of your next turn.

Sun Strike – Invoker Attack 1
A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
At-Will – Divine, Implement, Radiant
Standard Action – Ranged 10
Target: One Creature
Attack: +6 vs. Reflex
Hit: 1d8 + 4 radiant damage, and you slide the target 1 square.
Special: You can use this power as a ranged basic attack.

Channel Divinity: Perserver’s Rebuke – Invoker Feature
You call upon the gods to punish the enemy that dares harm those entrusted to your care.
Encounter – Divine
Immediate Reaction – Personal
Trigger: An enemy within 10 squares of you hits your ally
Effect: Before the end of your next turn, you gain a +3 bonus to your next attack roll against the triggering enemy. Your ally gains 6 temporary hit points.

Channel Divinity: Rebuke Undead – Invoker Feature
Undead flee and then cower in your presence, their bodies seared by divine light.
Encounter – Divine, Implement, Radiant
Standard Action – Close blast 5
Target: Each undead creature in blast
Attack: +6 vs. Will
Hit: 3d10 + 4 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Miss: Half damage.

Blades of Astral Fire – Invoker Attack 1
Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
Encounter – Divine, Implement, Radiant
Standard Action – Area burst 1 within 10 squares
Target: Each enemy in burst.
Attack: +6 vs. Reflex
Hit: 1d6 + 4 radiant damage.
Effect: Each ally in the burst gains a +4 power bonus to AC until the end of your next turn.

Divine Call – Invoker Utility 2
You intone a word of power to rally your allies to your side.
Encounter – Divine
Minor Action – Ranged 10
Target: One or two allies
Effect: You pull each target 3 squares.

Offering of Justice – Invoker Attack 3
You call out to the gods, demanding retribution against a foe who dares to strike at you or your allies and mercy for a foe who refrains from attacking.
Encounter – Divine, Implement, Radiant
Standard Action – Ranged 10
Target: One creature
Effect: If the target attacks you or your allies before the end of it’s next turn, the target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack you or your allies before the end of it’s next turn, the target instead gains 5 temporary hit points at the end of that turn.

Angelic Echelon – Invoker Attack 1
Spectral angels swoop down to attack the foes around you and then linger briefly, threatening to inflict further damage.
Daily – Divine, Implement, Radiant
Standard Action – Close burst 3
Target: Each enemy in burst
Attack: +6 vs. Will
Hit: 1d6 + Wisdom modifier radiant damage. Whenever the target attacks before the end of your next turn, the target takes 5 radiant damage.
Miss: Half damage.

+1 Rod of Wrathful Dismissal – Level 4
This rod’s power lets you move a foe into a position where your allies can deal with it.
Critical: +1d6 damage
Power (Daily): Immediate Reaction. Trigger: An enemy hits you. Effect: You slide the triggering enemy 3 squares to a space that must be adjacent to one of your allies.

Misdirected Mark – Bard Attack 1
You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies
At-Will – Arcane, Implement
Standard Action – Ranged 10
Target: One creature
Attack: +6 vs. Reflex
Hit: 1d8 + 5 damage, and the target is marked by an ally within 5 squares of you until the end of your turn.

Vicious Mockery – Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
At-Will – Arcane, Charm, Implement, Psychic
Standard Action – Ranged 10
Target: One creature
Attack: +6 vs. Will
Hit: 1d6 + 5 psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

Fade Away – Gnome Racial Power
You turn invisible in response to harm.
Encounter – Illusion
Immediate Reaction – Personal
Trigger: You take damage.
Effect:You are invisible until you attack or until the end of your next turn.

Ghost Sound – Gnome Racial Power
*As Wizard Cantrip of same name*

Majestic Word – Bard Feature
You utter words laden with preternatural inspiration, restoring your ally’s stamina and making wounds seem insignificant.
Encounter (Special) – Arcane, Healing
Minor Action – Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain 4 additional hit points. You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.

Words of Friendship – Bard Feature
You infuse your words with arcane power, transforming even the simplest speech into compelling oratory.
Encounter – Arcane
Minor Action – Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.

Blunder – Bard Attack 1
You fog your foe’s mind, causing it to stumble past your allies.
Encounter – Arcane, Charm, Implement
Standard Action – Ranged 5
Target: One creature
Attack: +6 vs. Will
Hit: 1d6 + 5 damage, and you slide the target 2 sqares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +4 power bonus to the attack roll.

Stirring Shout – Bard Attack – 1
Your shout of wrath stabs into your foe’s mind. Each time your allies hit that foe, they draw strength from it’s weakness.
Daily – Arcane, Healing, Implement, Psychic
Standard Action – Ranged 10
Target: One creature.
Attack: +6 vs. Will
Hit: 2d6 + 5 psychic damage
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains 4 hit points.

Inspire Competence – Bard Utility 2
Your magic channels the skills of ancient experts to help with the task at hand.
Encounter – Arcane
Minor Action – Close burst 5
Target: You and each ally in burst
Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.

Impelling Force – Bard Attack 3
A bolt of force shoves your foe next to one of your allies.
Encounter – Arcane, Force, Implement
Standard Action – Ranged 10
Target: One creature
Attack: +6 vs. Fortitude
Hit: 1d10 + 5 force damage, and you slide the target 5 squares to a space adjacent to one of your allies.

Bond of Pursuit – Avenger Attack 1
With your attack, you utter a promise to follow your enemy if it tries to escape
At-Will – Divine, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1[W]+Wis; if the target doesn’t end its turn adjacent to you, you can shift 1 + your Dex Mod squares but must end closer to the target than you were before shifting.

Overwhelming Strike – Avenger Attack 1
As you attack, you maneuver around your foe, forcing it to move with you.
At-Will – Divine, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1d10 + 4 damage. You shift 1 square and slide the target 1 square into the space you occupied.

Oath of Enmity – Avenger Feature
You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy.
Encounter (Special) – Divine
Minor Action – Close burst 10
Target: One enemy you can see in burst
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.

Channel Divinity: Abjure Undead – Avenger Feature
You send a brilliant ray of radiant power at an undead foe, compelling it to stagger toward you.
Encounter – Divine, Implement, Radiant
Standard Action – Close burst 5
Target: One undead creature in burst
Attack: +4 vs. Will
Hit: 3d10 + 3 radiant damage and you pull the target 4 squares. THe target is then immobilized until the end of your next turn.
Miss: Half damage, and you pull the target 1 square.

Channel Divinity: Divine Guidance – Avenger Feature
You lend your diety’s guidance to an ally’s attack against your foe.
Encounter – Divine
Immediate Interrupt – Close burst 10
Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target.
Target: The triggering ally.
Effect: The target makes a second attack roll and uses either result.

Furious Assault – Half-Orc Racial Power
Your momentuous strength forms inside you, giving strength to your attack.
Encounter
Free Action – Personal
Trigger: You hit an enemy.
Effect: The attack deals 1 [W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.

Whirlwind Charge – Avenger Attack 1
As you charge your foe, divine light surrounds you in a protective nimbus, then erupts at your foe.
Encounter – Divine, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 2d10 + 4 damage.
Special: When charging, you can use this power in place of a melee basic attack. If you charge, you gain a +4 bonus to AC against opportunity attacks you provoke while moving to the target.

Resonant Escape – Avenger Utility 2
A quick prayer as you dodge calls forth divine power, which carries you a short distance away.
Encounter – Divine, Teleportation
Immediate Reaction – Personal
Trigger:An enemy hits or misses you with a melee attack.
Effect: You teleport 3 squares.

Bond of RetributionAvenger
Radiant, Weapon
Attack: Wis vs AC
Hit: 1[W]+Wis; the first time an enemy other than the target hits or misses you before end of your next turn, the target takes [Int] radiant damage.

Radiant Vengeance – Avenger
Implement, Radiant
Range 10
Attack: Wis vs Ref
Hit: 1d8 + Wis radiant damage, and you gain temporary HP equal to your Wisdom modifier.

Sequestering Strike – Avenger Attack 3
Your attack slices into your foe and through the fabric of space, hurtling you and that foe a short distance away.
Encounter – Divine, Teleportation, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 2d10 + 4 damage, and you teleport the target 2 squares. You then teleport to a space adjacent to the target.

Aspect of Might – Avenger Attack 1
You strike a crippling blow against your foe and divine power bolsters you.
Daily – Divine, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 3d10 + 8 damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +5 power bonus to athletics checks, a +2 power bonus to speed, and a +2 power bonus to the damage rolls of melee attacks.

+1 Acidic Longspear – Level 4
A stream of acid lashes our from this melee weapon, hitting a target who might otherwise be out of reach.
Critical
Power (Encounter – Acid): Standard Action. Make a melee basic attack with the weapon against a target within 5 squares of you. All damage dealt by this basic attack is acid damage.
Power (Daily – Acid): Free Action. Use this power when you hit with the weapon. Deal ongoing 5 acid damage (save ends).

List of Avenger Powers:

Level 1 Encounter:
Angelic Alacrity
Avenging Echo
Shared Madness
Whirlwind Charge

Level 1 Daily
Aspect of Might
Oath of the Final Duel
Renewing Strike
Temple of Light

Level 2 Utility
Blessing of Vengenace
Distracting Flare
Refocus Enmity
Resonant Escape

Level 3 Encounter
Deflecting Thunder
Enmity’s Reach
Halo of Fire
Sequestering Strike

Level 5 Daily
Bond of Foresight
Daen Fire Sigil
Executioner’s Cloak
Oath of Consuming Light

Level 6 Utility
Aspect of Agility
Oath of Enduring Wrath
Oath of the Relentless Hunter
Wrath of the Divine

Level 7 Encounter
Avenging Winds
Blade Step
Inexorable Pursuit
Splinter the Formation

Level 9 Daily
Aspect of Speed
Enduring Strike
Oath of Pursuit
Temple of Shadow

Level 10 Utility
Avenger’s Readiness
Channel Endurance
Eye of Justice
River of Life

Level 13 Encounter
Cloud of Souls
Light of the Avenging Sun
Sequestering Word
Whirling Blades

Level 15 Daily
Aspect of Fury
Bond of the Sacred Duel
Oath of the Divine Lightning
Sigil of Carceri

Level 16 Utility
Astral Cloak
Bulwark of Defiance
Vengeful Revenant
Winds of the Astral Sea

Level 17 Encounter
Astral Fury
Ready the Final Blow
Spectral Charge
Warding Blade

Level 19 Daily
Aspect of Awe
Oath of the Inevitable Blade
Temple of Respite
Vengeful Recovery

Level 22 Utility
Ghostly Vengeance
Indomitable Resovle
Oath of the Final Strike
Twin Step

Level 23 Encounter
Avenger’s Shield
Bond of Justice
Phase Duel

Level 25 Daily
Aspect of Death
Bond of Destiny
Executioner’s Justice
Sigil of Damnation

Level 27 Encounter
Astral Charge
Death Stroke
Inevitable End
Scatter to the Astral Winds

Level 29 Daily
Aspect of Terror
Fiery Vengeance
Final Oath – a 9W attack that results in you and target both getting a +5 bonus to attack each other until the end of the encounter.
Temple of Resolution

(If someone can decipher the rest of these powers in a comment below, I’ll post them to this page)

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Combat Sprint – Barbarian utility 2
Having saved a bit of strength for just this moment, you burst across the battlefield
Encounter – Primal
Move Action – Personal
Effect: You move your speed +4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement.

Avalanche Strike – Barbarian Attack 1
You drop your guard and put all your strength into a devastating overhead swing.
Encounter – Primal, weapon
Standard Action – Melee weapon
Target: One creature
Attack: +10 vs AC
Hit: 3d10 + 10 damage.
Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.

Swift Charge – Barbarian Feature
As your foe falls, you rush toward your next victim.
Encounter – Primal
Free Action – Personal
Trigger: Your Attack reduces an enemy to 0 hit points
Effect: You charge an enemy.

Howling Strike – Barbarian Attack 1
With a blood-freezing scream you throw yourself into the fray.
At Will – Primal, Weapon
Standard Action – Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: +10 vs AC
Hit: 1d10 + 1d8 + 7 damage.
Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.

Blood Strike – Barbarian Attack 3
Blood calls to blood. Your pain and your enemy’s give strength to your assault.
Encounter – Primal, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +10 vs AC
Hit: 2d10 + 7 damage.
Effect: If you or the target is bloodied, the attack deals 1d10 extra damage.

Bloodhunt Rage – Barbarian Attack 1
Your rage surges up from the depths of your pain to bring pain
to the wounded.

Daily – Primal, Rage, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the bloodhunt. Until the end of the encounter, you gain a bonus to melee damage rolls equal to your
Constitution modifier if either you or your target is bloodied.

soccer power 1 acid orb
you hurle a globe of acid at a distant enemy
at will,acid,arcane,implement
standard action range 20
target:one creature
attack:+6 vs reflex
hit:1d10+7 acid damage
special:this power can be used as a ranged basic attack

do you have all the powers from the photos because im on my wii which shows me the photos on a tv screen and i can zoom i can see more then just the barbarian ones do you want me to write them out?

Acid Orb – Sorcerer Attack 1
You hurl a globe of acid at a distant enemy.

At-will – Acid, Arcane, Implement
Standard Action – Ranged 20
Target:
One Creature
Attack: +6 vs. Reflex
Hit: 1d10+7 Acid Damage.
Special: This power can be used as a ranged basic attack.

Chaos Bolt – Sorcerer Attack 1
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head.
At-Will – Arcane, Implement, Psychic
Standard Action – Ranged 10
Primary Target:
One creature
Primary Attack: +6 vs. Will
Hit: 1d10 + 7 psychich damage. If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power.
Secondary Attack: +6 vs. Will
Hit: 1d6 + 4 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.

+1 Battlecrazed Greatsword – Level 4
The weapon seeks blood where it can be found, whether among the enemy or from it’s wielder.
Critical: +1d6
Property: Property: While you are bloodied, you deal +1d6 damage when you hit with this weapon.
Power (Daily): Minor Action. Deal damage to yourself equal to half your level, ignoring any resistances. You are considered bloodied for all purposes (including beneficial effects, such as this weapons property) until the end of your next turn.

Dragonflame Mantle – Sorcerer Utility 2
You ward yourself with a mantle of flame.
Encounter – Arcane, Fire
Immediate Interrupt – Personal
Trigger: You are hit by an attack.
Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire damage.

Ice Dragon’s Teeth – Sorcerer Attack 3
Shards of ice like the teeth of a dragon explode among your foes, chilling and slowing them.
Encounter – Arcane, Cold, Implement
Standard Action – Area burst 1 within 10 squares
Target:Each creature in burst.
Attack: +6 vs. Reflex
Hit: 2d8+7 cold damage, and the target is slowed until the end of your next turn.

Chromatic Orb – Sorcerer Attack 1
An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact.

Daily – Arcane, Implement; Varies
Standard Action – Ranged 10
Target: One creature
Attack: +6 vs. Reflex
Hit: 3d10 + 7 damage. Roll a d6 to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is dazed (save ends).
2. Red: Fire damage, and each creature adjacent to the target takes 3 fire damage.
3. Green: Poison damage, and ongoing 5 poison damage (save ends).
4. Turquoise: Lightning damage, and you slide the target 3 squares.
5. Blue: Cold damage, and the target is immobilized (save ends).
6. Violet: Psychic damage, and the target takes a -2 penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack’s damage type and effect, as above.

+1 Tooth of Chaos – Level 4
This dagger seems to change shape in your hand, becoming precisely what you need to strike your enemy.
Weapon: Dagger
Critical: +1d8 damage
Power (Daily): Free Action. Trigger: You hit an enemy with a sorcerer attack power using this dagger. Effect: Whenever you hit that enemy with a sorcerer attack power before the end of the encounter, you can treat your attack roll as even or odd.

Grasping Shards – Invoker Attack 1
You hurl a crystalline sphere of magic at your foes. On impact, it splinters into hundreds of tiny, radiant blades, which slice into your enemies and slow their movement.
At-will – Divine, Implement, Radiant
Standard Action – Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +6 vs. Fortitude
Hit: 3 radiant damage, and the target is slowed until the end of your next turn.

Sun Strike – Invoker Attack 1
A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
At-Will – Divine, Implement, Radiant
Standard Action – Ranged 10
Target: One Creature
Attack: +6 vs. Reflex
Hit: 1d8 + 4 radiant damage, and you slide the target 1 square.
Special: You can use this power as a ranged basic attack.

Channel Divinity: Perserver’s Rebuke – Invoker Feature
You call upon the gods to punish the enemy that dares harm those entrusted to your care.
Encounter – Divine
Immediate Reaction – Personal
Trigger: An enemy within 10 squares of you hits your ally
Effect: Before the end of your next turn, you gain a +3 bonus to your next attack roll against the triggering enemy. Your ally gains 6 temporary hit points.

Channel Divinity: Rebuke Undead – Invoker Feature
Undead flee and then cower in your presence, their bodies seared by divine light.
Encounter – Divine, Implement, Radiant
Standard Action – Close blast 5
Target: Each undead creature in blast
Attack: +6 vs. Will
Hit: 3d10 + 4 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Miss: Half damage.

Blades of Astral Fire – Invoker Attack 1
Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
Encounter – Divine, Implement, Radiant
Standard Action – Area burst 1 within 10 squares
Target: Each enemy in burst.
Attack: +6 vs. Reflex
Hit: 1d6 + 4 radiant damage.
Effect: Each ally in the burst gains a +4 power bonus to AC until the end of your next turn.

Divine Call – Invoker Utility 2
You intone a word of power to rally your allies to your side.
Encounter – Divine
Minor Action – Ranged 10
Target: One or two allies
Effect: You pull each target 3 squares.

Offering of Justice – Invoker Attack 3
You call out to the gods, demanding retribution against a foe who dares to strike at you or your allies and mercy for a foe who refrains from attacking.
Encounter – Divine, Implement, Radiant
Standard Action – Ranged 10
Target: One creature
Effect: If the target attacks you or your allies before the end of it’s next turn, the target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack you or your allies before the end of it’s next turn, the target instead gains 5 temporary hit points at the end of that turn.

Angelic Echelon – Invoker Attack 1
Spectral angels swoop down to attack the foes around you and then linger briefly, threatening to inflict further damage.
Daily – Divine, Implement, Radiant
Standard Action – Close burst 3
Target: Each enemy in burst
Attack: +6 vs. Will
Hit: 1d6 + Wisdom modifier radiant damage. Whenever the target attacks before the end of your next turn, the target takes 5 radiant damage.
Miss: Half damage.

+1 Rod of Wrathful Dismissal – Level 4
This rod’s power lets you move a foe into a position where your allies can deal with it.
Critical: +1d6 damage
Power (Daily): Immediate Reaction. Trigger: An enemy hits you. Effect: You slide the triggering enemy 3 squares to a space that must be adjacent to one of your allies.

Misdirected Mark – Bard Attack 1
You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies
At-Will – Arcane, Implement
Standard Action – Ranged 10
Target: One creature
Attack: +6 vs. Reflex
Hit: 1d8 + 5 damage, and the target is marked by an ally within 5 squares of you until the end of your turn.

Vicious Mockery – Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
At-Will – Arcane, Charm, Implement, Psychic
Standard Action – Ranged 10
Target: One creature
Attack: +6 vs. Will
Hit: 1d6 + 5 psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

Fade Away – Gnome Racial Power
You turn invisible in response to harm.
Encounter – Illusion
Immediate Reaction – Personal
Trigger: You take damage.
Effect:You are invisible until you attack or until the end of your next turn.

Ghost Sound – Gnome Racial Power
*As Wizard Cantrip of same name*

Majestic Word – Bard Feature
You utter words laden with preternatural inspiration, restoring your ally’s stamina and making wounds seem insignificant.
Encounter (Special) – Arcane, Healing
Minor Action – Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain 4 additional hit points. You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.

Words of Friendship – Bard Feature
You infuse your words with arcane power, transforming even the simplest speech into compelling oratory.
Encounter – Arcane
Minor Action – Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.

Blunder – Bard Attack 1
You fog your foe’s mind, causing it to stumble past your allies.
Encounter – Arcane, Charm, Implement
Standard Action – Ranged 5
Target: One creature
Attack: +6 vs. Will
Hit: 1d6 + 5 damage, and you slide the target 2 sqares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +4 power bonus to the attack roll.

Stirring Shout – Bard Attack – 1
Your shout of wrath stabs into your foe’s mind. Each time your allies hit that foe, they draw strength from it’s weakness.
Daily – Arcane, Healing, Implement, Psychic
Standard Action – Ranged 10
Target: One creature.
Attack: +6 vs. Will
Hit: 2d6 + 5 psychic damage
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains 4 hit points.

Inspire Competence – Bard Utility 2
Your magic channels the skills of ancient experts to help with the task at hand.
Encounter – Arcane
Minor Action – Close burst 5
Target: You and each ally in burst
Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.

Impelling Force – Bard Attack 3
A bolt of force shoves your foe next to one of your allies.
Encounter – Arcane, Force, Implement
Standard Action – Ranged 10
Target: One creature
Attack: +6 vs. Fortitude
Hit: 1d10 + 5 force damage, and you slide the target 5 squares to a space adjacent to one of your allies.

Bond of Pursuit – Avenger Attack 1
With your attack, you utter a promise to follow your enemy if it tries to escape
At-Will – Divine, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1d10 + 4 damage. If the target doesn’t end it’s next turn adjacent to you, you can shift 4 squares as a free action, and you must end that shift closer to the target.

Overwhelming Strike – Avenger Attack 1
As you attack, you maneuver around your foe, forcing it to move with you.
At-Will – Divine, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1d10 + 4 damage. You shift 1 square and slide the target 1 square into the space you occupied.

Oath of Enmity – Avenger Feature
You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy.
Encounter (Special) – Divine
Minor Action – Close burst 10
Target: One enemy you can see in burst
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.

Channel Divinity: Abjure Undead – Avenger Feature
You send a brilliant ray of radiant power at an undead foe, compelling it to stagger toward you.
Encounter – Divine, Implement, Radiant
Standard Action – Close burst 5
Target: One undead creature in burst
Attack: +4 vs. Will
Hit: 3d10 + 3 radiant damage and you pull the target 4 squares. THe target is then immobilized until the end of your next turn.
Miss: Half damage, and you pull the target 1 square.

Channel Divinity: Divine Guidance – Avenger Feature
You lend your diety’s guidance to an ally’s attack against your foe.
Encounter – Divine
Immediate Interrupt – Close burst 10
Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target.
Target: The triggering ally.
Effect: The target makes a second attack roll and uses either result.

Furious Assault – Half-Orc Racial Power
Your momentuous strength forms inside you, giving strength to your attack.
Encounter
Free Action – Personal
Trigger: You hit an enemy.
Effect: The attack deals 1 [W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.

Whirlwind Charge – Avenger Attack 1
As you charge your foe, divine light surrounds you in a protective nimbus, then erupts at your foe.
Encounter – Divine, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 2d10 + 4 damage.
Special: When charging, you can use this power in place of a melee basic attack. If you charge, you gain a +4 bonus to AC against opportunity attacks you provoke while moving to the target.

Resonant Escape – Avenger Utility 2
A quick prayer as you dodge calls forth divine power, which carries you a short distance away.
Encounter – Divine, Teleportation
Immediate Reaction – Personal
Trigger:An enemy hits or misses you with a melee attack.
Effect: You teleport 3 squares.

Sequestering Strike – Avenger Attack 3
Your attack slices into your foe and through the fabric of space, hurtling you and that foe a short distance away.
Encounter – Divine, Teleportation, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 2d10 + 4 damage, and you teleport the target 2 squares. You then teleport to a space adjacent to the target.

Aspect of Might – Avenger Attack 1
You strike a crippling blow against your foe and divine power bolsters you.
Daily – Divine, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 3d10 + 8 damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +5 power bonus to athletics checks, a +2 power bonus to speed, and a +2 power bonus to the damage rolls of melee attacks.

+1 Acidic Longspear – Level 4
A stream of acid lashes our from this melee weapon, hitting a target who might otherwise be out of reach.
Critical
Power (Encounter – Acid): Standard Action. Make a melee basic attack with the weapon against a target within 5 squares of you. All damage dealt by this basic attack is acid damage.
Power (Daily – Acid): Free Action. Use this power when you hit with the weapon. Deal ongoing 5 acid damage (save ends).

And I can’t get the half of the shaman powers that are bent and I’m getting eye strain from trying to read the avenger powers. But there are the Sorcerer, Invoker, Bard, and Avenger powers for you. :) You’re welcome.

Call Spirit Companion – Shaman Feature
Your soul calls out to your spirit friend, which faithfully appears at your side.
At-will – Conjuration, Primal
Minor Action – Close Burst 20
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.

Spirit’s Fangs – Shaman Feature
When your enemy drops its guard, your spirit companion leaps on it, claws and fangs bared.
At-will – Implement, Primal, Spirit
Opportunity Action – Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom Modifier damage
Defending Strike – Shaman Attack 1
Your spirit companion strikes a foe, drawing energy from the enemy and turning that energy into a protective shield.
At-will – Implement, Primal, Spirit
Standard Action – Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom Modifier damage. Until the end of your next turn, you and your allies gain a +1 power bonus to AC while adjacent to your spirit companion.
Stalker’s Strike – Shaman Attack 1
As your spirit companion claws at your foe, the spirit is filled with primal fury, becoming a greater threat to your enemies.
At-will – Implement, Primal, Spirit
Standard Action – Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex. If the target is bloodied, you get a +1 bonus to the attack roll
Hit: 1d10 + Wisdom Modifier damage. Until the end of your next turn, your spirit companion can flank with you and your allies
Memory of a Thousand Lifetimes – Deva Racial Power
Dreamlike (?) memories of your previous lifetimes lend insight to aid you.
Encounter
No Action, Personal
Trigger: you make an attack roll, a saving throw, a skill check or an ability check and dislike the result
Effect: You add 1d6 to the triggering roll
Healing Spirit – Shaman Feature
You call to the spirits on behalf of a wounded ally, soothing wounds.
Encounter (Special) – Healing, Primal
Minor Action – Close Burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points
Special: You may use this power twicer per encounter, but only once per round. You may use it three times per encounter at 16th level.
Twin Panthers – Shaman Attack 1
Two panther spirits leap at your foes, and the panthers channel their predatory instincts through your spirit companion so that it menaces nearby enemies.
Encounter – Implement, Primal
Standard Action – Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Stalker Spirit: If the target is bloodied, you get a bonus to the attack roll equal to your intelligence modifier.
Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain combat advantage when making melee attacks against any enemy adjacent to your spirit companion.
Effect: Make the attack one more time against the same enemy or a different one
Bonds of the Clan – Shaman Utility 2
You take on a portion of your ally’s injury.
Encounter – Primal
Immediate Interrupt – Ranged 10
Trigger: An ally within 10 squares of you takes damage.
Target: The triggering ally
Effect: You and the target each take half of the damage.
Rimefire Spirit – Shaman Attack 3
A spirit of ice and flame freezes and burns your foe, and the spirit’s energies emanate from your spirit companion, making nearby enemies vulnerable to further attacks.
Encounter – Cold, Fire, Implement, Primal
Standard Action – Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier cold and fire damage. Until the end of your next turn, any enemy adjacent to your spirit companion gains vulnerable 5 cold and vulnerable 5 fire
Cleansing Wind of the North – Shaman Attack 1
You call on the spirits of the frigid north to bite into your enemies and to carry away your allies’ ills
Daily – Cold, Implement, Primal
Standard Action – Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier cold damage.
Miss: Half Damage
Effect: Each ally in the blast makes a saving throw with a +5 bonus
+1 Summer Growth Totem – Totem Level 3+
Summer brings growth, and the primal energy channelled through this item helps spawn vines that hinder your foes
Critical: +1d6 damage per plus, and the target is restrained until the end of your next turn
Power (Daily – Minor Action): Each square within 5 squares of you is difficult terrain for your enemies until the end of your next turn.