For me, my first DnD character was a human Duskblade. I loved the class and did some pretty cool stuff with him. Now, with 4e out, I decided to see what a 4e Duskblade would look like. And here's what I came up with. It's not an incomplete Duskblade or over-powered one. It's got powers for all types from Level 1-30, and Paragon paths for the class as well. I even made a Multiclass feat for the Duskblade, in case someone decided to multiclass into it.
Feel free to give this a critique, because I want to make this as balanced as possible while keeping it a fun class to play as. So, without further ado: the Duskblade.
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Duskblade
“Shrouded in shadows and unknowns… Just like old times.”
Role: Striker. Your powers lie with your versatility. You can wield a sword just as well as you hurl a spell. Enemies will be surprised at such a powerful - and unpredictable - foe.
Power Source: Martial and Arcane. Through intense training and arduous hours of studying and practice, you tap into the full potential of those few who can use both powers to their full potential.
Key abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, Leather, Hide, Chainmail; Light shield
Weapon Proficiencies: Martial Melee, Simple Ranged
Bonus to Defense: +1 to Fortitude and Will
Hit Points at 1st level: 13 + Constitution score.
Hit points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier.
Class Skills: You automatically gain training in Arcana and Athletics.
Trained Skills: From the class list below, choose 2 trained skills at 1st level:
History (Int), Religion (Int), Endurance (Con), Insight (Wis), Intimidate (Cha), Streetwise (Cha)
Build Options: Arcane Swordsman, Blade Wizard
Class Features: Arcane Infusion, Shadow Walk, Arcane Will
Creating a Duskblade:
One of the more difficult classes to create, due to the wide variety of powers available to the Duskblade. Plan ahead as to what will be your major stats, and choose skills that take advantage of these higher stats.
Arcane Swordsman:
You like to surprise your opponents with a little bit of magic thrown in with your swordmastery. Your Strength and Constitution are high to deal out physical damage and keep you protected, while your Charisma and Intelligence are close behind them to keep your spells as strong as they can be. When you feel the time is right, a quick jump away from the foe and a Duskblade's Fire Bolt will continue to deal damage while keeping you safe from harm.
Suggested Feat: Durable (Human Race Bonus: Weapon Focus - Longsword)
Suggested Skills: Athletics (Str), Arcane (Int), Endurance (Con)
Suggested At-Will Powers: Cutting Blow, Duskblade’s Fire Bolt (Human Race Bonus: Duskblade's Force Bolt)
Suggested Encounter Power: Burst of Weakness
Suggested Daily Power: Healing Strike
Blade Wizard:
Magic is your tool of destruction, and your stats show it. Your Intelligence and Charisma are high to maximize the damage from your spells. But if an enemy gets close to you, your quick training can keep you alive with a light blade hidden beneath your cloak, and your stats in Strength help fend off your foe while you attempt to make room to use a spell.
Suggested Feat: Ritual Casting (Human race bonus: Weapon Focus – Longsword)
Suggested Skills: Arcane (Int), Athletics (Str), Religion (Int), History (Int)
Suggested At-Will Powers: Duskblade’s Fire Bolt, Duskblade's Force Bolt (Human race bonus: Cutting Blow)
Suggested Encounter Power: Iced Lands
Suggested Daily Power: Duskblade's Acid Bolt
Duskblade Class Features:
Shadow Walk
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
Arcane Infusion
You gain the Arcane Infusion power.
Arcane Infusion
Using secret techniques known only to you, the blade is seeped in arcane power.
Encounter – Arcane, Conjuration, Infusion
Minor Action, Personal
Target: Self’s Weapon
Effect: Choose one Arcane spell and infuse the spell into your weapon. The spell only activates once it hits something, and dissipates after the damage has been dealt. The damage from the spell is separate from the damage dealt by the blade. The spell damage dealt is at half-damage.
Other: This can only be used 2/encounter. At 11th level, this goes to 3/encounter. At 21st level, this goes to 4/encounter.
Arcane Will
Your knowledge of the Arcane is not based solely on your intellect. Just by your sheer force of will you can use the mystic arts. For all spells that you learn, you must decide whether they are based upon your Intelligence or your Charisma. The choice is final and cannot be changed.
Duskblade Powers:
Level 1 At-Will Powers:
Duskblade’s Fire Bolt
A silent murmur of words and a ball of fire shoots out from your out-stretched hand and screams across the air, burning your opponent to ashes.
At-Will * Arcane, Fire, Conjuration
Standard Action Ranged 10
Target: One enemy.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d8 + 4 fire damage.
Increase to 2d8 + 4 fire damage at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Cutting Blow
You hit one enemy, then cleave into another.
At-Will * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Duskblade's Force Bolt
You launch a silvery bolt of force at an enemy.
At-Will * Arcane, Force, Implement
Standard Action, Ranged 20
Target: One creature.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d4 + 4 force damage.
Increase to 4d4 + 4 force damage at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Level 1 Encounter Powers:
Burst of Weakness
You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy’s flesh, carrying away its strength.
Encounter * Arcane, Implement, Necrotic
Standard Action, Ranged 10
Target: One creature
Attack: Intelligence or Charisma vs. Fortitude.
Hit: 1d10 + Intelligence or Charisma modifier necrotic damage, and the target is weakened until the end of your next turn.
Iced Lands
With frosty breath, you utter a single arcane word that creates a treacherous path of ice on the ground, hampering your foes.
Encounter * Arcane, Cold, Implement
Standard Action, Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d6 + Intelligence or Charisma modifier ice damage, and the target is knocked prone.
Effect: The power's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
Sweep and Slash
You spin beneath your enemy's guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Level 1 Daily Powers:
Healing Strike
A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.
Daily * Healing, Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage, and you can spend a healing surge.
Harsh Blows
You strike your enemy hard and hound him with skilled parries and stern reprisals.
Daily * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.
Flaming Sphere
You conjure a rolling ball of fire and control where it goes.
Daily * Arcane, Conjuration, Fire, Implement
Standard Action, Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d6 + Intelligence or Charisma modifier fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the sphere takes 1d4 + Intelligence or Charisma fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
Duskblade's Acid Bolt
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
Daily * Acid, Arcane, Implement
Standard Action, Ranged 20
Primary Target: One creature.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d8 + Intelligence or Charisma modifier acid damage, and an ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target.
Secondary Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d8 + Intelligence or Charisma modifier acid damage, and an ongoing 5 acid damage (save ends).
Miss: Half damage, and an ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Level 2 Utility Powers:
Arcane Shield
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Encounter * Arcane, Force
Immediate Interrupt, Personal
Trigger: You are hit by an attack.
Effect: You gain a +4 bonus to AC and Reflex defense until the end of your next turn.
Featherly Descent
You or a creature you choose falls gently, like a feather.
Daily * Arcane
Free Action, Ranged 10
Trigger: You or one creature in range falls.
Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Unstoppable
You let your adrenaline surge carry you through the battle.
Daily * Healing, Martial, Stance
Minor Action, Personal
Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.
Boundless Endurance
You shake off the worst of your wounds.
Daily * Healing, Martial, Stance
Minor Action, Personal
Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied.
Level 3 Encounter Powers:
Shocking Sphere
You hurl an orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.
Encounter * Arcane, Implement, Lightning
Standard Action, Ranged 10
Targets: Each creature in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d6 + Intelligence or Charisma modifier lightning damage.
Blinding Spray
A brilliant blast of blinding, flashing lights sprays from your outstretched hand, knocking nearby enemies senseless.
Encounter * Arcane, Implement, Radiant
Standard Action, Close blast 5
Target: Each creature in blast.
Attack: Intelligence or Charisma vs. Will.
Hit: 1d6 + Intelligence or Charisma modifier radiant damage, and the target is dazed until the end of your next turn.
Crushing Blow
You wind up and deliver a devastating blow with your weapon.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, a hammer or a mace you gain a bonus to the damage roll equal to your Constitution modifier.
Rain of Blows
You become a blur of motion, raining a series of blows upon your opponent.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC, two attacks.
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding a light blade, a spear, or a flail and have Dexterity 15 or higher, make a secondary attack.
Secondary Target: The same or a different target.
Secondary Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage.
Level 5 Daily Powers:
Duskblade's Icy Grasp
You conjure an icy, floating replica of your hand, sending it to freeze your foes.
Daily * Arcane, Cold, Conjuration, Implement
Standard Action, Ranged 20
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.
Target: One creature adjacent to the hand.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d8 + Intelligence or Charisma modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Sustain Minor: A creature that is grabbed by the hand takes 1d8 + Intelligence or Charisma modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
Fireball
A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.
Daily * Arcane, Fire, Implement
Standard Action, Area burst 3 within 20 squares
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 3d6 + Intelligence or Charisma fire damage.
Miss: Half damage.
Dizzying Blow
You crack your foe upside the head.
Daily * Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).
Rain of Steel
You constantly swing your weapon about, slashing and cutting into nearby enemies.
Daily * Martial, Stance, Weapon
Minor Action, Personal
Effect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.
Level 6 Utility Powers:
Invisibility
A creature you choose vanishes from sight.
Daily * Arcane, Illusion
Standard Action, Ranged 5
Target: You or one creature.
Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible.
Sustain Standard: If the target is within range, you can sustain the effect.
Disguise Self
With a snap of your fingers, you suddenly look like someone else.
Daily * Arcane, Illusion
Minor Action, Personal
Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar size and build, including a specific individual you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire dungeon.
Anyone who attempts to see through your ruse makes an Insight check against your Bluff check, and you gain a +5 power bonus to your check.
Dispel Magic
You unleash a ray of cracking arcane energy that destroys a magical effect created by an opponent.
Daily * Arcane
Standard Action, Ranged 10
Target: One conjuration or zone
Attack: Intelligence or Charisma vs. the Will defense of the creator of the conjuration or the zone.
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
Unbreakable
You steel yourself against a brutal attack.
Encounter * Martial
Immediate Reaction, Personal
Trigger: You are hit by an attack.
Effect: Reduce the damage from the attack by 5 + your Constitution modifier.
Defensive Training
With a soldier’s discipline, you fend off attacks that would overcome a lesser person.
Daily * Martial, Stance
Minor Action, Personal
Effect: Gain a +2 power bonus to your Fortitude, Reflex, or Will defense.
Level 7 Encounter Powers:
Fire Burst
A fiery red bead streaks from your finger to the spot you indicate, where it bursts into a great ball of magical flame.
Encounter * Arcane, Fire, Implement
Standard Action, Area burst 2 within 20 squares
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 3d6 + Intelligence or Charisma fire damage.
Lightning Bolt
From your outstretched hand erupt brilliant strokes of blue-white lightning.
Encounter * Arcane, Implement, Lightning
Standard Action, Ranged 10
Primary Target: One creature.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d6 + Intelligence or Charisma modifier lightning damage.
Secondary Targets: Two targets within 10 squares of the primary target.
Secondary Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d6 + Intelligence or Charisma modifier lightning damage.
Winter's Wrath
You raise your hand, and an icy blizzard rains down mercilessly upon an area you designate.
Encounter * Arcane, Cold, Implement
Standard Action, Area burst 2 within 10 squares
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Fortitude.
Hit: 2d8 + Intelligence or Charisma modifier cold damage.
Effect: A blizzard erupts in the designated area and continues until the end of your next turn. It grants concealment, and any creature that starts its turn in the storm takes cold damage equal to your Intelligence or Charisma modifier. You can end this effect as a minor action.
Iron Bulwark
You use your weapon or shield to parry one blow after another, denying your foes the satisfaction of getting in a solid hit against you.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage.
Effect: You gain a +1 power bonus to AC (or a +2 bonus if you’re using a shield) until the end of your next turn.
Level 9 Daily Powers:
Mordenkainen's Sword
You invoke a sword of cackling golden force that slashes and stabs furiously at the creature you indicate.
Daily * Arcane, Conjuration, Force, Implement
Standard Action, Ranged 10
Effect: You conjure a sword of force in an unoccupied square within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until the end of your next turn.
Target: One creature adjacent to the sword.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d10 + Intelligence or Charisma modifier force damage.
Sustain Minor: When you sustain the sword, it attacks again.
Thicket of Blades
You sting and hinder nearby foes with a savage flurry of strikes aimed at their legs.
Daily * Martial, Reliable, Weapon
Standard Action, Close Burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC.
Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).
Victorious Surge
You strike true, and your enemy’s howl of pain is like music to your ears, making you forget about your own wounds.
Daily * Healing, Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge.
Shift the Battlefield
With supreme skill and great resolve, you beat your enemies back.
Daily * Martial, Weapon
Standard Action, Close Burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage, and you slide the target one square.
Miss: Half damage.
Level 10 Utility Powers:
Resistance
You make yourself or another creature in range resistant to a particular kind of damage.
Daily * Arcane
Minor Action, Ranged 10
Target: You or one creature.
Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence or Charisma modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Arcane Gate
You open a dimensional rift connecting two nearby locations.
Daily* Arcane, Teleportation
Minor Action, Ranged 20
Target: Two unoccupied squares.
Effect: You create a dimensional rift between the two target squares that last until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature.
Sustain Minor: The rift persists.
Last Ditch Evasion
Thanks to a combination of skill and luck, you narrowly avoid an attack but leave yourself perilously exposed.
Daily * Martial
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: You take no damage from the attack that just hit you. However, you are stunned and take a -2 penalty to all defenses until the end of your next turn.
Hit: 1[W] + Strength modifier damage.
Into the Fray
You unleash a fierce battle cry as you leap boldly into the fray.
Encounter * Martial
Minor Action, Personal
Effect: You can move 3 squares, so long as you end your move adjacent to an enemy.
Level 13 Encounter Powers:
Prismatic Burst
You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light.
Encounter * Arcane, Implement, Radiant
Standard Action, Area burst 2 within 20 squares
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Will.
Hit: 3d6 + Intelligence or Charisma modifier radiant damage.
Thunderlance
A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies.
Encounter * Arcane, Implement, Thunder
Standard Action, Close burst 5
Primary Target: Each creature in blast.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 4d6 + Intelligence or Charisma modifier thunder damage, and you push the target 4 squares.
Silverstep
You trip your enemies, knocking them back. As they recover, you shift to a more advantageous position.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Targets: One or two creatures
Attack: Strength vs. AC, one attack per target.
Hit: 2[W] + Strength modifier damage, and you push the target 1 square.
Weapon: If you’re wielding a spear or a polearm, you push the target a number of squares equal to your Dexterity modifier.
Effect: You shift 1 square.
Weapon: If you’re wielding a spear or a polearm, you push the target a number of squares equal to your Dexterity modifier.
Giant's Wake
You lay about with heavy, sweeping blows, hewing your enemies left and right.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Primary Target:
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage. Make a secondary attack.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Secondary Target: Each enemy adjacent to the primary target and within your melee reach.
Secondary Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Level 15 Daily Powers:
Prismatic Beams
Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.
Daily * Arcane, Fire, Implement, Poison
Standard Action, Ranged 10
Target: Each enemy in burst.
Attack: Intelligence or Charisma vs. Fortitude, Reflex, Will.
Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2d6 + Intelligence or Charisma modifier poison damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2d6 + Intelligence or Charisma modifier fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends).
Special: You must make only one attack per target, but compare that attack against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Blast of Cold
You create a tremendous blast of supernatural cold, freezing your enemies.
Daily * Arcane, Cold, Implement
Standard Action, Close burst 5
Target: Each enemy in blast.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 6d6 + Intelligence or Charisma modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Dragon's Fangs
You strike twice in rapid succession.
Daily * Martial, Weapon
Standard Action, Melee Weapon
Targets: One or two creatures.
Attack: Strength vs. AC, two attacks against one target or one attack against each target.
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Duskblade’s Shadow
Create an illusionary version of yourself centered around an orb of force, set to explode if a creature hits the illusion.
Daily * Arcane, Force, Conjuration
Standard Action, Ranged 20
Effect: Create a shadowy version of yourself centered around an orb of force in an unoccupied square. If a creature hits the illusion dissipates and instead hits the force orb, dealing 2d8 + Intelligence or Charisma modifier damage and knocks the creature prone.
Sustain Minor: You can move the illusion – and the force orb inside of it – the same number of squares you can move.
Unyielding Avalanche
You twirl your weapon about and test the defenses of nearby foes while expertly parrying their blows.
Daily * Healing, Martial, Stance, Weapon
Minor Action, Personal
Effect: You gain regeneration equal to your Constitution modifier, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to you takes 1[W] damage and is slowed until the end of its turn, as long as you are able to make opportunity attacks.
Level 16 Utility Powers:
Fly
You leap into the air and don’t look back.
Daily * Arcane
Standard Action, Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power for 5 minutes or until the end of the encounter. If you don’t sustain it, you float to the ground without taking falling damage.
Iron Warrior
Like a tankard of bad ale, you don’t go down easy.
Daily * Healing, Martial
Minor Action, Personal
Effect: You spend a healing surge, regain additional hit points equal to 2d6 + your Constitution modifier, and make a saving throw against one effect that a save can end.
Surprise Step
You dog your enemy’s footsteps, refusing to yield.
Encounter * Martial
Immediate Reaction, Personal
Trigger: An adjacent enemy moves away from you.
Effect: Shift into the square that the enemy vacated. You have combat advantage against that enemy until the end of your next turn.
Interposing Shield
Using your weapon or shield, you block an attack made against a close ally.
Encounter * Martial
Immediate Interrupt Melee 1
Trigger: An adjacent ally is hit by an attack.
Effect: The ally gains a +2 power bonus to AC and Reflex defense against the triggering attack. If you are using a shield, increase the bonus to +4.
Level 17 Encounter Powers:
Force Bolt Volley
Silvery missiles spring from your fingertips and streak across the battlefield, striking your enemies with staggering force.
Encounter * Arcane, Force, Implement
Standard Action, Ranged 20
Targets: One, two, or three creatures.
Attack: Intelligence or Charisma vs. Reflex, one attack per target.
Special: If you target only one creature with this spell, you gain a +4 power bonus to the attack roll.
Hit: 3d6 + Intelligence or Charisma modifier force damage, and the target is dazed until the end of your next turn.
Combustion
You cause several creatures to spontaneously burst into flames.
Encounter * Arcane, Fire, Implement
Standard Action, Area Burst 2 with 20 squares
Target: Each creature in the burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 5d6 + Intelligence or Charisma modifier fire damage.
Vorpal Tornado
You become a whirling cyclone of death, spinning your weapon about as you strike one for after another, pushing them back and knocking them down.
Encounter * Martial, Weapon
Standard Action, Close Burst 1
Target: Each enemy in burst you can see.
Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage. You push the target 1 square, and is knocked prone.
Harrying Assault
You frustrate your enemy, landing a calculated blow and then moving away before he can retaliate.
At-Will * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage.
Effect: After the attack, you can move a number of squares equal to your Dexterity modifier and make a basic melee attack after you move.
Level 19 Daily Powers:
Acid Wave
A wave of acid dissolves anything that stands before you.
Daily * Acid, Arcane, Implement
Standard Action, Close blast 5
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 5d6 + Intelligence or Charisma modifier acid damage, and ongoing 10 acid damage (save ends).
Miss: Half damage, and ongoing 5 acid damage (save ends).
Disintegration
You fire a green beam from your hand. Whatever the green beam touches disappears in a puff of gray smoke.
Daily * Arcane, Implement
Standard Action, Ranged 10
Target: One creature or object.
Attack: Intelligence or Charisma vs. Reflex.
Special: You don’t need to make an attack roll to hit an unattended object with this power.
Hit: 5d10 + Intelligence or Charisma modifier damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends).
Miss: 3d10 + Intelligence or Charisma modifier damage, and ongoing 5 damage (save ends).
Reaving Strike
You swing your weapon around in a terrific arc, hitting with such force that your foe stumbles backward.
Daily * Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 5[W] + Strength modifier damage, and you push the target 1 square.
Devastation's Wake
You thrash your foes with a devastating array of strikes, and then unleash your fury a second time against anyone left standing.
Daily * Martial, Weapon
Standard Action, Close Burst 1
Primary Target: Each enemy in burst you can see.
Attack: Strength vs. AC.
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the start of your next turn, adjacent enemies next to you are subject to a secondary attack.
Secondary Target: Any enemy that moves adjacent to you or starts its turn adjacent to you.
Secondary Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage.
Level 22 Utility Powers:
Time Stop
Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to normal time.
Daily * Arcane
Minor Action, Personal
Effect: You gain two extra standard actions, which you can’t use to attack other creatures.
Act of Desperation
The sight of one of your friends dying propels you into sudden action.
Daily * Martial
Minor Action, Personal
Requirement: An ally within 10 squares is dying.
Effect: You gain an action point that you must spend during your current turn.
No Surrender
You refuse to go down, turning a death blow into one last chance for victory.
Daily * Healing, Martial
Immediate Reaction, Personal
Trigger: Your hit points drop to 0 or lower.
Effect: You regain enough hit points to bring you to one-half your maximum hit points. However, you take a -2 penalty to attack rolls until the end of the encounter.
Level 23 Encounter Powers:
Lightning Web
From your fingers leaps a tremendous stroke of blinding purple-white lightning that springs from one creature to another.
Encounter * Arcane, Implement, Lightning
Standard Action, Ranged 20
Primary Target: One creature.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 4d6 + Intelligence or Charisma modifier lightning damage.
Secondary Targets: Two creatures within 5 squares of the primary target.
Secondary Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d6 + Intelligence or Charisma modifier lightning damage.
Tertiary Targets: All other enemies within 20 squares of you.
Tertiary Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d6 + Intelligence or Charisma modifier lightning damage.
Fangs of Steel
You lunge forward and draw blood from one enemy, then spin around and strike another foe with deadly ferocity.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Primary Target: One creature.
Attack: Strength vs. AC.
Hit: 3[W] + Strength modifier damage. Make a secondary attack.
Weapon: If you’re wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier.
Secondary Target: One creature adjacent to the primary target and within your melee reach.
Secondary Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier.
Hack 'n' Slash
You swing y our sword weapon in deadly arcs, mercilessly hacking and slashing at your foe’s armor until finally you break through.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 4[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Level 25 Daily Powers:
Elemental Maw
You call up a spinning vortex of elemental energy that inexorably draws everything around it toward seeming destruction.
Daily * Arcane, Implement, Teleportation; Acid, Cold, Fire, Lightning or Thunder
Standard Action, Area burst 4 within 20 squares
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 6d6 + Intelligence or Charisma modifier damage of a type chosen from the following list: Acid, cold, fire, lightning, or thunder. In addition, the target is pulled 2 squares toward’s the maw’s origin square.
Miss: Half damage, and no pull.
Effect: This attack’s origin square becomes a vortex of energy. The burst creates an area of difficult terrain. The effect remains until the end of your next turn. Any creature that is pulled into the vortex takes 3d6 + Intelligence or Charisma modifier damage of a type chosen from the following list: acid, cold, fire, lightning, or thunder. In addition, you teleport that creature to a square within 20 squares of you. The creature arrives at the square prone and dazed until the start of your next turn.
Prismatic Spray
A dazzling spray of multicolored lights spring forth from your hands, enveloping your enemies.
Daily * Arcane, Fear, Fire, Implement, Poison
Standard Action, Close burst 5
Target: Each enemy in burst.
Attack: Intelligence or Charisma vs. Fortitude, Reflex, Will.
Hit (Fortitude): If the attack hits the target’s Fortitude defense, take 3d6 + Intelligence or Charisma modifier fire damage, and ongoing 15 fire damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, take 3d6 + Intelligence or Charisma modifier fire damage, and ongoing 15 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target is stunned (save ends).
Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many if its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Supremacy of Steel
Your weapon blurs as you attack your foe a dozen times in the blink of an eye. You have an answer for every parry and every counterattack. Under your incredible assault, your enemy can do little more than defend itself.
Daily * Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 6[W] + Strength modifier damage, and until the end of your next turn the only attacks the target can make are basic attacks.
Reign of Terror
After smashing your weapon into a foe with amazing force, you cast your baleful glare upon the enemies that still stand before you.
Daily * Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 6[W] + Strength modifier damage, and all of your enemies are you can see are marked until the end of your next turn.
Level 27 Encounter Powers:
Black Fire
A blast of cracking black fire erupts from your hand, charring the flesh and burning the souls of your foes.
Encounter * Arcane, Fire, Implement, Necrotic
Standard Action, Close burst 5
Target: Each enemy in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 6d6 + Intelligence or Charisma modifier fire and necrotic damage.
Adamantine Strike
You weapon breaks through shields and armor like they’re made of parchment.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. Reflex.
Hit: 4[W] + Strength modifier damage, and the target takes a -2 penalty to AC until the end of your next turn.
Diamond Shield Defense
Your shield becomes your staunchest ally.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be using a shield.
Target: One creature.
Attack: Strength vs. AC.
Hit: 4[W] + Strength modifier damage, and you take half damage from the target’s attacks until the end of your next turn.
Effect: You gain a +2 power bonus to AC until the end of your next turn.
Level 29 Daily Powers:
Meteor Swarm
Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire and scorching the ground.
Daily * Arcane, Fire, Implement
Standard Action, Area burst 5 within 20 squares
Target: Each creature in burst
Attack: Intelligence or Charisma vs. Reflex.
Hit: 8d6 + Intelligence or Charisma modifier fire damage.
Miss: Half damage.
Storm of Destruction
You knock aside your enemies’ weapons, creating holes in their defenses that enable you to strike deadly blows against two of them at once.
Daily * Martial, Weapon
Standard Action, Ranged 10
Targets: One or two creatures.
Attack: Strength vs. AC, one attack per target.
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Force the Battle
With the slightest flick of your weapon and minimal movement, you control the battle and turn your enemies’ thoughts from conquest to survival.
Daily * Martial, Stance, Weapon
Minor Action, Personal
Effect: You deal an extra 1[W] damage with your at-will and encounter fighter powers. If the enemy starts its turn adjacent to you, you can use an at-will fighter power against it as a free action at the start of its turn, as long as your are able to make opportunity attacks.
Duskblade’s Army
The ultimate power for a Duskblade: the creation of an armada of clones that look like you.
Daily * Arcane, Force, Illusion
Standard Action, Ranged 20
Effect: Create three shadowy versions of yourself centered around an orb of force in an unoccupied square within range. If a creature hits the illusion, the illusion dissipates and instead hits the force orb, dealing 3d8 + Intelligence or Charisma modifier damage and knocks the creature prone.
Sustain Minor: You can move any number of the illusions – and the force orb inside of them – the same number of squares you can move.
Paragon Paths:
Arcane Blade
"My blade is as strong as my spells, and they increase in power when used together!"
Prerequisite: Duskblade class
Your training in the mystic arts has rewarded you with a more efficient way to infuse magic into your weapon with a spell, allowing you to deal both physical and arcane damage with a single strike. Now when you say that the strength of your blade is a shock, you aren't talking about it figuratively, you mean it!
Arcane Blade Path Features:
Greater Arcane Infusion (11th Level): By taking a standard action, you may infuse your weapon with one spell you know. When the blade is then used in battle, a hit will cause both the damage from the weapon and damage equal to the arcana of the infused spell. Once the blade makes contact and the spell is used, the spell no longer resides in the weapon, and a new one may be cast upon the blade, again, at the cost of a standard action.
Skillful Recovery (11th Level): Once per day, by spending an action point to gain another action, you can look at your spell list and re-use an encounter or daily spell or power. Make an Intelligence check. The result indicates what type of power you gain back or any power lower on the list of choices, if you so choose.
1-10: Encounter utility power.
11-17: Encounter attack power.
18-24: Daily utility power.
25 or higher: Daily attack power.
Umbral Blade (16th Level): By spending a standard action you may temporarily turn the blade into pure arcane magic. This blade grants you combat advantage and +2 attack roll until the end of your next turn.
Arcane Blade Powers:
Magical Blow (Level 11 Encounter)
You mentally assault the foe with the power of your mind, dealing two blows to him.
Encounter * Arcane, Force, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Intelligence or Charisma vs. Will.
Hit: 2d8 + 4 force damage, and the target is stunned until your next turn.
Miss: Half damage and the target is stunned until its next turn.
Arcane Armor (Level 12 Utility)
Unconsciously, magical energy swarms around you, protecting you from a lethal blow.
Encounter – Arcane, Force, Implement
Immediate Interrupt
Target: Self
Effect: If you would fall to 0 or negative HP, a magical force blocks the attack and sends the opponent into a prone position. Can only be used once per encounter or every 5 minutes, whichever occurs first.
Arcanic Circle (Level 20 Daily)
With one thunderous burst, a wave of energy emanates from you, injuring all who stand in its path of destruction.
Daily – Arcane, Force
Standard Action Radius 5 squares
Target: All within the radius
Attack: Intelligence or Charisma vs. Reflex.
Damage: 2d10 + 5 force damage and knocks all – except the caster – within the radius prone until next turn.
Dusk Mage
"You can't hit what you can't see!"
Prerequisite: Duskblade class
Your knowledge of the arcane arts has given you the gift of invisibility. But not just any type of invisibility. This allows you to attack while invisible, giving you concealment advantage against your foes. Even when you are not using your spells, it appears as though the darkness wraps around you, attempting to hide you amongst its shadows.
Dusk Mage Path Features:
Invisible Blow (11th Level): When you spend an action point to gain an action, you become invisible until the end of your next turn.
Aid of the Dark (11th Level): If you are concealed, when you make your Attack of Opportunity, add an additional 1d6 damage after the end of your damage roll.
Embrace of the Shadows (16th Level): By giving up an action point, you gain a +3 power bonus to all defenses, and enemies 3 squares or further away cannot see you. This does not work against people who have Darkvision. This lasts for 5 minutes. This power can only be used twice a day.
Dusk Mage Powers:
Shadow Blade (Level 11 Encounter)
The shadow’s assist you in battle with a deadly blade of pure black energy.
Encounter – Arcane, Conjuration, Force, Implement
Standard Action Ranged 15
Target: One creature adjacent to the sword
Effect: Summon a sword of dark energy, which will attack any foe next to it. A move action can allow you to move the sword next to another foe. The sword lasts until the end of the encounter or for 5 minutes, whichever occurs first.
Attack: Based upon the Arcane Will class feature.
Hit: 2d10 + 5 force damage.
Sustain Minor: When you sustain the sword, it attacks again.
Shadow Bind (Level 12 Daily)
The shadows swarm around the foe, grabbing his legs and feet.
Daily – Arcane, Force, Implement
Standard Action Ranged 10
Effect: If you are fighting a foe while under low-light or darkness you may entrap the foe on that square, preventing him from moving.
Hit: 1d8 + 2 force damage.
Sustain Minor: The foe is entrapped by the dark, preventing him from moving.
Darkness Switch (Level 20 Daily)
You slightly shift places in battle as a foe hits you, dealing damage to him instead of him dealing damage to you.
Daily – Arcane, Transportation, Force, Implement
Immediate Action, Personal
Effect: If a foe attacks you while under low-light or darkness, immediately teleport behind the foe, taking no damage. The foe hits a wall of force magic, dealing 1d10 force damage to it, knocking it prone. If your turn occurs before his, you may make an attack of opportunity on him.
Initiate of the Twilight
[Multiclass Duskblade]
Prerequisite: Str 13, Int or Cha 13
Benefit: You gain training in Athletics, Religion, or Arcane.
In addition, you can use the Duskblade’s Arcane Infusion power one per day.
Feel free to give this a critique, because I want to make this as balanced as possible while keeping it a fun class to play as. So, without further ado: the Duskblade.
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Duskblade
“Shrouded in shadows and unknowns… Just like old times.”
Role: Striker. Your powers lie with your versatility. You can wield a sword just as well as you hurl a spell. Enemies will be surprised at such a powerful - and unpredictable - foe.
Power Source: Martial and Arcane. Through intense training and arduous hours of studying and practice, you tap into the full potential of those few who can use both powers to their full potential.
Key abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, Leather, Hide, Chainmail; Light shield
Weapon Proficiencies: Martial Melee, Simple Ranged
Bonus to Defense: +1 to Fortitude and Will
Hit Points at 1st level: 13 + Constitution score.
Hit points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier.
Class Skills: You automatically gain training in Arcana and Athletics.
Trained Skills: From the class list below, choose 2 trained skills at 1st level:
History (Int), Religion (Int), Endurance (Con), Insight (Wis), Intimidate (Cha), Streetwise (Cha)
Build Options: Arcane Swordsman, Blade Wizard
Class Features: Arcane Infusion, Shadow Walk, Arcane Will
Creating a Duskblade:
One of the more difficult classes to create, due to the wide variety of powers available to the Duskblade. Plan ahead as to what will be your major stats, and choose skills that take advantage of these higher stats.
Arcane Swordsman:
You like to surprise your opponents with a little bit of magic thrown in with your swordmastery. Your Strength and Constitution are high to deal out physical damage and keep you protected, while your Charisma and Intelligence are close behind them to keep your spells as strong as they can be. When you feel the time is right, a quick jump away from the foe and a Duskblade's Fire Bolt will continue to deal damage while keeping you safe from harm.
Suggested Feat: Durable (Human Race Bonus: Weapon Focus - Longsword)
Suggested Skills: Athletics (Str), Arcane (Int), Endurance (Con)
Suggested At-Will Powers: Cutting Blow, Duskblade’s Fire Bolt (Human Race Bonus: Duskblade's Force Bolt)
Suggested Encounter Power: Burst of Weakness
Suggested Daily Power: Healing Strike
Blade Wizard:
Magic is your tool of destruction, and your stats show it. Your Intelligence and Charisma are high to maximize the damage from your spells. But if an enemy gets close to you, your quick training can keep you alive with a light blade hidden beneath your cloak, and your stats in Strength help fend off your foe while you attempt to make room to use a spell.
Suggested Feat: Ritual Casting (Human race bonus: Weapon Focus – Longsword)
Suggested Skills: Arcane (Int), Athletics (Str), Religion (Int), History (Int)
Suggested At-Will Powers: Duskblade’s Fire Bolt, Duskblade's Force Bolt (Human race bonus: Cutting Blow)
Suggested Encounter Power: Iced Lands
Suggested Daily Power: Duskblade's Acid Bolt
Duskblade Class Features:
Shadow Walk
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
Arcane Infusion
You gain the Arcane Infusion power.
Arcane Infusion
Using secret techniques known only to you, the blade is seeped in arcane power.
Encounter – Arcane, Conjuration, Infusion
Minor Action, Personal
Target: Self’s Weapon
Effect: Choose one Arcane spell and infuse the spell into your weapon. The spell only activates once it hits something, and dissipates after the damage has been dealt. The damage from the spell is separate from the damage dealt by the blade. The spell damage dealt is at half-damage.
Other: This can only be used 2/encounter. At 11th level, this goes to 3/encounter. At 21st level, this goes to 4/encounter.
Arcane Will
Your knowledge of the Arcane is not based solely on your intellect. Just by your sheer force of will you can use the mystic arts. For all spells that you learn, you must decide whether they are based upon your Intelligence or your Charisma. The choice is final and cannot be changed.
Duskblade Powers:
Level 1 At-Will Powers:
Duskblade’s Fire Bolt
A silent murmur of words and a ball of fire shoots out from your out-stretched hand and screams across the air, burning your opponent to ashes.
At-Will * Arcane, Fire, Conjuration
Standard Action Ranged 10
Target: One enemy.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d8 + 4 fire damage.
Increase to 2d8 + 4 fire damage at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Cutting Blow
You hit one enemy, then cleave into another.
At-Will * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Duskblade's Force Bolt
You launch a silvery bolt of force at an enemy.
At-Will * Arcane, Force, Implement
Standard Action, Ranged 20
Target: One creature.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d4 + 4 force damage.
Increase to 4d4 + 4 force damage at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Level 1 Encounter Powers:
Burst of Weakness
You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy’s flesh, carrying away its strength.
Encounter * Arcane, Implement, Necrotic
Standard Action, Ranged 10
Target: One creature
Attack: Intelligence or Charisma vs. Fortitude.
Hit: 1d10 + Intelligence or Charisma modifier necrotic damage, and the target is weakened until the end of your next turn.
Iced Lands
With frosty breath, you utter a single arcane word that creates a treacherous path of ice on the ground, hampering your foes.
Encounter * Arcane, Cold, Implement
Standard Action, Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d6 + Intelligence or Charisma modifier ice damage, and the target is knocked prone.
Effect: The power's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
Sweep and Slash
You spin beneath your enemy's guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Level 1 Daily Powers:
Healing Strike
A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.
Daily * Healing, Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage, and you can spend a healing surge.
Harsh Blows
You strike your enemy hard and hound him with skilled parries and stern reprisals.
Daily * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.
Flaming Sphere
You conjure a rolling ball of fire and control where it goes.
Daily * Arcane, Conjuration, Fire, Implement
Standard Action, Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d6 + Intelligence or Charisma modifier fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the sphere takes 1d4 + Intelligence or Charisma fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
Duskblade's Acid Bolt
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
Daily * Acid, Arcane, Implement
Standard Action, Ranged 20
Primary Target: One creature.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d8 + Intelligence or Charisma modifier acid damage, and an ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target.
Secondary Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d8 + Intelligence or Charisma modifier acid damage, and an ongoing 5 acid damage (save ends).
Miss: Half damage, and an ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Level 2 Utility Powers:
Arcane Shield
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Encounter * Arcane, Force
Immediate Interrupt, Personal
Trigger: You are hit by an attack.
Effect: You gain a +4 bonus to AC and Reflex defense until the end of your next turn.
Featherly Descent
You or a creature you choose falls gently, like a feather.
Daily * Arcane
Free Action, Ranged 10
Trigger: You or one creature in range falls.
Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Unstoppable
You let your adrenaline surge carry you through the battle.
Daily * Healing, Martial, Stance
Minor Action, Personal
Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.
Boundless Endurance
You shake off the worst of your wounds.
Daily * Healing, Martial, Stance
Minor Action, Personal
Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied.
Level 3 Encounter Powers:
Shocking Sphere
You hurl an orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.
Encounter * Arcane, Implement, Lightning
Standard Action, Ranged 10
Targets: Each creature in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d6 + Intelligence or Charisma modifier lightning damage.
Blinding Spray
A brilliant blast of blinding, flashing lights sprays from your outstretched hand, knocking nearby enemies senseless.
Encounter * Arcane, Implement, Radiant
Standard Action, Close blast 5
Target: Each creature in blast.
Attack: Intelligence or Charisma vs. Will.
Hit: 1d6 + Intelligence or Charisma modifier radiant damage, and the target is dazed until the end of your next turn.
Crushing Blow
You wind up and deliver a devastating blow with your weapon.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, a hammer or a mace you gain a bonus to the damage roll equal to your Constitution modifier.
Rain of Blows
You become a blur of motion, raining a series of blows upon your opponent.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC, two attacks.
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding a light blade, a spear, or a flail and have Dexterity 15 or higher, make a secondary attack.
Secondary Target: The same or a different target.
Secondary Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage.
Level 5 Daily Powers:
Duskblade's Icy Grasp
You conjure an icy, floating replica of your hand, sending it to freeze your foes.
Daily * Arcane, Cold, Conjuration, Implement
Standard Action, Ranged 20
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.
Target: One creature adjacent to the hand.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d8 + Intelligence or Charisma modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Sustain Minor: A creature that is grabbed by the hand takes 1d8 + Intelligence or Charisma modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
Fireball
A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.
Daily * Arcane, Fire, Implement
Standard Action, Area burst 3 within 20 squares
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 3d6 + Intelligence or Charisma fire damage.
Miss: Half damage.
Dizzying Blow
You crack your foe upside the head.
Daily * Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).
Rain of Steel
You constantly swing your weapon about, slashing and cutting into nearby enemies.
Daily * Martial, Stance, Weapon
Minor Action, Personal
Effect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.
Level 6 Utility Powers:
Invisibility
A creature you choose vanishes from sight.
Daily * Arcane, Illusion
Standard Action, Ranged 5
Target: You or one creature.
Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible.
Sustain Standard: If the target is within range, you can sustain the effect.
Disguise Self
With a snap of your fingers, you suddenly look like someone else.
Daily * Arcane, Illusion
Minor Action, Personal
Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar size and build, including a specific individual you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire dungeon.
Anyone who attempts to see through your ruse makes an Insight check against your Bluff check, and you gain a +5 power bonus to your check.
Dispel Magic
You unleash a ray of cracking arcane energy that destroys a magical effect created by an opponent.
Daily * Arcane
Standard Action, Ranged 10
Target: One conjuration or zone
Attack: Intelligence or Charisma vs. the Will defense of the creator of the conjuration or the zone.
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
Unbreakable
You steel yourself against a brutal attack.
Encounter * Martial
Immediate Reaction, Personal
Trigger: You are hit by an attack.
Effect: Reduce the damage from the attack by 5 + your Constitution modifier.
Defensive Training
With a soldier’s discipline, you fend off attacks that would overcome a lesser person.
Daily * Martial, Stance
Minor Action, Personal
Effect: Gain a +2 power bonus to your Fortitude, Reflex, or Will defense.
Level 7 Encounter Powers:
Fire Burst
A fiery red bead streaks from your finger to the spot you indicate, where it bursts into a great ball of magical flame.
Encounter * Arcane, Fire, Implement
Standard Action, Area burst 2 within 20 squares
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 3d6 + Intelligence or Charisma fire damage.
Lightning Bolt
From your outstretched hand erupt brilliant strokes of blue-white lightning.
Encounter * Arcane, Implement, Lightning
Standard Action, Ranged 10
Primary Target: One creature.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d6 + Intelligence or Charisma modifier lightning damage.
Secondary Targets: Two targets within 10 squares of the primary target.
Secondary Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d6 + Intelligence or Charisma modifier lightning damage.
Winter's Wrath
You raise your hand, and an icy blizzard rains down mercilessly upon an area you designate.
Encounter * Arcane, Cold, Implement
Standard Action, Area burst 2 within 10 squares
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Fortitude.
Hit: 2d8 + Intelligence or Charisma modifier cold damage.
Effect: A blizzard erupts in the designated area and continues until the end of your next turn. It grants concealment, and any creature that starts its turn in the storm takes cold damage equal to your Intelligence or Charisma modifier. You can end this effect as a minor action.
Iron Bulwark
You use your weapon or shield to parry one blow after another, denying your foes the satisfaction of getting in a solid hit against you.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage.
Effect: You gain a +1 power bonus to AC (or a +2 bonus if you’re using a shield) until the end of your next turn.
Level 9 Daily Powers:
Mordenkainen's Sword
You invoke a sword of cackling golden force that slashes and stabs furiously at the creature you indicate.
Daily * Arcane, Conjuration, Force, Implement
Standard Action, Ranged 10
Effect: You conjure a sword of force in an unoccupied square within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until the end of your next turn.
Target: One creature adjacent to the sword.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d10 + Intelligence or Charisma modifier force damage.
Sustain Minor: When you sustain the sword, it attacks again.
Thicket of Blades
You sting and hinder nearby foes with a savage flurry of strikes aimed at their legs.
Daily * Martial, Reliable, Weapon
Standard Action, Close Burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC.
Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).
Victorious Surge
You strike true, and your enemy’s howl of pain is like music to your ears, making you forget about your own wounds.
Daily * Healing, Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge.
Shift the Battlefield
With supreme skill and great resolve, you beat your enemies back.
Daily * Martial, Weapon
Standard Action, Close Burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage, and you slide the target one square.
Miss: Half damage.
Level 10 Utility Powers:
Resistance
You make yourself or another creature in range resistant to a particular kind of damage.
Daily * Arcane
Minor Action, Ranged 10
Target: You or one creature.
Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence or Charisma modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Arcane Gate
You open a dimensional rift connecting two nearby locations.
Daily* Arcane, Teleportation
Minor Action, Ranged 20
Target: Two unoccupied squares.
Effect: You create a dimensional rift between the two target squares that last until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature.
Sustain Minor: The rift persists.
Last Ditch Evasion
Thanks to a combination of skill and luck, you narrowly avoid an attack but leave yourself perilously exposed.
Daily * Martial
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: You take no damage from the attack that just hit you. However, you are stunned and take a -2 penalty to all defenses until the end of your next turn.
Hit: 1[W] + Strength modifier damage.
Into the Fray
You unleash a fierce battle cry as you leap boldly into the fray.
Encounter * Martial
Minor Action, Personal
Effect: You can move 3 squares, so long as you end your move adjacent to an enemy.
Level 13 Encounter Powers:
Prismatic Burst
You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light.
Encounter * Arcane, Implement, Radiant
Standard Action, Area burst 2 within 20 squares
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Will.
Hit: 3d6 + Intelligence or Charisma modifier radiant damage.
Thunderlance
A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies.
Encounter * Arcane, Implement, Thunder
Standard Action, Close burst 5
Primary Target: Each creature in blast.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 4d6 + Intelligence or Charisma modifier thunder damage, and you push the target 4 squares.
Silverstep
You trip your enemies, knocking them back. As they recover, you shift to a more advantageous position.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Targets: One or two creatures
Attack: Strength vs. AC, one attack per target.
Hit: 2[W] + Strength modifier damage, and you push the target 1 square.
Weapon: If you’re wielding a spear or a polearm, you push the target a number of squares equal to your Dexterity modifier.
Effect: You shift 1 square.
Weapon: If you’re wielding a spear or a polearm, you push the target a number of squares equal to your Dexterity modifier.
Giant's Wake
You lay about with heavy, sweeping blows, hewing your enemies left and right.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Primary Target:
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage. Make a secondary attack.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Secondary Target: Each enemy adjacent to the primary target and within your melee reach.
Secondary Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Level 15 Daily Powers:
Prismatic Beams
Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.
Daily * Arcane, Fire, Implement, Poison
Standard Action, Ranged 10
Target: Each enemy in burst.
Attack: Intelligence or Charisma vs. Fortitude, Reflex, Will.
Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2d6 + Intelligence or Charisma modifier poison damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2d6 + Intelligence or Charisma modifier fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends).
Special: You must make only one attack per target, but compare that attack against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Blast of Cold
You create a tremendous blast of supernatural cold, freezing your enemies.
Daily * Arcane, Cold, Implement
Standard Action, Close burst 5
Target: Each enemy in blast.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 6d6 + Intelligence or Charisma modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Dragon's Fangs
You strike twice in rapid succession.
Daily * Martial, Weapon
Standard Action, Melee Weapon
Targets: One or two creatures.
Attack: Strength vs. AC, two attacks against one target or one attack against each target.
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Duskblade’s Shadow
Create an illusionary version of yourself centered around an orb of force, set to explode if a creature hits the illusion.
Daily * Arcane, Force, Conjuration
Standard Action, Ranged 20
Effect: Create a shadowy version of yourself centered around an orb of force in an unoccupied square. If a creature hits the illusion dissipates and instead hits the force orb, dealing 2d8 + Intelligence or Charisma modifier damage and knocks the creature prone.
Sustain Minor: You can move the illusion – and the force orb inside of it – the same number of squares you can move.
Unyielding Avalanche
You twirl your weapon about and test the defenses of nearby foes while expertly parrying their blows.
Daily * Healing, Martial, Stance, Weapon
Minor Action, Personal
Effect: You gain regeneration equal to your Constitution modifier, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to you takes 1[W] damage and is slowed until the end of its turn, as long as you are able to make opportunity attacks.
Level 16 Utility Powers:
Fly
You leap into the air and don’t look back.
Daily * Arcane
Standard Action, Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power for 5 minutes or until the end of the encounter. If you don’t sustain it, you float to the ground without taking falling damage.
Iron Warrior
Like a tankard of bad ale, you don’t go down easy.
Daily * Healing, Martial
Minor Action, Personal
Effect: You spend a healing surge, regain additional hit points equal to 2d6 + your Constitution modifier, and make a saving throw against one effect that a save can end.
Surprise Step
You dog your enemy’s footsteps, refusing to yield.
Encounter * Martial
Immediate Reaction, Personal
Trigger: An adjacent enemy moves away from you.
Effect: Shift into the square that the enemy vacated. You have combat advantage against that enemy until the end of your next turn.
Interposing Shield
Using your weapon or shield, you block an attack made against a close ally.
Encounter * Martial
Immediate Interrupt Melee 1
Trigger: An adjacent ally is hit by an attack.
Effect: The ally gains a +2 power bonus to AC and Reflex defense against the triggering attack. If you are using a shield, increase the bonus to +4.
Level 17 Encounter Powers:
Force Bolt Volley
Silvery missiles spring from your fingertips and streak across the battlefield, striking your enemies with staggering force.
Encounter * Arcane, Force, Implement
Standard Action, Ranged 20
Targets: One, two, or three creatures.
Attack: Intelligence or Charisma vs. Reflex, one attack per target.
Special: If you target only one creature with this spell, you gain a +4 power bonus to the attack roll.
Hit: 3d6 + Intelligence or Charisma modifier force damage, and the target is dazed until the end of your next turn.
Combustion
You cause several creatures to spontaneously burst into flames.
Encounter * Arcane, Fire, Implement
Standard Action, Area Burst 2 with 20 squares
Target: Each creature in the burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 5d6 + Intelligence or Charisma modifier fire damage.
Vorpal Tornado
You become a whirling cyclone of death, spinning your weapon about as you strike one for after another, pushing them back and knocking them down.
Encounter * Martial, Weapon
Standard Action, Close Burst 1
Target: Each enemy in burst you can see.
Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage. You push the target 1 square, and is knocked prone.
Harrying Assault
You frustrate your enemy, landing a calculated blow and then moving away before he can retaliate.
At-Will * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage.
Effect: After the attack, you can move a number of squares equal to your Dexterity modifier and make a basic melee attack after you move.
Level 19 Daily Powers:
Acid Wave
A wave of acid dissolves anything that stands before you.
Daily * Acid, Arcane, Implement
Standard Action, Close blast 5
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 5d6 + Intelligence or Charisma modifier acid damage, and ongoing 10 acid damage (save ends).
Miss: Half damage, and ongoing 5 acid damage (save ends).
Disintegration
You fire a green beam from your hand. Whatever the green beam touches disappears in a puff of gray smoke.
Daily * Arcane, Implement
Standard Action, Ranged 10
Target: One creature or object.
Attack: Intelligence or Charisma vs. Reflex.
Special: You don’t need to make an attack roll to hit an unattended object with this power.
Hit: 5d10 + Intelligence or Charisma modifier damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends).
Miss: 3d10 + Intelligence or Charisma modifier damage, and ongoing 5 damage (save ends).
Reaving Strike
You swing your weapon around in a terrific arc, hitting with such force that your foe stumbles backward.
Daily * Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 5[W] + Strength modifier damage, and you push the target 1 square.
Devastation's Wake
You thrash your foes with a devastating array of strikes, and then unleash your fury a second time against anyone left standing.
Daily * Martial, Weapon
Standard Action, Close Burst 1
Primary Target: Each enemy in burst you can see.
Attack: Strength vs. AC.
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the start of your next turn, adjacent enemies next to you are subject to a secondary attack.
Secondary Target: Any enemy that moves adjacent to you or starts its turn adjacent to you.
Secondary Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage.
Level 22 Utility Powers:
Time Stop
Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to normal time.
Daily * Arcane
Minor Action, Personal
Effect: You gain two extra standard actions, which you can’t use to attack other creatures.
Act of Desperation
The sight of one of your friends dying propels you into sudden action.
Daily * Martial
Minor Action, Personal
Requirement: An ally within 10 squares is dying.
Effect: You gain an action point that you must spend during your current turn.
No Surrender
You refuse to go down, turning a death blow into one last chance for victory.
Daily * Healing, Martial
Immediate Reaction, Personal
Trigger: Your hit points drop to 0 or lower.
Effect: You regain enough hit points to bring you to one-half your maximum hit points. However, you take a -2 penalty to attack rolls until the end of the encounter.
Level 23 Encounter Powers:
Lightning Web
From your fingers leaps a tremendous stroke of blinding purple-white lightning that springs from one creature to another.
Encounter * Arcane, Implement, Lightning
Standard Action, Ranged 20
Primary Target: One creature.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 4d6 + Intelligence or Charisma modifier lightning damage.
Secondary Targets: Two creatures within 5 squares of the primary target.
Secondary Attack: Intelligence or Charisma vs. Reflex.
Hit: 2d6 + Intelligence or Charisma modifier lightning damage.
Tertiary Targets: All other enemies within 20 squares of you.
Tertiary Attack: Intelligence or Charisma vs. Reflex.
Hit: 1d6 + Intelligence or Charisma modifier lightning damage.
Fangs of Steel
You lunge forward and draw blood from one enemy, then spin around and strike another foe with deadly ferocity.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Primary Target: One creature.
Attack: Strength vs. AC.
Hit: 3[W] + Strength modifier damage. Make a secondary attack.
Weapon: If you’re wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier.
Secondary Target: One creature adjacent to the primary target and within your melee reach.
Secondary Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier.
Hack 'n' Slash
You swing y our sword weapon in deadly arcs, mercilessly hacking and slashing at your foe’s armor until finally you break through.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 4[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Level 25 Daily Powers:
Elemental Maw
You call up a spinning vortex of elemental energy that inexorably draws everything around it toward seeming destruction.
Daily * Arcane, Implement, Teleportation; Acid, Cold, Fire, Lightning or Thunder
Standard Action, Area burst 4 within 20 squares
Target: Each creature in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 6d6 + Intelligence or Charisma modifier damage of a type chosen from the following list: Acid, cold, fire, lightning, or thunder. In addition, the target is pulled 2 squares toward’s the maw’s origin square.
Miss: Half damage, and no pull.
Effect: This attack’s origin square becomes a vortex of energy. The burst creates an area of difficult terrain. The effect remains until the end of your next turn. Any creature that is pulled into the vortex takes 3d6 + Intelligence or Charisma modifier damage of a type chosen from the following list: acid, cold, fire, lightning, or thunder. In addition, you teleport that creature to a square within 20 squares of you. The creature arrives at the square prone and dazed until the start of your next turn.
Prismatic Spray
A dazzling spray of multicolored lights spring forth from your hands, enveloping your enemies.
Daily * Arcane, Fear, Fire, Implement, Poison
Standard Action, Close burst 5
Target: Each enemy in burst.
Attack: Intelligence or Charisma vs. Fortitude, Reflex, Will.
Hit (Fortitude): If the attack hits the target’s Fortitude defense, take 3d6 + Intelligence or Charisma modifier fire damage, and ongoing 15 fire damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, take 3d6 + Intelligence or Charisma modifier fire damage, and ongoing 15 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target is stunned (save ends).
Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many if its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Supremacy of Steel
Your weapon blurs as you attack your foe a dozen times in the blink of an eye. You have an answer for every parry and every counterattack. Under your incredible assault, your enemy can do little more than defend itself.
Daily * Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 6[W] + Strength modifier damage, and until the end of your next turn the only attacks the target can make are basic attacks.
Reign of Terror
After smashing your weapon into a foe with amazing force, you cast your baleful glare upon the enemies that still stand before you.
Daily * Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 6[W] + Strength modifier damage, and all of your enemies are you can see are marked until the end of your next turn.
Level 27 Encounter Powers:
Black Fire
A blast of cracking black fire erupts from your hand, charring the flesh and burning the souls of your foes.
Encounter * Arcane, Fire, Implement, Necrotic
Standard Action, Close burst 5
Target: Each enemy in burst.
Attack: Intelligence or Charisma vs. Reflex.
Hit: 6d6 + Intelligence or Charisma modifier fire and necrotic damage.
Adamantine Strike
You weapon breaks through shields and armor like they’re made of parchment.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Target: One creature.
Attack: Strength vs. Reflex.
Hit: 4[W] + Strength modifier damage, and the target takes a -2 penalty to AC until the end of your next turn.
Diamond Shield Defense
Your shield becomes your staunchest ally.
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be using a shield.
Target: One creature.
Attack: Strength vs. AC.
Hit: 4[W] + Strength modifier damage, and you take half damage from the target’s attacks until the end of your next turn.
Effect: You gain a +2 power bonus to AC until the end of your next turn.
Level 29 Daily Powers:
Meteor Swarm
Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire and scorching the ground.
Daily * Arcane, Fire, Implement
Standard Action, Area burst 5 within 20 squares
Target: Each creature in burst
Attack: Intelligence or Charisma vs. Reflex.
Hit: 8d6 + Intelligence or Charisma modifier fire damage.
Miss: Half damage.
Storm of Destruction
You knock aside your enemies’ weapons, creating holes in their defenses that enable you to strike deadly blows against two of them at once.
Daily * Martial, Weapon
Standard Action, Ranged 10
Targets: One or two creatures.
Attack: Strength vs. AC, one attack per target.
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Force the Battle
With the slightest flick of your weapon and minimal movement, you control the battle and turn your enemies’ thoughts from conquest to survival.
Daily * Martial, Stance, Weapon
Minor Action, Personal
Effect: You deal an extra 1[W] damage with your at-will and encounter fighter powers. If the enemy starts its turn adjacent to you, you can use an at-will fighter power against it as a free action at the start of its turn, as long as your are able to make opportunity attacks.
Duskblade’s Army
The ultimate power for a Duskblade: the creation of an armada of clones that look like you.
Daily * Arcane, Force, Illusion
Standard Action, Ranged 20
Effect: Create three shadowy versions of yourself centered around an orb of force in an unoccupied square within range. If a creature hits the illusion, the illusion dissipates and instead hits the force orb, dealing 3d8 + Intelligence or Charisma modifier damage and knocks the creature prone.
Sustain Minor: You can move any number of the illusions – and the force orb inside of them – the same number of squares you can move.
Paragon Paths:
Arcane Blade
"My blade is as strong as my spells, and they increase in power when used together!"
Prerequisite: Duskblade class
Your training in the mystic arts has rewarded you with a more efficient way to infuse magic into your weapon with a spell, allowing you to deal both physical and arcane damage with a single strike. Now when you say that the strength of your blade is a shock, you aren't talking about it figuratively, you mean it!
Arcane Blade Path Features:
Greater Arcane Infusion (11th Level): By taking a standard action, you may infuse your weapon with one spell you know. When the blade is then used in battle, a hit will cause both the damage from the weapon and damage equal to the arcana of the infused spell. Once the blade makes contact and the spell is used, the spell no longer resides in the weapon, and a new one may be cast upon the blade, again, at the cost of a standard action.
Skillful Recovery (11th Level): Once per day, by spending an action point to gain another action, you can look at your spell list and re-use an encounter or daily spell or power. Make an Intelligence check. The result indicates what type of power you gain back or any power lower on the list of choices, if you so choose.
1-10: Encounter utility power.
11-17: Encounter attack power.
18-24: Daily utility power.
25 or higher: Daily attack power.
Umbral Blade (16th Level): By spending a standard action you may temporarily turn the blade into pure arcane magic. This blade grants you combat advantage and +2 attack roll until the end of your next turn.
Arcane Blade Powers:
Magical Blow (Level 11 Encounter)
You mentally assault the foe with the power of your mind, dealing two blows to him.
Encounter * Arcane, Force, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Intelligence or Charisma vs. Will.
Hit: 2d8 + 4 force damage, and the target is stunned until your next turn.
Miss: Half damage and the target is stunned until its next turn.
Arcane Armor (Level 12 Utility)
Unconsciously, magical energy swarms around you, protecting you from a lethal blow.
Encounter – Arcane, Force, Implement
Immediate Interrupt
Target: Self
Effect: If you would fall to 0 or negative HP, a magical force blocks the attack and sends the opponent into a prone position. Can only be used once per encounter or every 5 minutes, whichever occurs first.
Arcanic Circle (Level 20 Daily)
With one thunderous burst, a wave of energy emanates from you, injuring all who stand in its path of destruction.
Daily – Arcane, Force
Standard Action Radius 5 squares
Target: All within the radius
Attack: Intelligence or Charisma vs. Reflex.
Damage: 2d10 + 5 force damage and knocks all – except the caster – within the radius prone until next turn.
Dusk Mage
"You can't hit what you can't see!"
Prerequisite: Duskblade class
Your knowledge of the arcane arts has given you the gift of invisibility. But not just any type of invisibility. This allows you to attack while invisible, giving you concealment advantage against your foes. Even when you are not using your spells, it appears as though the darkness wraps around you, attempting to hide you amongst its shadows.
Dusk Mage Path Features:
Invisible Blow (11th Level): When you spend an action point to gain an action, you become invisible until the end of your next turn.
Aid of the Dark (11th Level): If you are concealed, when you make your Attack of Opportunity, add an additional 1d6 damage after the end of your damage roll.
Embrace of the Shadows (16th Level): By giving up an action point, you gain a +3 power bonus to all defenses, and enemies 3 squares or further away cannot see you. This does not work against people who have Darkvision. This lasts for 5 minutes. This power can only be used twice a day.
Dusk Mage Powers:
Shadow Blade (Level 11 Encounter)
The shadow’s assist you in battle with a deadly blade of pure black energy.
Encounter – Arcane, Conjuration, Force, Implement
Standard Action Ranged 15
Target: One creature adjacent to the sword
Effect: Summon a sword of dark energy, which will attack any foe next to it. A move action can allow you to move the sword next to another foe. The sword lasts until the end of the encounter or for 5 minutes, whichever occurs first.
Attack: Based upon the Arcane Will class feature.
Hit: 2d10 + 5 force damage.
Sustain Minor: When you sustain the sword, it attacks again.
Shadow Bind (Level 12 Daily)
The shadows swarm around the foe, grabbing his legs and feet.
Daily – Arcane, Force, Implement
Standard Action Ranged 10
Effect: If you are fighting a foe while under low-light or darkness you may entrap the foe on that square, preventing him from moving.
Hit: 1d8 + 2 force damage.
Sustain Minor: The foe is entrapped by the dark, preventing him from moving.
Darkness Switch (Level 20 Daily)
You slightly shift places in battle as a foe hits you, dealing damage to him instead of him dealing damage to you.
Daily – Arcane, Transportation, Force, Implement
Immediate Action, Personal
Effect: If a foe attacks you while under low-light or darkness, immediately teleport behind the foe, taking no damage. The foe hits a wall of force magic, dealing 1d10 force damage to it, knocking it prone. If your turn occurs before his, you may make an attack of opportunity on him.
Initiate of the Twilight
[Multiclass Duskblade]
Prerequisite: Str 13, Int or Cha 13
Benefit: You gain training in Athletics, Religion, or Arcane.
In addition, you can use the Duskblade’s Arcane Infusion power one per day.
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