Powers
Powers you can use anytime
- LEGENDARY QUARTERSTAFF STRIKE – You can target any one thing next to you. Roll 1d20 + 19 against the enemy’s AC. If it hits, it deals 1d8 + 11 martial damage to the target. On a critical hit, it deals an additional 6d6 damage.
- LANCE OF FAITH – You can target any one thing up to 5 squares away. Roll 1d20 + 18 against enemy’s Reflex. If it hits, it deals 1d8 + 12 radiant damage to your target, and one of your allies that you can see gets +2 bonus to hit against that target.
- SACRED FLAME – You can target any one thing up to 5 squares away. Roll 1d20 +18 against enemy’s Reflex. If it hits, it deals 1d6 + 12 radiant damage to your target, and one ally that you can see chooses either to gain 16 hit points, or make a saving throw.
Powers you can use once per bsttle
- [Attack] DIVINE GLOW – You can choose as many targets as possible within a range of 3 squares from where you are. For each target, Roll 1d20 + 18 against its Reflex. If it hits, it deals 1d8 + 12 radiant damage to your target. Regardless of whether or not it hits, allies get a +2 bonus to all attack rolls until the end of your next turn.
- [Attack] DAUNTING LIGHT – You can target any one thing up to 10 squares away. Roll 1d20 + 18 against its Reflex. If it hits, you deal 2d10 + 12 radiant damage to your target, and one ally you can see gains combat advantage against that target until the end of your next turn.
- [Attack] BREAK THE SPIRIT – You can target any one thing up to 10 squares away. Roll 1d20 + 18 against its Will. If it hits, it deals 2d8 + 12 radiant damage to your target, and the target gets a -3 penalty to attack rolls against anyone until the end of your next turn.
- [Attack] MANTLE OF GLORY – Targets all enemies within 5 squares of you. Roll 1d20 + 18 against each target’s Will. If it hits, it deals 2d10 + 12 radiant damage against the target. Regardless if whether or not it hits, each ally within 5 squares of you can spend a healing surge.
- [Effect] ELVEN ACCURACY – If you miss an attack, you can choose to use Elven Accuracy to re-roll the attack, and add 2 to your total roll.
- [Effect] AGILE OPPORTUNIST – If an enemy is forced to move past a square next to you, you may make an opportunity attack against it.
- [Heal] HEALING WORD – You can use this two times every battle, but no more than once per turn. Choose yourself or one ally within 10 squares of you. Your target spends a healing surge and gains an extra 3d6 hit points in addition.
Powers you can use once per day
- [Attack] CASCADE OF LIGHT – You can target any one thing up to 10 squares away. Roll 1d20 + 18 against its will. If you hit, you deal 3d8 + 12 radiant damage to your target, and the target will take an extra 5 damage from your hits (save ends). If it misses, roll for damage and divide the total damage dealt by 2.
- [Attack] MANIFESTATION OF WRATH – (close burst 1) Each target takes 10+ Wisdom modifier radaiant damage, and you gain that number of temporary hit points. Roll 1d20 + 18 Until the end of the encounter, you gain a +2 power bonus to attack rolls.
- [Attack] DIVINE PUNISHMENT* – You can target any one thing next to you. Roll 1d20 + 18 against its AC. If it hits, it deals 3d8 + 36 martial damage to target, and you add 5 damage for every bloodied ally within 5 squares of you.
- [Attack] THUNDEREROUS WORD – (close burst 5) Each target takes 3d6+ Wisdom modifier thunder damage, and can push the target a number of squares equal to 3+ your Chartsma modifier. Roll 1d20 + 18 All allies in the burst can shift 1 square.
Miscellaneous Powers
- [Heal] CURE LIGHT WOUNDS – Choose a target next to you. That target regains hit points as if it had spent a healing surge.
- [Heal] CURE SERIOUS WOUNDS – Choose a target next to you. That target regains hit points as if it had spent two healing surges.
- [Heal] MASS CURE LIGHT WOUNDS – You and all allies within 5 squares of you gain hit points as if they had spent a healing surge. Add 3 hit points to the total.
- [Heal] CURE CRITICAL WOUNDS – Choose a target next to you. That target regains hit ponit as if it has spent three healing surges.
- [Effect] GOOD OMENS – You and all allies within 10 squares of you gain +5 to all d20 rolls until the end of your next turn, but those targets cannot score critical hits while this power is in effect.
Item Powers (once per day)
- [Effect] STRIKEBACK GLOVES – If an enemy attack hits you, that enemy takes 1d6 points of damage from you.
- [Effect] FIREBURST BOOTS – You can choose to teleport away up to 10 squares. When you do, all targets up to 3 squares away from you take 2d6 fire damage.
- [Effect] ZEPHYR BOOTS – Gain a fly speed equal to your speed while wearing light armor or no armor
- [Effect] TIMELESS LOCKET – You can choose to take an extra action (attack, move or minor) during your turn.