Dark Reaping, Revenant, HoS / Revenant Racial Utility
Encounter ✦ Necrotic ✦ Free Action
Trigger: A creature within 5 squares of you is reduced to 0 hit points
Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.
Alter Time, Halaster's Clone, Dr 409 / Halaster's Clone Utility
Encounter ✦ Arcane ✦ Move Action Personal
Effect: You move up to your speed. Any ally adjacent to you at the end of this movement can move up to his or her speed as a free action.
Blood Drinker x3, Vampire, HoS / Vampire Attack
Encounter ✦ Shadow ✦ No Action ✦ Personal
Trigger: You hit an enemy with a vampire melee at-will attack power.
Target: The triggering enemy
Effect: The target takes 1d10 extra damage from the triggering attack, and you gain a healing surge.
Level 17: 2d10 extra damage.
Level 27: 3d10 extra damage.
Special: Once per turn.
Swarm of Shadows, Vampire, HoS / Vampire Attack 1 / Dexterity vs. Fortitude
Daily ✦ Implement, Shadow, Teleportation ✦ Standard Action ✦ Close blast 3 ✦ Each enemy in the blast
Hit: 3d6 + Dexterity modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage.
Effect: You teleport to a square in the blast and are invisible until the end of your next turn.
Dark Beckoning, Vampire, HoS / Vampire Attack 1 / Charisma + 2 vs. Will
At-Will ✦ Charm, Implement, Psychic, Shadow ✦ Standard Action ✦ Ranged 5 ✦ One creature
Hit: 1d6 + Charisma modifier psychic damage, and you pull the target up to 3 squares.
Level 21: 2d6 + Charisma modifier psychic damage.
Taste of Life, Vampire, HoS / Vampire Attack 1 / Dexterity vs. Fortitude
At-Will ✦ Implement, Necrotic, Shadow ✦ Standard Action ✦ Melee 1 ✦ One creature
Hit: 1d8 + Dexterity modifier necrotic damage, and you gain temporary hit points equal to 2 + your Charisma modifier.
Level 21: 2d8 + Dexterity modifier necrotic damage.
Vampire Slam, Vampire, HoS / Vampire Attack 1 / Dexterity vs. Reflex
At-Will ✦ Implement, Shadow ✦ Standard Action ✦ Melee 1 ✦ One creature
Hit: 1d10 + Dexterity modifier damage, and you can push the target 1 square.
Level 21: 2d10 + Dexterity modifier damage.
Special: You can use this power as a melee basic attack.
Charming Gaze, Vampire, HoS / Vampire Utility 2
Encounter ✦ Charm, Shadow ✦ Minor Action ✦ Close blast 5
Target: One creature in the blast
Effect: Until the end of your next turn, the target cannot make opportunity attacks or take immediate actions. In addition, you gain a +4 bonus to the next Bluff check or Diplomacy check you make against the target before the end of the encounter.
Feral Assault, Vampire, HoS / Vampire Attack 3 / Dexterity vs. Reflex
Encounter ✦ Implement, Shadow ✦ Standard Action ✦ Melee 1 ✦ One creature
Hit: 2d12 + Dexterity modifier damage.
Special: You can lose a healing surge when you use this power to either target a second creature or deal 2d8 extra damage with the attack.
Strength of Blood, Vampire, HoS / Vampire Utility 4
Encounter ✦ Shadow ✦ Minor Action ✦ Personal
Effect: You gain a +5 power bonus to the next Athletics, Endurance, or Strength check you make before the end of your turn.
Special: You can lose a healing surge when you use this power to increase the bonus to +10.
Unfettered Hunger, Vampire, HoS / Vampire Attack 5 / Dexterity vs. Reflex
Daily ✦ Implement, Shadow ✦ Standard Action ✦ Close burst 1 ✦ Each creature in the burst
Hit: 2d10 + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls, you can shift up to your speed as a move action, and you cannot spend healing surges to regain hit points.
Form of the Bat, Vampire, HoS / Vampire Utility 6
Encounter ✦ Polymorph, Shadow ✦ Standard Action ✦ Personal
Effect: You assume the form of a Tiny bat. While you are in this form, you have a speed of 2 and a fly speed of 8, and you cannot make attacks or hold or carry any object. Your equipment becomes part of this form. You use a move action to return to your normal form.
Domineering Gaze, Vampire, HoS / Vampire Attack 9 / Charisma + 2 vs. Will
Daily ✦ Charm, Implement, Necrotic, Shadow ✦ Standard Action ✦ Ranged 5 ✦ One enemy
Hit: The target is dominated (save ends). While the target is dominated by this power, you can use a minor action while adjacent to the target to gain a healing surge and to deal necrotic damage to the target equal to your healing surge value. Doing so ends the domination.
Miss: The power is not expended.
Gaseous Form, Vampire, HoS / Vampire Utility 10
Daily ✦ Polymorph, Shadow ✦ Minor Action ✦ Personal
Effect: You assume a gaseous form. While in this form, you are insubstantial and phasing, gain a fly speed of 8, and gain a +10 power bonus to Stealth checks. You cannot attack in this form. The form lasts until the end of your next turn or until you use a minor action to end it.
Sustain Minor: The gaseous form persists until the end of your next turn.
Hungry Swarm, Vampire, HoS / Vampire Attack 1 / Dexterity vs. Fortitude
Daily ✦ Implement, Shadow, Teleportation ✦ Standard Action ✦ Close blast 3 ✦ Each enemy in the blast
Hit: 5d6 + Dexterity modifier damage, and the target is blinded (save ends).
Miss: Half damage.
Effect: You teleport to a square in the blast and are invisible until the end of your next turn. If you hit at least one living creature with this attack, you gain a healing surge.
Shared Blood, Vampire, HoS / Vampire Utility 16
Daily ✦ Healing, Shadow ✦ Standard Action ✦ Melee 1 ✦ One ally
Requirement: You must have at least one healing surge remaining.
Effect: You lose a healing surge. The target regains 1 hit point, gains temporary hit points equal to his or her bloodied value, and can make a saving throw with a +2 power bonus.
Unleashed Fury, Vampire, HoS / Vampire Attack 17 / Dexterity vs. Reflex
Encounter ✦ Implement, Shadow ✦ Standard Action ✦ Melee 1 ✦ One creature
Hit: 3d12 + Dexterity modifier damage.
Special: You can lose a healing surge when you use this power to either target each creature adjacent to you with the attack or deal 3d10 extra damage to a single target.
Aura of Grandeur, Vampire, HoS / Vampire Noble Utility 12
Daily ✦ Aura, Charm, Shadow ✦ Minor Action ✦ Personal
Effect: You activate an aura 3 that lasts until the end of your next turn. Enemies in the aura cannot make opportunity attacks against you or your allies. Whenever an enemy ends its turn in the aura, you can use a free action to slide that enemy up to 2 squares to another square in the aura.
Sustain Minor: The aura persists until the end of your next turn.
Healing Word, Multiclass Sentinel, HoFK / Cleric Utility
Encounter (Special) ✦ Healing ✦ Minor Action ✦ Close burst 5 (10 at 11th level, 15 at 21st level) ✦ You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Amulet of Resolution +4, AV
Daily ✦ No Action
Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.
Nature's Fervor lv3, Divine Boon, Dr 412 / Utility Power (Healing)
Daily ✦ Free Action
Trigger: You drop an enemy to 0 hit points.
Effect: You can spend a healing surge or regain the use of an expended encounter attack power. If the enemy was aberrant or undead, you can do both.
Necklace of Prayer Beads, MME / Utility Power
Encounter ✦ Minor Action
Effect: Choose one of the following benefits.
*: You and each ally within 5 squares of you can make a saving throw.
*: Until the end of this turn, your healing powers restore the maximum number of hit points possible.
*: Once before the end of your next turn, when you miss with a divine attack power, you can reroll the attack roll. You must use the second result.
Iron Ring of the Dwarf Lords, ring, PHB
Daily ✦ Immediate Interrupt
You can use this power when you are hit by a power that has a pull, a push, or a slide effect. You negate the forced movement.
If you've reached at least one milestone today, you also gain immunity to pull, push, and slide effects (unless you are willing to be moved) until the end of your next turn.
Boots of the Fencing Master, Feet, AV
Encounter ✦ Minor Action
Shift 2 squares.
Secret of Life's Persistence, Wanderer's Secret, DSCS
Daily ✦ Free Action
Trigger: You make an Endurance check or Nature check and dislike the result.
Effect: You reroll the check and use either result.
Drizzt's Kick, Grandmaster Training, NCS
Daily ✦ Minor Action
Requirement: You must have missed an enemy with a melee attack during this turn.
Effect: You make a melee basic attack against the same enemy. On a hit, the enemy grants combat advantage until the end of your next turn.
Flickers of Faith lv4, Divine Boon, Dr 408 / Utility Power (Healing)
Daily ✦ Immediate Interrupt
Trigger: You drop below 1 hit point but do not die.
Effect: Roll a d6. On a 3 or higher, you regain hit points as if you spent a healing surge, plus additional hit points equal to the d6 result.
Belt of Raging Endurance heroic, waist, Dr 380
Encounter ✦ Immediate Interrupt
Trigger: An enemy hits you and causes damage.
Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn.
Circlet of Second Chances, head, AV
Daily ✦ No Action
Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.
Power Jewel x3, Wondrous, AV
Special: You must have reached at least one milestone today to activate this item.
Daily ✦ Minor Action
This power allows you to regain the use of an encounter power of 1st or 3rd level.
Potion of Vitality x5, PHB HoFL HoFK
Power (Healing) ✦ Consumable (Minor Action)
Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that a save can end.
Fey Step Potion x2, Potion, Dr 393
Consumable ✦ Teleportation ✦ Minor Action
After consuming this potion, you can use a move action to teleport up to 5 squares before the end of your next turn. If you consume another fey step potion before the end of the encounter or before 5 minutes elapses (whichever comes first), you teleport 2 fewer squares than the last dose allowed you to teleport.
Elixir of Speed x2, Potion, AV
Consumable ✦ Minor Action
Drink the elixir and gain a +2 power bonus to your speed for 1 hour.
Elixir of Invisibility lv6 x2, Potion, MME / Utility Power
Consumable ✦ Illusion ✦ Minor Action
Effect: You drink the elixir and become invisible until the end of your next turn or until you attack.
Elixir of Giant Strength lv 9 x6, MME / Utility Power
Consumable ✦ Minor Action
Effect: You drink the elixir. Until the end of the encounter, you gain a +2 power bonus to Strength ability checks and Strength-based skill checks. You also gain a +2 bonus to the damage rolls of melee basic attacks and of ranged basic attacks with thrown weapons. However, if your attack roll for any such attack is a natural 1 or 2, this effect ends.