Belphanior
First Post
There's been some complaints that there's not enough at-wills to choose from, especially humans who essentially only have to pick a single power they won't get in most cases. Not a problem. Belphanior will just cook up some new ones! (Except for the Wizard. He's already got five at-wills and an extra one in Dragon 364.)
Please review and provide constructive criticism. I tried to make sure none of these were weaker than anything presented in the PHB, but not stronger either. Notes on individual powers are included.
Cleric
Beacon of Light
With a word you call forth searing light from within the target.
At-Will * Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier radiant damage, and the target can't benefit from invisibility or concealment until the end of your next turn.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Brand of Salvation
You smite your foe with your weapon, designating it as an enemy of your faith. Your deity rewards those who frown upon the wicked.
At-Will * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and until the end of your next turn any ally who successfully hits the target gains temporary hit points equal to your Wisdom modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Beacon of Light is like Lance of Faith, except it works for everybody but is far more situational. Brand of Salvation is like a weaker melee version of Sacred Flame that can aid multiple allies. Of course, one attack is ranged and one is melee. To keep the balance.
Fighter
Reap What You Sow
Just don't make him angry. You wouldn't like him when he's angry.
At-Will * Martial, Weapon
Immediate reaction Melee Weapon
Trigger: An enemy scores a critical hit against you.
Target: The enemy.
Attack: Strength +2 vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Sentry's Strike
With disciplined strikes you recall the many hours of defensive training you've had to push yourself to your limits.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and gain a +1 bonus to one of your defenses until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.
Reap What You Sow is a potent counterattack that should give some more bite to the class that gets attacked most often. Of course it does limit your actual action in a turn, much like the warlord's commander's strike, so it's probably best for humans who have three at-wills. Sentry's Strike is simply an increase of one of your defenses, which a defender can use. I consider it not much more potent than priest's shield.
Paladin
Mark of Judgment
Like the raised blade of an executioner, punishment awaits your foes!
At-Will * Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and if the target takes damage from your Divine Challenge before your next turn it takes additional radiant damage equal to your Wisdom modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Dragon Slayer's Reckoning
Elder wyrms, demon princes, and undead horrors alike are humbled before the power of your faith. You will not allow them to do any further harm.
At-Will * Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and on the target's next turn any recharge dice rolled are treated as one lower.
Increase damage to 2[W] + Strength modifier at 21st level.
Mark of Judgment makes paladins better at the whole divine retribution thing. Dragon Slayer's Reckoning is pretty strong for an at-will but only against very specific enemies. Disrupting enemy offenses in this manner seems like a neat defender trick.
Ranger
Infected Wounds
Like no other you know that in the wilderness a festering wound can be more deadly than mere blood loss. For this reason you always carry a salve of plant toxins and fungi, to create the foulest injuries there are.
At-Will * Martial, Poison, Weapon
Standard Action Melee or Ranged Weapon
Special: To gain the secondary attack you must spend an additional minor action prior to making the primary.
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). If you spent the additional minor action you make a secondary attack against the target.
Increase damage to 2[W] + Dexterity modifier at 21st level.
* Secondary Attack: Wisdom vs Fortitude
* Hit: Until the end of your next turn all healing and regeneration on the target have only half their usual effect.
* Effect: All Heal skill checks on the target suffer a -2 penalty until the end of the encounter or for 5 minutes.
Point of No Escape
You set up the perfect killing zone and seal the fate of your enemy.
At-Will * Martial, Weapon
Standard Action Ranged Weapon
Target: One creature within normal range of your weapon.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target moves adjacent to you before the start of your next turn you may shift 1 square away from him as an immediate reaction. If the target moves out of normal weapon range before the start of your next turn you may shift 1 square towards him as an immediate reaction.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Infected Wounds is a little wordy, but it fits the guerillia terror-tactics I'd see a ranger using. Most monsters don't heal so it has limited effect. It's best used against trolls and the like, but I made it somewhat more costly by requiring a minor action in order to get the secondary attack. Killing Zone simply keeps an enemy within ideal firing range.
Rogue
Opportunistic Strike
Every weakness shown a true knave can turn to great advantage.
At-Will * Martial, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity +1 per "save ends" condition on the target vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Swashbuckler's Lunge
You skillfully handle your blade, making it stab and slash at your foe from uncanny angles.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC. For the purpose of determining cover and flanking, you may choose to let the attack originate from a free adjacent square.
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Opportunistic Strike is like the paladin's valiant strike. It has the potential to be highly accurate but requires teamwork to properly set up. I want to encourage that kind of thing. Swashbuckler's Lunge does not increase your reach. You must be within weapon range to use the power in the first place, it merely lets you flank easier and overcome cover. Neither are big problems for a proper rogue anyway, but this makes things a little more unexpected for the enemy.
Warlock
Endless Torment (infernal)
The agony of hell takes hold of your foe, opening scars and sores without visible cause. The infernal forces are not eager to release those who have come within their grasp.
At-Will * Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier necrotic damage, and on your next turn you have a +2 bonus to hit the same target with Endless Torment.
Increase damage to 2d6 + Constitution modifier at 21st level.
Glimpse of the Cosmos (star)
In a brief instant the victim's mind perceives what mortal minds cannot understand.
At-Will * Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and ongoing psychic damage equal to your Intelligence modifier (save ends).
Increase damage to 2d6 + Charisma modifier at 21st level.
Trickster's Dart (fey)
You launch at your foe a simple flint arrowhead, dreaded in folklore as fairy shot. But what the tales don't mention is the prank to come after.
At-Will * Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier damage. If the target is under your warlock's curse and you choose to apply your extra damage to this attack, you deal an additional 1d6 damage. If the target doesn't fall to 0 hit points after this damage he is no longer under your warlock's curse and you can't curse him again until the end of your next turn.
Increase damage to 2d6 + Charisma modifier and additional damage to 2d6 at 21st level.
Enless Torment promotes endless spamming of the same power over and over. I know that. But it's the least damaging warlock power of all, so making it extra accurate is fine. Glimpse of the Cosmos is a fear-based save ends power, finally giving the starlock what he needs. Ongoing damage for an at-will seems powerful but Intelligence is very much a tertiary stat for starlocks so I don't foresee any serious problems. Trickster's Dart is a simple gamble: extra damage now but less damage in the future. Use it on bloodied foes and hope to finish them off.
Warlord
Checkmate
With more brains than brawn you force an enemy into a disadvantageous position.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Intelligence vs. Will
Hit: 1[W] damage, and until the start of your next turn the target grants combat advantage against an ally adjacent to either you or the target.
Increase damage to 2[W] at 21st level.
Intervention
You drive off foes with one hand, even as with your other you quickly bind a fallen comrade's wounds.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you may make a Heal check to Stabilize the Dying on an adjacent ally.
Increase damage to 2[W] + Strength modifier at 21st level.
Checkmate is really only good for rogues, because the cleric's righteous brand is better for other classes. But your rogue will love you. Also it uses Intelligence to hit, good for the cerebral warlord. Intervention won't see much use but will save the day when you're out of inspiring words.
Please review and provide constructive criticism. I tried to make sure none of these were weaker than anything presented in the PHB, but not stronger either. Notes on individual powers are included.
Cleric
Beacon of Light
With a word you call forth searing light from within the target.
At-Will * Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier radiant damage, and the target can't benefit from invisibility or concealment until the end of your next turn.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Brand of Salvation
You smite your foe with your weapon, designating it as an enemy of your faith. Your deity rewards those who frown upon the wicked.
At-Will * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and until the end of your next turn any ally who successfully hits the target gains temporary hit points equal to your Wisdom modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Beacon of Light is like Lance of Faith, except it works for everybody but is far more situational. Brand of Salvation is like a weaker melee version of Sacred Flame that can aid multiple allies. Of course, one attack is ranged and one is melee. To keep the balance.
Fighter
Reap What You Sow
Just don't make him angry. You wouldn't like him when he's angry.
At-Will * Martial, Weapon
Immediate reaction Melee Weapon
Trigger: An enemy scores a critical hit against you.
Target: The enemy.
Attack: Strength +2 vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Sentry's Strike
With disciplined strikes you recall the many hours of defensive training you've had to push yourself to your limits.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and gain a +1 bonus to one of your defenses until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.
Reap What You Sow is a potent counterattack that should give some more bite to the class that gets attacked most often. Of course it does limit your actual action in a turn, much like the warlord's commander's strike, so it's probably best for humans who have three at-wills. Sentry's Strike is simply an increase of one of your defenses, which a defender can use. I consider it not much more potent than priest's shield.
Paladin
Mark of Judgment
Like the raised blade of an executioner, punishment awaits your foes!
At-Will * Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and if the target takes damage from your Divine Challenge before your next turn it takes additional radiant damage equal to your Wisdom modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Dragon Slayer's Reckoning
Elder wyrms, demon princes, and undead horrors alike are humbled before the power of your faith. You will not allow them to do any further harm.
At-Will * Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and on the target's next turn any recharge dice rolled are treated as one lower.
Increase damage to 2[W] + Strength modifier at 21st level.
Mark of Judgment makes paladins better at the whole divine retribution thing. Dragon Slayer's Reckoning is pretty strong for an at-will but only against very specific enemies. Disrupting enemy offenses in this manner seems like a neat defender trick.
Ranger
Infected Wounds
Like no other you know that in the wilderness a festering wound can be more deadly than mere blood loss. For this reason you always carry a salve of plant toxins and fungi, to create the foulest injuries there are.
At-Will * Martial, Poison, Weapon
Standard Action Melee or Ranged Weapon
Special: To gain the secondary attack you must spend an additional minor action prior to making the primary.
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). If you spent the additional minor action you make a secondary attack against the target.
Increase damage to 2[W] + Dexterity modifier at 21st level.
* Secondary Attack: Wisdom vs Fortitude
* Hit: Until the end of your next turn all healing and regeneration on the target have only half their usual effect.
* Effect: All Heal skill checks on the target suffer a -2 penalty until the end of the encounter or for 5 minutes.
Point of No Escape
You set up the perfect killing zone and seal the fate of your enemy.
At-Will * Martial, Weapon
Standard Action Ranged Weapon
Target: One creature within normal range of your weapon.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target moves adjacent to you before the start of your next turn you may shift 1 square away from him as an immediate reaction. If the target moves out of normal weapon range before the start of your next turn you may shift 1 square towards him as an immediate reaction.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Infected Wounds is a little wordy, but it fits the guerillia terror-tactics I'd see a ranger using. Most monsters don't heal so it has limited effect. It's best used against trolls and the like, but I made it somewhat more costly by requiring a minor action in order to get the secondary attack. Killing Zone simply keeps an enemy within ideal firing range.
Rogue
Opportunistic Strike
Every weakness shown a true knave can turn to great advantage.
At-Will * Martial, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity +1 per "save ends" condition on the target vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Swashbuckler's Lunge
You skillfully handle your blade, making it stab and slash at your foe from uncanny angles.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC. For the purpose of determining cover and flanking, you may choose to let the attack originate from a free adjacent square.
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Opportunistic Strike is like the paladin's valiant strike. It has the potential to be highly accurate but requires teamwork to properly set up. I want to encourage that kind of thing. Swashbuckler's Lunge does not increase your reach. You must be within weapon range to use the power in the first place, it merely lets you flank easier and overcome cover. Neither are big problems for a proper rogue anyway, but this makes things a little more unexpected for the enemy.
Warlock
Endless Torment (infernal)
The agony of hell takes hold of your foe, opening scars and sores without visible cause. The infernal forces are not eager to release those who have come within their grasp.
At-Will * Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier necrotic damage, and on your next turn you have a +2 bonus to hit the same target with Endless Torment.
Increase damage to 2d6 + Constitution modifier at 21st level.
Glimpse of the Cosmos (star)
In a brief instant the victim's mind perceives what mortal minds cannot understand.
At-Will * Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and ongoing psychic damage equal to your Intelligence modifier (save ends).
Increase damage to 2d6 + Charisma modifier at 21st level.
Trickster's Dart (fey)
You launch at your foe a simple flint arrowhead, dreaded in folklore as fairy shot. But what the tales don't mention is the prank to come after.
At-Will * Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier damage. If the target is under your warlock's curse and you choose to apply your extra damage to this attack, you deal an additional 1d6 damage. If the target doesn't fall to 0 hit points after this damage he is no longer under your warlock's curse and you can't curse him again until the end of your next turn.
Increase damage to 2d6 + Charisma modifier and additional damage to 2d6 at 21st level.
Enless Torment promotes endless spamming of the same power over and over. I know that. But it's the least damaging warlock power of all, so making it extra accurate is fine. Glimpse of the Cosmos is a fear-based save ends power, finally giving the starlock what he needs. Ongoing damage for an at-will seems powerful but Intelligence is very much a tertiary stat for starlocks so I don't foresee any serious problems. Trickster's Dart is a simple gamble: extra damage now but less damage in the future. Use it on bloodied foes and hope to finish them off.
Warlord
Checkmate
With more brains than brawn you force an enemy into a disadvantageous position.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Intelligence vs. Will
Hit: 1[W] damage, and until the start of your next turn the target grants combat advantage against an ally adjacent to either you or the target.
Increase damage to 2[W] at 21st level.
Intervention
You drive off foes with one hand, even as with your other you quickly bind a fallen comrade's wounds.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you may make a Heal check to Stabilize the Dying on an adjacent ally.
Increase damage to 2[W] + Strength modifier at 21st level.
Checkmate is really only good for rogues, because the cleric's righteous brand is better for other classes. But your rogue will love you. Also it uses Intelligence to hit, good for the cerebral warlord. Intervention won't see much use but will save the day when you're out of inspiring words.