Thy At-Will Be Done

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.
 

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Since I am most familiar with the fighter, those were the ones in your post I really keyed on.

Reap what you sew is an interesting power, but is it appropriate to have an at-will be an reaction? I don't recall any other power being used this way for another class.


Also, while it would be useful, the way I understand the rules, if you used this power, it would prevent you from taking any other immediate actions that round (including attacks granted by your combat challenge class feature).

So a fighter would only find this power useful when he is sure that the enemy isnt going to break off and head for the wizard.
 

There isn't any other at-will that's a reaction, no. But commander's strike (warlord) makes me feel that not every at-will needs to be a straightforward attack. But it's certainly unconventional.

You're correct about the limit on reactions. Since page 268 of the PHB says that it's possible to have triggers on free actions, do you think it might be better if it was a free action instead?
 

There isn't any other at-will that's a reaction, no. But commander's strike (warlord) makes me feel that not every at-will needs to be a straightforward attack. But it's certainly unconventional.

You're correct about the limit on reactions. Since page 268 of the PHB says that it's possible to have triggers on free actions, do you think it might be better if it was a free action instead?

well it would certainly make the power more useful. the fact that it triggers only off of a critical hit probably balances it well. If this was core, I would probably still choose cleave and tide of iron, but I would have definatly given this one a look.

(he has resigned himself to the fact that he will be making a lot of melee basic attacks)
 

Other than echoing the idea that an at-will should not be a reaction, Mark of Judgment is +Wis damage if the (presumably marked) target takes damage from your mark before the end of your next turn. Holy Strike is +Wis damage if the target is marked, regardless of what actions he takes. How is MoJ ever superior to Holy Strike?

Either adjust the damage, or put it in a separate Effect: line.
 

I'm always skeptical of Weapon vs. non-AC attacks, but there is a precedent with one of the Rogue at-wills... so I suppose the Warlord one, which doesn't add ability modifier damage, is probably OK.

Swashbuckler's lunge is a neat idea but the wording needs help. I don't know what that help is (other than to change "free square" to "unoccupied square". It also needs to have some clause about "unoccupied square you have line of effect to" because otherwise you have problems with obstacles between squares, like a wall that doesn't occupy a square itself just the border. At some point, I start thinking "why is the Rogue not just using deft strike? That has a shift 2. OK, so maybe I don't want to shift (enemy fighter?), but how often does that come up? Maybe the terrain is difficult?"

How about:
"Special: Before making the attack, you may choose one unoccupied square you could reach with a melee attack. Determine cover and flanking as if you were standing in that square when you make this attack."

Alternatively (although this is slightly weaker, it's a little cleaner):
"Special: If you are adjacent to the target, you may shift into an unoccupied square adjacent to the target before the attack. If you do, shift back into your original square after the attack, if that square is still unoccupied."

I still think I'd take deft strike over that, esp. since deft strike is almost a must-have with the stealth rules.

Both ranger powers look very weak. Not to mention horribly confusing.

Dragon slayer's is an interesting idea, but I'm fairly sure I've seen monster powers that recharge on a single die roll other than 6. Whether this is intentional or not, I couldn't say. I could certainly imagine designing a monster with two recharge powers that are both powerful and therefore one recharges on a :6: and one on a :5:. (That doesn't change the overall rate of recharge, but does mean things are spread out more, especially if the monster has action points or one of those is a minor, etc.)

I like the idea of having more at-wills and a lot of these are great, just some need more attention. I probably have more comments, but I probably also should get back to work. ;)
 

I don't think the reaction power is too much, I don't think it needs the extra +2 to attack. But then again, it is such a niche that it actually isn't too bad. You do have to give up one of the other at-will powers to take it, which will be used, likely, very much more often.

Checkmate is also a little troubling to me. I've found that granting combat advantage is huge, and with a rogue it is devastating. I might make it a just Intelligence vs. AC. I don't really see how it's really justifiable as Int vs. Will.

Overall, very good job Belphanior. Humans could definitely use the expanded choice.
 

I like some of those a lot. I don't think the "Infected Wounds" is really that great- can't anybody coat their weapons with infected fungus?
 

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