mlangsdorf
First Post
== Purpose ==
One of the attractions mentioned in the D&D4th previews was that choice of weapon was going to matter. Each weapon was going to have a unique and different style, and a spear fighter was going to act much differently than a hammer fighter.
In practice, like much of the hype, things were overstated. Fighters, and fighters only, get some powers that have different effects that depend on the weapon (and only at some levels!). Paladins, warlords, and rangers can take a few Paragon level feats that depend on the choice of weapon. Some magical effects can only be attached to a few weapons, though most of the common effects (flaming, frost, vicious) apply to all weapons.
These rules are meant to provide a little more distinction in weapon usage.
== Mechanics ==
All characters gain a new encounter power: "Use Weapon/Implement Attack." The effect of this attack depends on the weapon or implement used. This is mechanically similar to Channel Divinity, in that a single encounter power can be used in a variety of ways.
Weapon/Implement attacks are meant to be roughly the same power level as an At-Will or a little less than a 1st level encounter power.
=== Weapon Powers ===
Weapon Powers
Double Attack - Two Weapon Encounter Power
You bring both your weapons to bear in blaze of strikes.
You use your blade's maneuverability to make two quick attacks.
You rapidly spin your staff, interposing it between you and your foe.
You cleave through your foe with a powerful blow.
You probe at your opponent's defenses, hoping to land a telling blow.
You weave a pattern of steel around your foe, preparing him for a powerful follow-up.
You swing the head of your flail past your opponent, then jerk it back into hit him from behind.
You strike one foe, and then use the rebound to strike another.
You drive your spear deep into your foe's body.
You clobber your foe, briefly stunning him.
You swing deep into the target, piercing armor and pinning him in place. He can't move without pulling the pick from deep within his body.
You crush your foe's armor beneath your weapon, making him vulnerable to your allies.
The humble sling is fabled for bringing down the most deadly of foes.
Encounter * Weapon, Reliable
You loose two arrows in quick succession.
A crossbow bolt tears through armor as it isn't there.
Dominance Pulse - Orb encounter Power
An orb focuses the will, and can be used to control a foe's movement
A rod is the primary implement of the warlock. It can create a lingering accursed space.
A staff is the implement of defense. Its defensive energy can also push foes away.
A wand is the implement of accuracy. A single bolt of energy at range, properly delivered, can change the course of battle.
One of the attractions mentioned in the D&D4th previews was that choice of weapon was going to matter. Each weapon was going to have a unique and different style, and a spear fighter was going to act much differently than a hammer fighter.
In practice, like much of the hype, things were overstated. Fighters, and fighters only, get some powers that have different effects that depend on the weapon (and only at some levels!). Paladins, warlords, and rangers can take a few Paragon level feats that depend on the choice of weapon. Some magical effects can only be attached to a few weapons, though most of the common effects (flaming, frost, vicious) apply to all weapons.
These rules are meant to provide a little more distinction in weapon usage.
== Mechanics ==
All characters gain a new encounter power: "Use Weapon/Implement Attack." The effect of this attack depends on the weapon or implement used. This is mechanically similar to Channel Divinity, in that a single encounter power can be used in a variety of ways.
Weapon/Implement attacks are meant to be roughly the same power level as an At-Will or a little less than a 1st level encounter power.
=== Weapon Powers ===
Weapon Powers
Double Attack - Two Weapon Encounter Power
You bring both your weapons to bear in blaze of strikes.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding two weapons
Target: One Creature
Attack: Str-2 vs AC, two attacks
Hit: 1[W] damage per attack
Increase damage to 2[W] per attack at 21st level.
Quick Flurry - Light Blade Encounter Power Standard Action * Melee
Requirement: You must be wielding two weapons
Target: One Creature
Attack: Str-2 vs AC, two attacks
Hit: 1[W] damage per attack
Increase damage to 2[W] per attack at 21st level.
You use your blade's maneuverability to make two quick attacks.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a light blade
Target: One Creature
Attack: Str vs AC Hit: 1[W] damage. Make a secondary attack against the same target.
Increase damage to 2[W] at 21st level.
Sweep - Staff Encounter Power You swing your staff low, sweeping your off his feet.Standard Action * Melee
Requirement: You must be wielding a light blade
Target: One Creature
Attack: Str vs AC Hit: 1[W] damage. Make a secondary attack against the same target.
Increase damage to 2[W] at 21st level.
Secondary Attack: Str-2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a quarterstaff
Target: One Creature
Attack: Str vs AC
Hit: 1[W] damage and the foe is knocked prone
Increase damage to 2[W] at 21st level.
Spinning Shield - Staff Encounter Power Standard Action * Melee
Requirement: You must be wielding a quarterstaff
Target: One Creature
Attack: Str vs AC
Hit: 1[W] damage and the foe is knocked prone
Increase damage to 2[W] at 21st level.
You rapidly spin your staff, interposing it between you and your foe.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a quarterstaff
Target: One Creature
Attack: Str vs Will
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Effect: Gain a +1 Power bonus to AC until the start of your next turn.
Devastating Chop - Axe encounter Power Standard Action * Melee
Requirement: You must be wielding a quarterstaff
Target: One Creature
Attack: Str vs Will
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Effect: Gain a +1 Power bonus to AC until the start of your next turn.
You cleave through your foe with a powerful blow.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding an axe.
Target: One Creature
Attack: Str vs AC
Hit: 2[W]+Str damage
Increase damage to 4[W]+Str at 21st level.
Dance of Steel - Heavy Blade encounter Power Standard Action * Melee
Requirement: You must be wielding an axe.
Target: One Creature
Attack: Str vs AC
Hit: 2[W]+Str damage
Increase damage to 4[W]+Str at 21st level.
You probe at your opponent's defenses, hoping to land a telling blow.
Encounter * Weapon, Reliable
Standard Action * Melee
Requirement: You must be wielding a heavy blade.
Target: One Creature
Attack: Str vs AC
Hit: 1[W]+Str damage
Increase damage to 2[W]+Str at 21st level.
Effect: This power causes a critical hit on a roll of 18-20, or 16-20 at 21st level.
Feinting attack - Heavy Blade encounter Power Standard Action * Melee
Requirement: You must be wielding a heavy blade.
Target: One Creature
Attack: Str vs AC
Hit: 1[W]+Str damage
Increase damage to 2[W]+Str at 21st level.
Effect: This power causes a critical hit on a roll of 18-20, or 16-20 at 21st level.
You weave a pattern of steel around your foe, preparing him for a powerful follow-up.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a heavy blade.
Target: One Creature
Attack: Str vs Will
Hit: 1[W] damage, and the target grants you combat advantage on the next attack you make before the end of your next turn.
Increase damage to 2[W] at 21st level.
Wrap-around attack - Flail encounter Power Standard Action * Melee
Requirement: You must be wielding a heavy blade.
Target: One Creature
Attack: Str vs Will
Hit: 1[W] damage, and the target grants you combat advantage on the next attack you make before the end of your next turn.
Increase damage to 2[W] at 21st level.
You swing the head of your flail past your opponent, then jerk it back into hit him from behind.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a flail.
Target: One Creature
Special: The target grants you combat advantage for this attack only.
Attack: Str vs AC
Hit: 1[W]+Str damage
Increase damage to 2[W]+Str at 21st level.
Double bash - Flail encounter Power Standard Action * Melee
Requirement: You must be wielding a flail.
Target: One Creature
Special: The target grants you combat advantage for this attack only.
Attack: Str vs AC
Hit: 1[W]+Str damage
Increase damage to 2[W]+Str at 21st level.
You strike one foe, and then use the rebound to strike another.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a flail.
Target: One Creature
Attack: Str vs AC
Hit: 1[W]+Str damage. Make a secondary attack against a creature adjacent to the target and within your reach.
Increase damage to 2[W]+Str at 21st level.
Piercing Stab - Spear encounter Power Standard Action * Melee
Requirement: You must be wielding a flail.
Target: One Creature
Attack: Str vs AC
Hit: 1[W]+Str damage. Make a secondary attack against a creature adjacent to the target and within your reach.
Increase damage to 2[W]+Str at 21st level.
Secondary Attack: Str-2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
You drive your spear deep into your foe's body.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a spear.
Target: One Creature
Attack: Str vs Ref
Hit: 1[W]+Str damage.
Increase damage to 2[W]+Str at 21st level.
Ring the Bell - Hammer encounter Power Standard Action * Melee
Requirement: You must be wielding a spear.
Target: One Creature
Attack: Str vs Ref
Hit: 1[W]+Str damage.
Increase damage to 2[W]+Str at 21st level.
You clobber your foe, briefly stunning him.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a hammer.
Target: One Creature
Attack: Str vs Fort
Hit: Str damage, and the foe is dazed until the end of your next turn.
Increase damage to Str and the foe is knocked prone and is dazed until the end of your next turn at 21st level.
Impaling Strike - Pick encounter Power Standard Action * Melee
Requirement: You must be wielding a hammer.
Target: One Creature
Attack: Str vs Fort
Hit: Str damage, and the foe is dazed until the end of your next turn.
Increase damage to Str and the foe is knocked prone and is dazed until the end of your next turn at 21st level.
You swing deep into the target, piercing armor and pinning him in place. He can't move without pulling the pick from deep within his body.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a pick.
Target: One Creature
Attack: Str vs Ref
Hit: 1[W]+Str damage. The target takes an additional 1[W]+Str if it moves on its next turn.
Increase damage and extra damage to 2[W]+Str at 21st level.
Smash the Armor - Mace encounter Power Standard Action * Melee
Requirement: You must be wielding a pick.
Target: One Creature
Attack: Str vs Ref
Hit: 1[W]+Str damage. The target takes an additional 1[W]+Str if it moves on its next turn.
Increase damage and extra damage to 2[W]+Str at 21st level.
You crush your foe's armor beneath your weapon, making him vulnerable to your allies.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a mace.
Target: One Creature
Attack: Str vs Fort Hit: 1[W]+Str damage, and the target has -1 to AC until the start of your next turn.
Increase damage to 1[W]+Str at 21st level.
David against Goliath - Sling encounter Power Standard Action * Melee
Requirement: You must be wielding a mace.
Target: One Creature
Attack: Str vs Fort Hit: 1[W]+Str damage, and the target has -1 to AC until the start of your next turn.
Increase damage to 1[W]+Str at 21st level.
The humble sling is fabled for bringing down the most deadly of foes.
Encounter * Weapon, Reliable
Standard Action * Ranged
Requirement: You must be wielding a sling.
Target: One Creature
Attack: Dex vs AC
Hit: 1[W]+Dex damage
Increase damage to 2[W]+Dex at 21st level.
Effect: This power causes a critical hit on a roll of 18-20, or 16-20 at 21st level.
Loose and Loose Again - Bow Encounter Power Requirement: You must be wielding a sling.
Target: One Creature
Attack: Dex vs AC
Hit: 1[W]+Dex damage
Increase damage to 2[W]+Dex at 21st level.
Effect: This power causes a critical hit on a roll of 18-20, or 16-20 at 21st level.
You loose two arrows in quick succession.
Encounter * Weapon
Standard Action * Ranged
Requirement: You must be wielding a bow
Target: One Creature
Attack: Dex vs AC Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.
Effect: Make a secondary attack against the same target.
Secondary Attack: Dex-2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Piercing Shot - Crossbow encounter Power Standard Action * Ranged
Requirement: You must be wielding a bow
Target: One Creature
Attack: Dex vs AC Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.
Effect: Make a secondary attack against the same target.
Secondary Attack: Dex-2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
A crossbow bolt tears through armor as it isn't there.
Encounter * Weapon
Standard Action * Ranged
Requirement: You must be wielding a crossbow.
Target: One Creature
Attack: Dex vs Ref
Hit: 1[W]+Dex damage.
Increase damage to 2[W]+Dex at 21st level.
Effect: This power causes a critical hit on a roll of 19-20, or 18-20 at 21st level.
=== Implement Powers ===Standard Action * Ranged
Requirement: You must be wielding a crossbow.
Target: One Creature
Attack: Dex vs Ref
Hit: 1[W]+Dex damage.
Increase damage to 2[W]+Dex at 21st level.
Effect: This power causes a critical hit on a roll of 19-20, or 18-20 at 21st level.
Dominance Pulse - Orb encounter Power
An orb focuses the will, and can be used to control a foe's movement
Encounter * Implement
Standard Action * Ranged 10
Requirement: You must be wielding an orb.
Target: One Creature
Attack: Int vs Will
Hit: 1d6+Int damage, and you pull the target a number of squares up to your Wisdom modifier.
Increase damage to 2d6+Int at 21st level.
Dire Shroud - Rod encounter Power Standard Action * Ranged 10
Requirement: You must be wielding an orb.
Target: One Creature
Attack: Int vs Will
Hit: 1d6+Int damage, and you pull the target a number of squares up to your Wisdom modifier.
Increase damage to 2d6+Int at 21st level.
A rod is the primary implement of the warlock. It can create a lingering accursed space.
Encounter * Implement
Standard Action * Area 1 within 10 squares
Requirement: You must be wielding a rod.
Target: One Creature
Attack: Con or Cha vs Will Hit: 1d10+Con or Cha damage.
Increase damage to 2d10+Con or Cha at 21st level.
Effect: As a free action, you may place your curse on any enemy that is not cursed and that starts its turn in or enters the target square before the start of your next turn.
Special: At first level, choose whether to use Intelligence, Charisma, or Constitution to attack with this power. Once you make that choice, you can't change it later.
Shielding Wave - Staff encounter Power Standard Action * Area 1 within 10 squares
Requirement: You must be wielding a rod.
Target: One Creature
Attack: Con or Cha vs Will Hit: 1d10+Con or Cha damage.
Increase damage to 2d10+Con or Cha at 21st level.
Effect: As a free action, you may place your curse on any enemy that is not cursed and that starts its turn in or enters the target square before the start of your next turn.
Special: At first level, choose whether to use Intelligence, Charisma, or Constitution to attack with this power. Once you make that choice, you can't change it later.
A staff is the implement of defense. Its defensive energy can also push foes away.
Encounter * Implement
Standard Action * Close Burst 2
Requirement: You must be wielding a staff.
Target: One creature in the blast.
Attack: Int vs Fort
Hit: 2d4+Int damage, and you push the target a number of squares up to your Wisdom modifier.
Increase damage to 4d4+Int at 21st level.
Effect: You gain a +1 to AC until the start of your next turn.
Energy bolt - Wand encounter Power Standard Action * Close Burst 2
Requirement: You must be wielding a staff.
Target: One creature in the blast.
Attack: Int vs Fort
Hit: 2d4+Int damage, and you push the target a number of squares up to your Wisdom modifier.
Increase damage to 4d4+Int at 21st level.
Effect: You gain a +1 to AC until the start of your next turn.
A wand is the implement of accuracy. A single bolt of energy at range, properly delivered, can change the course of battle.
Encounter * Implement
Standard Action * Ranged 20
Requirement: You must be wielding a wand.
Target: One Creature
Attack: Int, Cha, or Con vs Ref Hit: 1d8+ Int, Cha, or Con damage.
Increase damage to 2d8+ Int, Cha, or Con at 21st level.
Special: At first level, choose whether to use Intelligence, Charisma, or Constitution to attack with this power. Once you make that choice, you can't change it later.
Standard Action * Ranged 20
Requirement: You must be wielding a wand.
Target: One Creature
Attack: Int, Cha, or Con vs Ref Hit: 1d8+ Int, Cha, or Con damage.
Increase damage to 2d8+ Int, Cha, or Con at 21st level.
Special: At first level, choose whether to use Intelligence, Charisma, or Constitution to attack with this power. Once you make that choice, you can't change it later.