Feats

This section details new feats available to player characters in Escarnum. To open a feat on its own page, click the link. If you would rather see an index of feats, please see the Feats (index) page.

    Adrenaline Rush

    Prerequisite: Wu-kan, Bard

    Benefit: As long as you have at least 1 temporary hit point, whenever you hit with a bard attack, you may deal damage equal to your Charisma modifier to one enemy adjacent to one of the attack’s primary targets.

    Artificial Instinct

    Prerequisite: Kobold

    Benefit: At the end of your turn, if a creature you summoned with an arcane power has not been commanded this turn, it can make a basic attack as a free action.

    Arytiss’ Ward

    Prerequisite: Kobold, Paragon Tier, Defender

    Benefit: When you roll initiative, you can designate one ally as your ward. Until the end of the encounter, you receive a +1 bonus per tier to attack rolls against the enemy closest to your ward. If two enemies are equally close when you make the attack, you choose one.

    Attention Grab

    Prerequisite: Kobold, Defender

    Benefit: When you provoke an opportunity attack from an enemy you’ve marked, that enemy cannot move away from you until the end of its next turn.

    Audacious Bluff

    Prerequisite: Wu-kan

    Benefit: Once during a skill challenge, you can substitute a Bluff check for an Insight or Intimidate check.

    Blade Catcher

    Prerequisite: Equitarn

    Benefit: While you do not wield any crafted weapons and are not using a shield, you gain a +2 bonus to your AC and Reflex defences.

    Blightborn

    Pre-requisite: Jotun, Landfall racial power

    Benefit: Your Landfall racial power has the poison keyword. When you use your landfall racial power, any enemy which attacks you before the end of your next turn suffers a -2 penalty to the attack roll. (Creatures immune to poison are not immune to your landfall power.)

    Blood Fury

    Prerequisite: Gnoll

    Benefit: The first time you bloody an enemy during an encounter, you gain a +1 bonus per tier to damage rolls until the end of the encounter.

    Blood Hunt

    Prerequisite: Gnoll, Warlord

    Benefit: Whenever an ally taking advantage of your commanding presence feature misses all targets, that ally regains an Action Point at the end of their turn and may spend it during this combat.

    Blood Magus

    Prerequisite: Gnoll

    Benefit: You gain a +1 bonus per tier to attack rolls with arcane powers. When you are bloodied, you gain an additional +1 to attack rolls and +2 to damage rolls per tier with arcane attack powers.

    Bounce Back

    Prerequisite: Kobold

    Benefit: When you successfully save against a slow, immobilise or daze effect, you may use your racial power as a free action.

    Break Even

    Benefit: During a skill challenge, you can spend a round to negate the effect of a previous failed check (reducing the group’s total number of failures by one). Other consequences of the failed check still apply.

    Break Free

    Prerequisite: Kobold

    Benefit: When you successfully save against a slow, immobilise or daze effect, you may shift up to 3 squares.

    Breath of Heaven

    Prerequisite: Wu-kan

    Benefit: When you are pushed, pulled or slid by a melee attack, and the forced movement moves you out of melee range with the attacker, you can make a ranged basic attack against that enemy as a free action.

    Brutal Display

    Prerequisite: Gnoll

    Benefit: When you reduce an opponent to 0 or fewer hit points, each enemy who can see you suffers a -2 penalty to attack rolls and damage rolls until the beginning of your next turn. This is a fear effect.

    Bullheaded

    Prerequisite: Equitarn

    Benefit: You can move through squares occupied by enemies marked by you.

    Caveat Imperator

    Prerequisite: Equitarn, Leader

    Benefit: Whenever an ally charges, you gain a +2 feat bonus to speed until the end of your next turn.

    Centre of Gravity

    Prerequisite: Equitarn

    Benefit: As long as three or more enemies are adjacent to you, any enemy that begins its turn flanking you cannot move away from you during that turn.

    Circle of Fate

    Prerequisite: Abilen, Awakened or Goblin

    Benefit: When you or one of your allies misses all targets with an attack power, the next creature to attack one of those targets gains a +1 bonus to hit with that attack.

    Cleave Ranks

    Prerequisite: Equitarn

    Benefit: When you push, pull or slide an enemy, you can increase the distance of the forced movement by 1, if this puts the enemy in a square that is adjacent to no other enemies.

    Communal Instinct

    Prerequisite: Abilen, Equitarn or Goblin

    Benefit: You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls on attacks granted to you by allies. The damage bonus increases to +4 at Paragon tier and +6 at Epic tier.

    Community Spirit

    Prerequisite: Abilen, Shaman

    Benefit: Whenever you summon or dismiss your spirit companion, one ally adjacent to it gains temporary hit points equal to your Wisdom modifier.

    Conflagration

    Prerequisite: Kobold

    Benefit: Whenever you use a blast or burst power with the fire keyword, the area of that power is increased by 1.

    Cracked Earth

    Prerequisite: Jotun

    Benefit: When you attack a prone foe who is on difficult terrain, you can score a critical hit on a roll of 19-20.

    Crash Landing

    Prerequisite: Jotun

    Benefit: At the end of a charge, you can use your landfall power as a free action before you attack.

    Daring Gambit

    Prerequisite: Wu-kan

    Benefit: While you are bloodied, enemies suffer a -1 penalty to attack rolls against you, but gain a +2 bonus to damage against you.

    Dashing Flourish

    Prerequisite: Wu-kan

    Benefit: The first time you reduce an enemy to 0 hit points during an encounter, you gain a +2 feat bonus to speed until the end of your next turn.

    Definitive Might

    Prerequisite: Gnoll or Equitarn, trained in Intimidate

    Benefit: You use your Strength modifier in place of your Charisma modifier on Intimidate checks.

    Deft Manoeuvre

    Prerequisite: Wu-kan

    Benefit: You ignore difficult terrain when you shift.

    Double Dealing

    Prerequisite: Abilen, Con 13+

    Benefit: Whenever an ally’s healing power causes you to gain hit points, you also gain temporary hit points equal to half the amount healed. Whenever an ally’s healing power causes you to gain temporary hp, you heal hit points equal to half the number of temporary hit points.

    Draconic Petulance

    Prerequisite: Kobold

    Benefit: When you miss a target with a burst or blast power, you may choose to deal damage to that target equal to your Intelligence modifier. If you do, you take damage equal to the amount of extra damage dealt this way, which cannot be reduced or prevented in any way.

    Drunken Monkey

    Prerequisite: Wu-kan

    Benefit: When you make a basic attack with a staff or unarmed strike, you can choose to target Reflex instead of AC.

    Duck and Cover

    Prerequisite: Kobold or Wu-kan

    Benefit: When you have cover against an enemy, they suffer a -3 penalty to hit you instead of -2. If you have superior cover, they suffer a -7 penalty instead of -5.

    Earth’s Renewal

    Prerequisite: Equitarn or Jotun

    Benefit: Your total number of healing surges increases by two. You add your Constitution modifier to your healing surge value.

    Edar’s Swiftness

    Prerequisite: Kobold

    Benefit: Whenever you shift three or more squares as one action, you can move through enemy squares during that movement.

    Eternal Cycle

    Prerequisite: Jotun, Paragon Tier

    Benefit: Your landfall power gains “Sustain minor: the zone persists”. The zone moves with you as you move.

    Eye of the Storm

    Prerequisite: Abilen

    Benefit: You gain a +4 bonus to all defences against burst and blast powers used by your allies, and any damage dealt to you by such powers is reduced by half. At the end of your turn, you may end any effect on you, caused by an ally, that a save can end.

    Fates Intertwined

    Prerequisites: Awakened or Felbraug

    Benefit: As long as you have at least 1 power point remaining, you ignore partial concealment, and treat full concealment as partial concealment.

    Fel Claws

    Prerequisite: Felbraug

    Benefit: When you make a weapon attack, you can use your claw, which is a weapon in the light blade weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d6 damage. While you aren’t holding anything, you are considered have this weapon in each hand. You can enchant and disenchant your claws. When you disenchant your claws, they do not turn to dust.

    Fel Strike

    Prerequisite: Felbraug, Fel Claws

    Benefit: You can swap one 1st-level at-will power you know for the fel strike power.

    Fel StrikeFeat Power
    The power of your mind is always present, even in the simplest of motions.
    At-will • Psionic, Weapon, Augmentable
    Standard Action • Melee Weapon

    Target: One creature

    Attack: Wis vs. AC

    Hit: 1[W] + Wisdom modifier damage.

    Level 21: 2[W] + Wisdom modifier.

    Special: You can use this power in place of a melee basic attack.

    Augment 1:

    Hit: 1[W] + Wisdom modifier damage, and the target is dazed until the end of your next turn.

    Level 21: 2[W] + Wisdom modifier.

    Fortified Defences

    Prerequisite: Equitarn

    Benefit: When you are wearing heavy armour, you gain a +1 bonus to Fortitude and Will.

    Friendly Face

    Prerequisite: Abilen

    Benefit: During a skill challenge, failed Diplomacy or Bluff checks you make do not count against the total number of failures.

    Frostborn

    Pre-requisite: Jotun, Landfall racial power

    Benefit: Your Landfall racial power has the cold keyword. When you use your landfall racial power, you also gain resist 5 all until the end of your next turn. This increases to resist 10 all at Paragon Tier, and to resist 15 all at Heroic tier.

    Goblin Hoard

    Prerequisite: Goblin

    Benefit: You can retrieve or stow an item as a free action. In addition, as long as you are not in combat, you can spend a few minutes to produce a mundane, non-living item of your choice from an unspecified location. The item must be small enough to carry on your person without exceeding a normal load. The item functions exactly as normal, except it has no sale value and breaks after your next short rest.

    Grinding Halt

    Prerequisite: Jotun

    Benefit: While you are in the zone created by your landfall power, you can increase or decrease the distance of any slide effect that takes place within the zone by 1.

    Hammer Fists

    Prerequisite: Equitarn

    Benefit: When you make a melee weapon attack, you can use the hammer fists natural weapon. This is a 2-handed melee weapon in the hammer group. Your hammer fists weapon has a +2 proficiency bonus and deals 2d6 damage. While your hands are free, you are considered the be wielding this weapon. You can enchant and disenchant your fists (as a single weapon). When you disenchant your fists, they do not turn to dust.

    Heir of Earth

    Prerequisite: Jotun

    Benefit: When you spend a healing surge to regain hit points, if you are not healed to maximum hit points, you regain the use of your landfall power.

    Heroic Underdog

    Prerequisite: Wu-kan

    Benefit: When you are threatened by three or more enemies, you gain a +1 bonus per tier to attack rolls.

    High Spirits

    Prerequisite: Abilen, Shaman

    Benefit: Allies adjacent to your spirit companion gain a +5 bonus to saving throws versus fear effects.

    Hounding Harrier

    Prerequisite: Gnoll, Leader

    Benefit: Whenever an ally misses all targets with a basic attack granted to them by one of your powers, you can make a melee basic attack against the missed target.

    Howl of Command

    Prerequisite: Gnoll, Warlord

    Benefit: At the end of a charge, you can use brash assault in place of a melee basic attack.

    Imminent Domain

    Prerequisite: Jotun

    Benefit: When an enemy provokes an opportunity attack from you by moving, you can use your landfall power as an opportunity action instead.

    Independent Thought

    Prerequisite: Awakened or Felbraug

    Benefit: You can still take minor actions while stunned.

    Inevitable Might

    Prerequisite: Equitarn, Str 15+

    Benefit: When you miss all targets with a daily attack power that has no miss effect, each target takes damage equal to your Strength modifier.

    Insider Information

    Prerequisite: Abilen

    Benefit: As long as more than one enemy is adjacent to you, any ally who makes a ranged attack against an enemy adjacent to you gets a bonus to the attack roll equal to your dexterity modifier.

    Inspiring Clash

    Prerequisite: Wu-kan

    Benefit: The first time you reduce an enemy to 0 hit points during an encounter, your allies gain a +2 bonus to damage until the end of your next turn.

    Invisible Hand

    Prerequisite: Abilen

    Benefit: As long as you have combat advantage against an enemy, your weapon attacks gain a +2 bonus to damage against that enemy. This bonus increases to +4 at Paragon tier and +6 at Epic tier.

    Irrational Valour

    Prerequisite: Wu-kan

    Benefit: Your insatiable curiosity power also ends charm and domination effects.

    Killing Fields

    Prerequisite: Jotun

    Benefit: When you hit a prone enemy, that enemy considers squares within burst 1 to be difficult terrain until the end of your next turn.

    Land‘s Bounty

    Prerequisite: Jotun, Paragon Tier

    Benefit: When you use a close burst attack power, you can choose to use your landfall power as part of the same action. If you do, the zone created by your landfall power occupies all squares in the burst caused by the chosen power.

    Landstrider

    Prerequisite: Equitarn or Jotun

    Benefit: You and all allies gain a +2 bonus to overland speed.

    Laze-born

    Pre-requisite: Jotun, Landfall racial power

    Benefit: Your Landfall racial power has the acid keyword. When you use your landfall racial power, you ignore enemy resistances until the end of your next turn.

    Leirith’s Command

    Prerequisite: Kobold

    Benefit: Whenever you and an ally are attacking an enemy from the same side, you are both considered to be flanking that enemy.

    Lifebloom

    Prerequisite: Jotun

    Benefit: When you use your second wind, instead of recovering hit points, you can choose to gain regeneration 5 until the end of the encounter.

    Lightning Rod

    Prerequisite: Jotun, Defender

    Benefit: When a lightning power targets one of your allies, and you are in difficult terrain, you become the only target of the power. The affected power gains a +1 bonus to hit you.

    Lion of War

    Prerequisite: Awakened

    Benefit: You may use your Wisdom modifier instead of your Strength modifier to determine attack and damage rolls for warlord powers.

    Loyal Companions

    Prerequisite: Wu-kan, Ranger, Beast Mastery

    Benefit: If you and your pet each attack a different enemy during your turn, you each gain a +1 feat bonus to attack and +2 feat bonus to damage rolls until the end of your next turn.

    Lurking Light

    Prerequisite: Felbraug, Kobold or Goblin, Leader

    Benefit: When you grant an attack to an ally, enemies from whom you are hidden grant combat advantage to that ally until the end of your next turn.

    Magma-born

    Pre-requisite: Jotun, Landfall racial power

    Benefit: Your Landfall racial power has the fire keyword. When you use your Landfall racial power, your attacks gain the fire keyword until the end of your next turn. While this effect lasts, you have combat advantage against each creature you attack.

    Marked Merger

    Prerequisite: Abilen

    Benefit: If an enemy marked by you is adjacent to another enemy marked by you, it suffers a -3 penalty to attack rolls for attacks that don’t target you, instead of the normal -2 penalty.

    Maw of Earth

    Prerequisite: Jotun

    Benefit: If an enemy is suffering ongoing damage caused by you, it cannot move from difficult terrain into normal terrain.

    Mejir’s Insight

    Prerequisite: Kobold

    Benefit: Whenever you shift three or more squares in one action and end your movement adjacent to an enemy, you can make a melee basic attack against that enemy as an free action.

    Memory of Flame

    Prerequisite: Awakened or Felbraug

    Benefit: When you deal fire damage to an enemy not marked by you, that enemy cannot move closer to you until the end of its next turn.

    Memory of Pain

    Prerequisite: Awakened or Felbraug

    Benefit: When you cause an enemy to take ongoing damage with a psionic or psychic power, the ongoing damage is increased by 1 per tier.

    Memory of the Void

    Prerequisite: Awakened or Felbraug

    Benefit: Enemies take a -2 penalty to saving throws against fear effects caused by you.

    Mighty Hammer

    Prerequisite: Equitarn, Hammer Fists

    Benefit: Your hammer fists have a +3 proficiency bonus instead of +2, and grant a +1 bonus per tier to damage rolls.

    Mighty Hurl

    Prerequisite: Equitarn, Str 15+

    Benefit: When you push, pull or slide an enemy with a melee or close attack, you may knock that target prone at the end of the movement.

    Mindshield

    Prerequisite: Awakened or Felbraug

    Benefit: As long as you have at least one power point remaining, you gain a +2 bonus to AC against opportunity attacks.

    Mindslip

    Prerequisite: Felbraug, Battlemind

    Benefit: Whenever you augment your battlemind’s demand power, you may slide yourself or all targets of your battlemind’s demand power 1 square.

    Natural Armour

    Prerequisite: Equitarn

    Benefit: When you are wearing light or no armour, you gain a +2 racial bonus to AC.

    Neitl’s Gift

    Prerequisite: Kobold, Shaman

    Benefit: You gain a +1 bonus to attack rolls with spirit powers. When you use your shifty racial power, you spirit companion also shifts one square.

    Obnoxious Taunt

    Prerequisite: Wu-kan

    Benefit: Enemies marked by you gain a +2 bonus on attack rolls against you, but grant combat advantage to your enemies.

    Opportunity Cost

    Prerequisite: Abilen

    Benefit: The first time an opportunity attack is made against you during an encounter, you can make a melee basic attack against the attacking creature as a free action.

    Overthrow

    Prerequisite: Goblin, Goblin Scramble racial power

    Benefit: When you use your Goblin Scramble racial power, and the triggering attack either misses or can no longer target you, the triggering enemy also falls prone.

    Path of Iron

    Prerequisite: Felbraug, Battlemind

    Benefit: Whenever you use your blurred step power, enemies cannot willingly enter the squares you move through until the end of your next turn.

    Pride of Dragons

    Prerequisite: Kobold

    Benefit: You can take dragonborn racial feats. You do not gain the dragonborn racial breath weapon power.

    Read the Weave

    Prerequisite: Felbraug

    Benefit: During a round in which you are surprised, you can still take a move action.

    Rebellious Instinct

    Prerequisite: Equitarn

    Benefit: When you fail a saving throw against an effect that dazes, stuns, or dominates you, you can make a melee basic attack as a free action. If this attack hits the source of the effect, you get a +5 bonus to your next saving throw against that effect.

    Savage Hunt

    Prerequisite: Gnoll

    Benefit: If a bloodied enemy is threatened by you and at least one ally, you gain combat advantage against that enemy.

    Scent of Roses

    Prerequisite: Wu-kan

    Benefit: At the beginning of your turn, if you are threatened by two or more enemies, your first square of movement does not provoke opportunity attacks.

    Scion of Stone

    Prerequisite: Jotun

    Benefit: If an enemy ends its turn in difficult terrain created by your landfall power, it becomes slowed (save ends).

    Scorched Earth

    Prerequisite: Jotun

    Benefit: An enemy who moves into difficult terrain created by you must takes ongoing 2 fire damage (save ends). The ongoing damage increases to 5 fire at paragon tier and to 10 fire at epic tier.

    Scorn Earth

    Prerequisite: Felbraug

    Benefit: As long as you have at least one power point remaining, you ignore difficult terrain.

    Second Sunrise

    Prerequisite: Jotun, Paragon Tier

    Benefit: Whenever a power you use causes an ally to spend a healing surge, you can spend a healing surge.

    Settle the Score

    Prerequisite: Abilen

    Benefit: Once per round, when you strike an enemy by whom you are marked, you may choose to end that enemy’s mark on you.

    Shamanic Shiv

    Prerequisite: Kobold, Sorceror

    Benefit: When you wield an implement which is also a weapon, you can apply the weapon’s proficiency bonus to your shaman attack powers.

    Shared Scramble

    Prerequisite: Goblin, Goblin Scramble racial power, Leader

    Benefit: When you shift with your Goblin Scramble racial power, each ally of yours adjacent to the triggering enemy can also shift 1 as an opportunity action. Instead of sliding the triggering enemy into the square you leave, you can instead choose to slide it into any square vacated by one of your allies in this way.

    Shared Soul

    Prerequisite: Felbraug, Ardent

    Benefit: You can choose any ally in the area of your mantle as the origin square for your Ardent attack powers.

    Shield of Blood

    Prerequisite: Gnoll, Paragon Tier

    Benefit: At the beginning of your turn, you can choose to take 10 damage which cannot be reduced in any way. If you do, you gain resist all 5 until the start of your next turn.

    Shudderstrike

    Prerequisite: Equitarn, Str 15

    Benefit: When you make a close or melee attack that targets AC, you may make the attack target Fortitude instead.

    Sidestep

    Prerequisite: Wu-kan

    Benefit: When an enemy misses you with an opportunity attack that was provoked by movement, you can shift 1 square as a free action.

    Skitter

    Prerequisite: Kobold or Goblin

    Benefit: When you move through a creature’s square, the movement does not provoke opportunity attacks from that creature.

    Snatch the Kill

    Prerequisite: Heroic Tier

    Benefit: When one of your allies would reduce a creature to 0 or fewer hit points with an attack, you can deal damage to that creature equal to your Dexterity modifier. You can choose whether this damage is dealt before or after the ally’s damage.

    Steel, Rust, Guilt

    Prerequisite: Jotun

    Benefit: As long as an enemy is subject to ongoing damage caused by you, all of its resistances are reduced by 5 (if this effect would reduce the resistance to 0, the resistance is lost entirely until the ongoing damage ends).

    Still Water

    Prerequisite: Wu-kan

    Benefit: When you roll initiative, you gain a bonus to attack rolls equal to your Charisma modifier. This bonus ends when you miss with an attack, move, or are hit by an attack.

    Stonewall

    Prerequisite: Equitarn, Paragon Tier

    Benefit: At the end of your turn, if you did not move during your turn and are immobilised, you gain resist all equal to your Constitution modifier until the beginning of your next turn.

    Stormborn

    Pre-requisite: Jotun, Landfall racial power

    Benefit: Your Landfall racial power has the lightning keyword. When you use your landfall racial power, you gain a +2 bonus to speed until the end of your next turn. While this effect lasts, you do not grant combat advantage to creatures flanking you, and do not provoke opportunity attacks for moving.

    Strategic Withdrawal

    Prerequisite: Abilen, through the crowd power, at least one Encounter attack power

    Benefit: At the beginning of your turn, if you have no encounter powers remaining, you regain the use of your through the crowd power.

    Sun-born

    Pre-requisite: Jotun, Landfall racial power

    Benefit: Your Landfall racial power has the radiant keyword. When you use your landfall racial power, you can also make a saving throw.

    Swift Shepherd

    Prerequisite: Felbraug, Ardent

    Benefit: Whenever an ally uses a healing surge granted by your ardent surge ability, you can shift a number of squares equal to your dexterity modifier.

    Terror Firma

    Prerequisite: Jotun

    Benefit: Once per round, when you hit an enemy with a fear attack power, you can create a zone which covers all squares adjacent to or occupied by that enemy. Your enemies treat each square in the zone as difficult terrain until the end of your next turn. The zone does not move with the enemy.

    Thief of Fate

    Prerequisite: Wu-kan

    Benefit: As long as an enemy suffers from an effect caused by you that a save can end, you gain a +2 bonus to saving throws, and that enemy suffers a -2 penalty to saving throws.

    Think Fast

    Prerequisite: Felbraug

    Benefit: As long as you have at least one power point remaining, you gain a +1 feat bonus to speed. This bonus increases to +2 at 11th level.

    Third Hand

    Prerequisite: Wu-kan

    Benefit: Your gain a third ‘hand’ which represents your tail. You cannot use your tail to wield a weapon, but you can use it to hold other items, including an implement, or for climbing.

    Thirst of the Beast

    Prerequisite: Gnoll

    Benefit: The first time you become bloodied during an encounter, you regain the use of your ferocious charge power.

    Thunder-born

    Pre-requisite: Jotun, Landfall racial power

    Benefit: Your Landfall racial power has the thunder keyword. When you use your landfall power, your attacks gain the thunder keyword until the end of your next turn. While this effect lasts, whenever you hit with an attack, you can also push the target one square. If the attack already pushes the target, the push distance is instead increased by 1 square.

    Tihuirl’s Sacrifice

    Prerequisite: Kobold

    Benefit: When an enemy marked by you would damage an ally adjacent to you, you can choose to reduce the damage dealt by half. If you do, you take an equal amount of damage which cannot be reduced or prevented in any way.

    Tower of Fear

    Prerequisite: Equitarn or Jotun, Trained in Intimidate

    Benefit: Foes marked by you suffer a -2 per tier penalty to damage.

    Trade Futures

    Prerequisite: Abilen

    Benefit: The first time you become bloodied during an encounter, you regain the use of your Second Wind. The first time each day you drop to 0 hp, you regain one Healing Surge.

    Trade Up

    Prerequisite: Abilen

    Benefit: The first time during an encounter you reduce an enemy to 0 hit points, you may shift half your speed as a free action, as long as you end your movement closer to another enemy than when you started.

    Unexpected Advance

    Prerequisite: Abilen, Paragon tier

    Benefit: When you use your through the crowd racial power, you can spend a standard action to use an at-will melee attack power on an enemy whose square you move through. That attack gains Combat Advantage against the target.

    Uphill Struggle

    Prerequisite: Equitarn, Con 13

    Benefit: As long as you are bloodied, you gain a +1 bonus per tier to all defences. When you are on 0 hit points, this bonus is doubled.

    Vaess’ Ingenuity

    Prerequisite: Kobold

    Benefit: Creatures you summon with arcane powers gain a +1 bonus per tier to attack.

    Vested Interest

    Prerequisite: Abilen

    Benefit: When and enemy suffering ongoing damage caused by you becomes bloodied for the first time during an encounter, you gain a bonus to damage rolls against that enemy equal to your Intelligence modifier. The bonus lasts until the end of the encounter.

    Voidborn

    Pre-requisite: Jotun, Landfall racial power

    Benefit: Your Landfall racial power has the necrotic keyword. When you use your landfall racial power, you also gain 5 temporary hit points. This increases to 10 temporary hit points at Paragon tier, and to 15 at Epic tier.

    Weavewrack

    Prerequisite: Felbraug, Battlemind

    Benefit: When you use your mindspike power, the target suffers a penalty to damage equal to your dexterity modifier, until the end of your next turn.