Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
TIEFLING Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Consecrated Ground Cleric Attack 5 With a wave of your hand, jagged lines of radiant light spread across the ground around you like a crackling web, moving at your whim. Enemies that stand upon this ground suffer the wrath of your deity. Daily ✦ Divine, Healing, Radiant, Zone Standard Action Close burst 1 Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Charisma modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your Charisma modifier. Sustain Minor: The zone persists.
Seal of Binding Cleric Attack 25 Faintly glowing symbols encircle your foe, trapping it. Daily ✦ Divine, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Will Hit: 3d10 + Wisdom modifier damage, and the target is stunned and can’t be affected by any attack other than this one until the end of your next turn. Sustain Standard: Each time you sustain the power, you and the target both take 2d10 + Wisdom modifier damage. The target remains stunned and protected against all other attacks. You can’t sustain this power if you are bloodied.
Invigorating Smite Paladin Attack 3 When you hit an enemy with your weapon, you and your allies suddenly feel invigorated by the divine power of your faith. Encounter ✦ Divine, Healing, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. Will Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier
Final Blow Shadow Assassin Attack 20 Your enemy is wounded. This shot will finish it off. Daily ✦ Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One bloodied creature Attack: Dexterity vs. Reflex Hit: 5[W] + Dexterity modifier damage, and you shift a number of squares equal to your Charisma modifier. You must end this movement adjacent to an enemy. Miss: Half damage, and no shift.
Climb Taking Damage: If you take damage while climbing, you must make a Climb check using the DC for the surface you’re climbing. If that damage makes you bloodied, increase the DC by 5. If you fail the check, you fall from your current height. If you try to catch hold when you fall, add the damage you take to the DC to catch yourself.
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