BATTLERAGER VIGOR
Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).
When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.
BEAST MASTERY
You gain a beast companion, chosen from one of these categories: bear, boar, cat, lizard, raptor, serpent, spider, or wolf. These categories do not describe specific animals, but rather groups of similarly themed creatures in the D&D world. You decide the creature’s relevant details— its species, physical details, and so forth—making sure they are appropriate for its category and the campaign.
For example, if your character hails from a swampy region, your lizard companion might be a crocodile. The lizard companion of a ranger from a different region might be a giant monitor lizard or a drake. A beast companion’s species doesn’t affect its game statistics, which are based on its category and level.
You and your beast companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your beast companion by issuing it commands.
Beast Mastery also alters your Hunter’s Quarry class feature. When you use Hunter’s Quarry, your quarry can be either the enemy nearest to you that you can see or the enemy nearest to your beast companion that you can see. You or your beast companion can deal the extra damage from Hunter’s Quarry, but only one of you can deal this extra damage per round.
Your beast companion is considered a creature and an ally and can be affected by powers. A cleric can heal it with healing word, a warlord can give it a melee basic attack with commander’s strike, and so forth. You and your beast companion are treated as separate creatures.
You can have only one beast companion at a time. You can dismiss your beast companion at any time, but gaining a new one isn’t a simple task.The link between a ranger and his or her beast companion is not one of master and servant but of two close friends.
As part of the training you underwent that allowed you to form a close bond with a beast, you learned the Raise Beast Companion ritual, which allows you to raise your companion from the dead, even if you are otherwise unable to master and perform rituals.
RUTHLESS RUFFIAN
You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.
BRAVURA PRESENCE
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.
[...]
RESOURCEFUL PRESENCE
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
I can't help but think that they've been slightly mislabeled in the Compendium. They'll probably be different options from what we currently have. Not extra, just replacement.
I agree with you!
I would like to see in the martial power (and other power books) is new at-will powers to existing builds. This way each build will have more distinct tastes.
Haven't we already found out about a new Fighter at-will for the two weapon fighting style? I imagine each new build option will have it's own at-will that works well with it.
Comments to the options:
Fighter:
Battlerager - perfect to Constitution based races, like the dwarf.
Tempest - to the the dextery based races, like elfs, eladrin, drow and halfling
Ranger:
Beast Mastery - too soon to say something, almost nothing in this material
Rogue:
Ruthless Ruffian - Good to races which dont´t has Dex-bonus, and mainly to races with strength and oversized.
Warlord:
Bravura - A option to races which don´t has bonus neither in intelligence or charisma
Resourceful - Tiefling!!!! Good to high Int and high Cha.
My comments:
Battlerager - hugely strong option that completely changes the balance of the class. The human fighter in my campaign with 18 Con would never fear a minion again.
Tempest - as a general class ability, why? Would seem to make much more sense as a class option alongside S&B and 2HW.
Beast Mastery - sounds flavourful and interesting.
Ruthless Ruffian - seems like a pointless patch for a gross oversight in the original class. We heard that they limited the rogue weapons at a relatively late stage in playtesting, but they overdid it and kept out clubs and saps. If they are going to edit existing classes, this isn't the best way of doing it.
Resourceful Presence - doesn't that sound like an amped up version of the feat which warlords can take?
I want new at will powers to the old styles.
I'm a bit wary of the new Fighter ability, as it seems a bit too strong for my tastes. It looks like, if I'm reading it correctly, that the fighter cannot be killed by low level minions if he's got a very high con. If my understanding of the ability is correct, you gain temp. hit points equal to your con mod whenever you're hit. So with an 18 or 20 con (not wholly unfeasible for a dwarf or dragonborn fighter) you gain as many temp. hit points as you'd lose (or more).
I definitely like the Rogue options I'm seeing though - it's good to know they are beginning to incorporate new weapons in.
As has been noted in here, seems this features are options and not additions.