Feats (full text)

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

Prerequisite: 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 Beckons Blood

Prerequisite: Defender, Defender Aura

Benefit: When an enemy in your defender aura bloodies an ally of yours, or reduces an ally of yours to 0 hp, you gain combat advantage against that enemy until the end of your next turn.

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.

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

Prerequisite: 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.

Primal Glory

Prerequisite: Jotun, any divine class, Channel Divinity class feature

Benefit: When you use a Channel Divinity power, bloodied enemies within 5 squares of you take a -2 penalty to all defences until the end of your next turn.

Rage and Grace

Prerequisite: Str 15+, Defender

Benefit: You gain a +2 shield bonus to AC and Reflex while you wield a two-handed weapon using both hands.

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.

Rimeborn

Prerequisite: 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.

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.

Savage Scion

Prerequisite: Jotun or Gnoll, Paladin

Benefit: You gain a +3 feat bonus to your healing surge value. The bonus increases to +4 at 11th level and +5 at 21st level.

Your paladin powers and paladin paragon path powers are primal as well as divine.

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

Prerequisite: 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

Prerequisite: 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

Prerequisite: 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

Prerequisite: 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.