1 Full Speed Ahead!
Attack Play when you charge on your turn. You gain combat advantage against the target of the charge attack.2 Grim Determination
Attack Play at the start of your turn. You gain a bonus to your first attack roll this turn equal to the number of bloodied allies within 5 squares of you.3 I Will Avenge You!
Attack Play when an ally drops to 0 hit points. You make one melee or ranged basic attack as a free action.4 Keep At It!
Attack Play on your turn when you miss with an attack roll. Reroll the missed attack roll. You take damage equal to your level.
5 Loose Rocks
Attack Play when you knock an enemy prone with an attack. The enemy also takes damage equal to 2 + one-half your level. You fall prone the next time you take damage before the start of your next turn.6 Mano a Mano
Attack Play at the start of your turn. Until the end of this turn, you gain a bonus to damage rolls against enemies that have no creatures adjacent to them other than you. The bonus equals 1 + one-half your level.7 Mind Over Metal
Attack Play at the start of your turn. The first attack roll you make this turn targets Will instead of the defense the attack normally targets.8 Outnumbered, Undaunted
Attack You gain a bonus to your next damage roll this turn equal to the number of enemies within 2 squares of you.
9 Overbear
Attack Play when your at-will attack power hits a target granting you combat advantage. You also knock that target prone.10 Phantom Ally
Attack Play at the start of your turn. During this turn, you gain combat advantage against the targets of your at-will attack powers.11 Stronger Together
Attack Play when you make an attack on your turn. You gain a bonus to the damage roll of that attack equal to the number of allies adjacent to you.12 Skulking Strike
Attack Play when you attack a target while hidden. If the attack hits, you also slide that target 1 square. After the attack, you can make a Stealth check to remain hidden.
13 Sucker Punch
Attack Play when you deal damage to an enemy granting you combat advantage. That enemy takes 1d6 extra damage. On a roll of 6, you also take 6 damage.14 Surprise!
Attack Play at the start of your turn. You gain combat advantage with your next attack this turn against an enemy that is adjacent to your ally.15 To the Ground
Attack Play on your turn when you hit a target adjacent to you. You knock the target prone. You then fall prone.16 Touch of Fate
Attack Play when you miss every target with an at-will attack power. You gain a Stroke of Luck, which you can use at any time before the end of the encounter.
17 Wave of Fate
Attack Play when you miss every target with an encounter attack power. You gain a Stroke of Luck, which you can use at any time before the end of the encounter.18 Balance of Fate
Defense Play either when you are bloodied by an attack or when you are hit by an attack while bloodied. You gain a Stroke of Luck, which you can use at any time before the end of the encounter.19 Beat Feet
Defense Play at the start of your turn. During this turn, you can take a move action to move up to your speed + 2. You cannot end this movement adjacent to an enemy.20 Coward's Boon
Defense Play at the end of your turn if you did not make an attack that turn. You gain temporary hit points equal to 3 + one-half your level.
21 Gambler's Dodge
Defense Play when you take damage. Roll a d20. On a roll of 10 or higher, you take half the normal damage. On a 9 or lower, you take extra damage equal to your level.22 Gambler's Solace
Defense Play at the start of your turn. Roll a d10 or a d20. If the result is even, you gain that many temporary hit points. If it is odd, you lose that many hit points.23 Hang in There
Defense Play at the start of your turn. Each bloodied ally within 5 squares of you gains temporary hit points equal to 3 + one-half your level.24 Hold Steady
Defense Play at the end of your turn if you did not move on that turn. You gain temporary hit points equal to 3 + one-half your level.
25 Inner Strength
Defense Play either when you spend a healing surge or when you take the total defense action. You make a saving throw.26 Live and Let Live
Defense Play at the end of your turn if you did not make an attack on that turn. You gain a +4 bonus to all defenses until the start of your next turn.27 Not in the Face!
Defense Play when an enemy attacks you with combat advantage. You do not grant combat advantage for that attack.28 Only a Flesh Wound
Defense Play when you make a death saving throw. You gain a +5 bonus to that death saving throw.
29 Opportunistic Fate
Defense Play when an enemy makes an opportunity attack against you. You gain a Stroke of Luck, which you can use at any time before the end of the encounter.30 Painful Escape
Defense Play when you take damage from an attack. You shift up to 3 squares as a free action.31 Reinvigorate
Defense Play when you hit an enemy with an at-will attack power while you are bloodied. You regain hit points equal to 5 + one-half your level.32 Rejuvenating Fate
Defense Play when you fail a saving throw. You gain a Stroke of Luck, which you can use at any time before the end of the encounter. (Use a Stroke of Luck to reroll any one attack roll, saving throw, or skill check you make. You can have only one Stroke of Luck at a time, and you cannot use it to affect the event that granted it to you.)
33 Stand By Me
Defense Play during your turn. Until the start of your next turn, you gain a bonus to AC equal to the number of allies adjacent to you.34 Stand Firm
Defense Play when you are pulled, pushed, slid, or teleported. You negate that movement.35 Stave off Death
Defense Play when you drop to 0 hit points or fewer. You lose one healing surge. You instead are reduced to 1 hit point.36 Unwavering
Defense Play when you drop to 0 hit points or fewer. Until the end of your next turn, you remain conscious but are still dying. You cannot regain hit points until after the end of your next turn.
37 Wary Shot
Defense Play when you make a ranged or area attack. That attack does not provoke opportunity attacks.38 Whoops!
Defense Play when an attack knocks you prone. One creature adjacent to you also falls prone.39 Defiant Stand
Tactic Play when an ally ends his or her turn adjacent to two or more enemies. That ally gains temporary hit points equal to 3 + one-half your level. That ally does not grant combat advantage until the start of his or her next turn.40 Dependability
Tactic Play when you or an ally makes a skill check or an ability check. Treat the check result as if the player had rolled a 10.
41 Distracting Banter
Tactic Play at the start of your turn. Once during this turn, you can take a move action to allow one ally within 5 squares of you to shift up to 3 squares as a free action.42 Fate of the Reckless
Tactic Play when an enemy makes an opportunity attack against an ally. That ally gains a Stroke of Luck, which he or she can use at any time before the end of the encounter.43 Free Passage
Tactic Play at the start of your turn. Whenever you move during this turn, entering squares occupied by your allies costs you no squares of movement.44 Get a Grip
Tactic Play when you or an ally adjacent to you fails a saving throw. That character rerolls the saving throw.
45 Go for It!
Tactic Play at the start of your turn. Choose one enemy adjacent to you. Until the start of your next turn, your allies gain combat advantage with charge attacks against that enemy.46 It's a Trap!
Tactic Play when an enemy ends its turn adjacent to you. One ally within 3 squares of you shifts up to 2 squares as a free action to a square adjacent to that enemy.47 Kip Up
Tactic Play when you or an ally is knocked prone by an enemy. That character can use a minor action to stand on his or her next turn.48 Look at Me!
Tactic Play at the start of your turn. Until the start of your next turn, enemies that are adjacent to you grant combat advantage to your allies, and you grant combat advantage to enemies that are adjacent to you.
49 Lucky Fall
Tactic Play when you or any ally takes falling damage. That character takes half damage from the fall and lands standing.50 Might Makes Right
Tactic Play when you make an Intimidate or Diplomacy check. You gain a bonus to the check equal to the number of unbloodied allies adjacent to you.51 Mounting Trepidation
Tactic Play when you make an attack that targets Will or Fortitude. You gain a bonus to the attack roll equal to the number of bloodied enemies within 10 squares of you (maximum +5).52 One for the Team
Tactic Play when you are targeted by a close or area attack. That attack automatically misses its other targets and scores a critical hit against you.
53 Quick Feet
Tactic Play when an ally adjacent to you shifts. That ally shifts 1 additional square.54 Reinforcement
Tactic Play at the start of your turn. Once as a move action during this turn, you can shift up to 3 squares to a square adjacent to an ally.55 Resurgent Fate
Tactic Play when a critical hit is scored against you or an ally. That character gains a Stroke of Luck, which he or she can use at any time before the end of the encounter.56 Risky Move
Tactic Play at the start of your turn. Once as a move action during this turn, you can shift up to your speed. At the end of this shift, roll a d20. On a result of 9 or lower, you fall prone.
57 Self-Preservation
Tactic Play when an ally adjacent to you takes damage from a melee attack. You shift up to 2 squares.58 Self-Sacrifice
Tactic Play when an ally adjacent to you is hit by a melee or ranged attack. That attack hits you instead.59 Shared Fate
Tactic Play when one enemy attacks you and at least two allies on the same turn. You or one of those allies gains a Stroke of Luck, which that character can use at any time before the end of the encounter.60 Shifty Moves
Tactic Play at the start of your turn. During this turn, you can shift 1 square as a minor action.
61 Trained Advance
Tactic Play when an ally within 5 squares of you takes a move action to shift. You shift 1 square as a free action.62 Unfair Advantage
Tactic Play when you or an ally knocks an enemy prone. One ally makes a basic attack against the prone enemy as a free action.63 Watchful Approach
Tactic Play at the start of your turn. During this turn, you can take a standard action to shift up to your speed.64 Wear Them Down
Tactic Play when an ally misses a target with an at-will attack power. That target takes damage equal to 2 + one-half your level.
65 One More Chance
Attack Play at the start of your turn. If you have no encounter attack powers remaining, the first enemy you hit this turn takes 5 extra damage.66 Cautious Maneuver
Defense Play at the start of your turn. Until the end of this turn, you take half damage from opportunity attacks made against you.67 Impervious
Defense Play when a critical hit is scored against you. The critical hit is instead a normal hit.68 Countering Fate
Tactic Play when you shift on your turn. One ally within 5 squares of you shifts 1 square as a free action.
69 Cunning Plan
Tactic Play when you shift on your turn. One ally within 5 squares of you shifts 1 square as a free action.70 Lack of Scruples
Tactic Play when you make an attack. You gain combat advantage against one target of that attack if any ally is adjacent to that target.71 Stay With Me!
Tactic Play when a bloodied ally is hit by an enemy. That ally gains temporary hit points equal to 3 + one-half your level.72 And Stay Down!
Attack Play when an enemy stands up. The enemy must succeed at a saving throw or fall prone.
73 Brutal Take Down
Attack Play when you daze a target with an attack power. The target also falls prone.74 Bull's Charge
Attack Play when you hit a target with a charge attack. After the attack is resolved, you push the target up to 2 squares.75 Deadly Charge
Attack Play when you charge on your turn. You can use a daily melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.76 Deadly Opportunity
Attack Play when you make an opportunity attack. You can use a daily melee attack power against the provoking target instead of an opportunity attack.
77 Dire Charge
Attack Play when you charge on your turn. You can use an encounter melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.78 Dire Opportunity
Attack Play when you make an opportunity attack. You can use an encounter melee attack power against the provoking target instead of an opportunity attack.79 Fearsome Charge
Attack Play when you charge on your turn. You can use an at-will melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.80 Fearsome Opportunity
Attack Play when you make an opportunity attack. You can use an at-will melee attack power against the provoking target instead of an opportunity attack.
81 Go for the Eyes!
Attack Play before you use an attack power that deals damage. Expend a daily attack power. Each creature hit by the attack is also blinded until the end of your next turn.82 Hamstring
Attack Play when you hit with an opportunity attack. The target is also slowed until the start of your next turn.83 Immobilizing Strike
Attack Play when you deal 10 damage or more to an enemy with an attack. The attack deals 5 less damage to that enemy, and that enemy is also immobilized until the start of your next turn.84 Inconceivable Failure
Attack Play when you miss every target with an encounter attack power. You regain the use of the power. You are also dazed until the start of your next turn.
85 Lucky Blow
Attack Play when you roll a 1 on a damage die. Reroll any dice from the damage roll that have a result of 1. You must take the second roll.86 Recall Power
Attack Play when you use a daily attack power. The power is not expended. Expend a higher level daily attack power instead.87 Relentless Effort
Attack Play when you roll a 1 on an attack roll. Reroll the attack roll. You lose a healing surge.88 Seize the Moment
Attack Play when an enemy leaves a square adjacent to you due to forced movement. You make an opportunity attack against that enemy.
89 Shall We Dance?
Attack Play when a Medium or Small enemy enters a square adjacent to you. As a free action, you and the enemy swap positions.90 Signature Attack
Attack Play when you use an encounter attack power. The power is not expended. Expend a higher level daily attack power or encounter attack power instead.91 Slowing Strike
Attack Play when you deal 10 damage or more to an enemy with an attack. That enemy is also slowed until the start of your next turn.92 Stopped in Your Tracks
Attack Play before you use an attack power that deals damage. Expend a daily attack power. Creatures hit by the attack are also immobilized (save ends).
93 Stupefying Strike
Attack Play when you deal 10 damage or more to an enemy with an attack. The attack deals 5 less damage to that enemy, and that enemy is also dazed until the start of your next turn.94 Tremendous Shove
Attack Play when you push a target. You push the target up to 2 additional squares.95 Unbalancing Attack
Attack Play before you use an attack power that deals damage. Expend an encounter attack power. Creatures hit by the attack are also dazed until the end of your next turn.96 Vicious Damage
Attack Play when an enemy succeeds on a saving throw to end ongoing damage. The enemy must reroll the saving throw.
97 Vicious Shove
Attack Play when an enemy succeeds on a saving throw to avoid forced movement into hindering terrain. The enemy must reroll the saving throw.98 Weakening Strike
Attack Play when you deal 10 damage or more to an enemy with an attack. The attack deals only half damage to that enemy, and that enemy is also weakened until the start of your next turn.99 Braced to Move
Defense Play when an attack targets your Reflex. You gain a +4 bonus to Reflex against that attack. You are then dazed until the end of your next turn.100 Breathing Room
Defense Play when you use your second wind. You can shift up to 2 squares as a free action.
101 Dwarven Stubborness
Defense Play when you fall prone. Roll a saving throw. If you succeed, you do not fall prone.102 Extra Exertion
Defense Play when you start your turn dazed. You can take an extra minor action this turn.103 Fighting Spirit
Defense Play when an attack hits you. After the attack is resolved, you spend a healing surge. You also grant combat advantage until the start of your next turn.104 Give No Ground
Defense Play when you or an ally is subjected to forced movement. That character is not affected by the forced movement.
105 Good Fall
Defense Play when you are knocked prone. Before you fall prone, you shift 1 square as a free action.106 Hidden Reserves
Defense Play when you spend your last healing surge. You gain a healing surge.107 I'm Done with This
Defense Play when you fail a saving throw. You instead succeed on the saving throw. You lose a healing surge.108 Inured to Pain
Defense Play when you save against ongoing damage with a damage type. You gain resist 5 to that damage type until the end of your next turn. This resistance increases to 10 at 11th level and 15 at 21st level.
109 It Could Be Worse
Defense Play when an attack hits you. You take only half damage from the attack and fall prone as a free action.110 Mentally Braced
Defense Play when an attack targets your Will. You gain a +4 bonus to Will against that attack. You are then dazed until the end of your next turn.111 Moment of Clarity
Defense Play when you start your turn dazed or stunned. You ignore the dazing or stunning effect until the end of your turn. If the effect requires a saving throw, you make it at the end of your turn as normal. You lose a healing surge.112 Physically Braced
Defense Play when an attack targets your Fortitude. You gain a +4 bonus to Fortitude against that attack. You are then dazed until the end of your next turn.
113 Quick Switch
Defense Play at any time. As a free action, you can stow one item and draw another.114 Resolute Mind
Defense Play when an effect dominates or stuns you. You are instead dazed until the effect would normally end. You lose a healing surge.115 Silver Lining
Defense Play when you fail a saving throw. You can spend a healing surge.116 Silver Tongue
Defense Play when you make a Bluff check, Diplomacy check, or Intimidate check and dislike the result. Reroll the check. You must take the second result.
117 Slip Away
Defense Play when you start your turn and are grabbed. You make a check to escape the grab as a free action.118 Swift Recovery
Defense Play when you use your second wind. The second wind requires a minor action instead of a standard action.119 Walk It Off
Defense Play when you take damage. After you take the damage, you can spend a healing surge. You are dazed until the end of your next turn. 120 Watchful Rashness
Defense Play when you are the target of an opportunity attack. You gain a +4 bonus to all defenses against opportunity attacks (including the triggering opportunity attack) until the start of your next turn.
121 Allow Me
Tactic Play when an ally within 10 squares of you spends a healing surge. You lose a healing surge instead of that ally.122 Behind You!
Tactic Play when an enemy enters a square to flank one of your allies. As a free action, the flanked ally can shift up to 2 squares.123 Deft Charge
Tactic Play when you or an ally charges. The character can take further actions after the charge.124 Double Team
Tactic Play when you miss with an attack against an enemy you flank. One ally with which you flank that enemy can make a basic attack against that enemy as a free action.
125 Ever Ready
Tactic Play after you take an immediate action. You can take another immediate action before the start of your next turn.126 Extra Step
Tactic Play when you shift. You shift 1 additional square.127 Leap Into Action
Tactic Play at the start of your turn. You can move up to your speed as a free action but must end the move adjacent to an enemy.128 Now Is the Time to Strike
Tactic Play when an enemy adjacent to your ally shifts. The ally can make a melee basic attack against that enemy as an immediate interrupt.
129 Quickstep
Tactic Play when you hit a creature with an at-will attack. After the attack, you can shift 1 square as a free action.130 Ready for Anything
Tactic Play when you ready an action. You can ready a second action and trigger. You can take only one of the readied actions if both trigger.131 Roll Away
Tactic Play when you stand up. You can shift up to 2 squares as a free action.132 Roll with the Blow
Tactic Play when an attack hits you or an ally. That character shifts up to 3 squares as an immediate reaction.
133 Set for the Charge
Tactic Play when an enemy charges you or an ally adjacent to you. As an immediate reaction, the target of the charge attack can make a melee basic attack against the charging enemy when it moves adjacent to that character.134 Share the Load
Tactic Play when an attack hits an ally adjacent to you. Your ally takes half of the damage from the attack, and you take the other half. You are both subject to any additional effects of the attack.135 Some Good Will Come of It
Tactic Play when you miss every target with an at-will attack power. An ally within 10 squares of you can make a basic attack against a target of that attack power as a free action.136 Sure Footing
Tactic Play when you move during your turn. During your move, entering a square of difficult terrain does not cost 1 square of extra movement.
137 Tactical Retreat
Tactic Play at the start of your turn. You and each ally adjacent to you can use a free action to shift up to 3 squares. Each square a character moves cannot bring him or her closer to a visible enemy.138 Take Heart, Friends!
Tactic Play when you spend a healing surge. Each ally that can see you gains 5 temporary hit points.139 Thread the Needle
Tactic Play when you move adjacent to an ally flanked by enemies. As a free action, you push the ally 1 square (if he or she is willing) and shift 1 square into the square the ally left.140 True Confidence
Tactic Play when you gain temporary hit points. You do not gain the temporary hit points. Instead, you regain hit points equal to the temporary hit points.
141 Useful Power
Tactic Play when you use a utility power. The power is not expended. Expend a higher level daily utility power instead.142 Bowl Over
Attack Play when you gain temporary hit points. The amount of temporary hit points you gain increases by 5. (Source: LCoNW - 20 Renown)143 Spellplague Surge
Attack Play at the start of your turn. Until the start of your next turn, all attacks made by you and creatures within 5 squares of you deal 5 extra fire and psychic damage. (Source: LCoNW - 60 Renown)144 Great Confidence
Defense Play when you gain temporary hit points. The amount of temporary hit points you gain increases by 5. (Source: LCoNW - 40 Renown)
145 Over Bold
Defense Play when you spend a healing surge. You also gain 10 temporary hit points. You grant combat advantage until the start of your next turn. (Source: GoND Game Day)146 Rallying Cry
Attack Play at the start of your turn. As a free action, each ally within 5 squares of you can shift 1 square, or up to 3 squares if that ally moves closer to you. (Source: LCoNW Survey)147 Catseye
Attack Play when you make a melee or a ranged attack against a creature that has partial or total concealment against you. You ignore the penalty to attack rolls for attacking a creature that has concealment for that attack.148 Entwining Fronds
Attack Play when you hit an enemy with an attack. That enemy is also immobilized until the start of your next turn. If it is already immobilized, it is restrained instead.
149 Cyclops's Retort
Attack Play when an enemy you can see hits one of your allies with a melee attack. As a free action, you shift up to 2 squares toward that enemy and make an opportunity attack against it.150 Fey Bewilderment
Attack Play at the start of your turn. The first attack roll you make this turn targets Reflex instead of the defense the attack normally targets.151 Firbolg's Fury
Attack Play when a critical hit is scored against you or an ally. That character makes a basic attack as a free action.152 Flesh is Weak
Attack Play at the start of your turn. The first attack roll you make this turn targets Fortitude instead of the defense the attack normally targets.
153 Flickering Charge
Attack Play when you charge during your turn. You are insubstantial during the charge.154 Focused Charge
Attack Play when you charge during your turn. You ignore difficult terrain during the charge.155 Frost Prince's Offering
Attack Play when you hit a creature with an attack. You and the creature you hit each take cold damage equal to 3 + one half your level.156 I Mean It!
Attack Play when you miss every target with an at-will or encounter attack power. Reroll the attack roll against one target of the power. You must use the second roll. If you have the fey origin, you can reroll the attack roll against one additional target of the power.
157 Kiss of the Long Night
Attack Play during your turn as a standard action. Choose an enemy within 5 squares of you and make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that enemy cannot make attacks against you until it takes damage or until the start of your next turn.158 Maze of Fathaghn
Attack Play when you hit a creature with an attack. Until the start of your next turn, that creature is deafened and has line of sight only to the creature closest to it that it could normally see.159 Moonbeam Lance
Attack Play when you hit an enemy within 10 squares of you. That enemy grants combat advantage until the end of your next turn.160 Murkendraw Hag Blight
Attack Play when you bloody an enemy. That enemy is weakened until the start of your next turn. You lose a healing surge.
161 Pixie's Laughter
Attack Play when you use a ranged or area attack power. One target of that power grants combat advantage to you for that attack. If you have thee fey origin, every target grants combat advantage to you instead.162 Pointed Remark
Attack Play when you use an attack power. One target hit by the attack takes 4 extra damage. If it is a charm or illusion power, every target hit by the attack takes 4 extra damage.163 Redcap's Feast
Attack Play when you drop an enemy below 1 hit point. You regain hit points equal to your healing surge value.164 Shifting Fortunes
Attack Play when you hit a creature adjacent to you with a melee attack power. After the attack, you and that creature swap places.
165 The Shakes
Attack Play when you miss every target with an at-will or encounter attack power. One target of that power grants combat advantage until the start of your next turn. If you have the fey origin, every target grants combat advantage instead.166 Blink of an Eye
Defense Play when you become bloodied. You teleport up to 2 squares as a free action.167 Blood in your Eye
Defense Play when a critical hit is scored against you. You are invisible to that attacker until the start of its next turn or until you hit or miss with an attack roll.168 Clever Retort
Defense Play when an enemy hits you with an attack. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that enemy is dazed until the end of your next turn.
169 Cloak of Dusk
Defense Play when you use your second wind. You gain partial concealment until the start of your next turn.170 Cut That Out!
Defense Play when a non-adjacent enemy hits you with an attack. You shift up to 2 squares toward that enemy as a free action.171 Defiance of Shinaelesstra
Defense Play when you take damage from an enemy's attack. After you take the damage, you gain temporary hit points equal to 3 + one-half your level. If the enemy has the fey origin or the giant keyword, one ally adjacent to you also gains the same number of temporary hit points.172 Emptiness of Cendriane
Defense Play when an attack drops you below 1 hit point. You are removed from play until the start of your next turn. When you return to play, you appear with 1 hit point in any unoccupied space within 5 squares of your previous position.
173 Grig's Fiddle
Defense Play when an enemy's attack pulls, pushes, or slides you. You slide that enemy up to 2 squares as a free action.174 Icy Ground
Defense Play when an enemy's attack hits you. That enemy must make an Acrobatics check. The check DC is equal to your Reflex. If the check fails, you take half damage from that attack and the enemy falls prone.175 Imperious Demand
Defense Play when an enemy adjacent to you targets one of your allies with an attack. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that attack targets you instead.176 Miasma of the Feydark
Defense Play when an enemy attacks you while you have partial concealment against it. You have total concealment against that enemy for that attack.
177 Murkendraw Curse
Defense Play when you become bloodied from an enemy's attack. After the attack, that enemy takes necrotic damage equal to 3 + one-half your level. If you have the fey origin, you gain that number of temporary hit points.178 Not So Fast!
Defense Play when an enemy leaves a square adjacent to you. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that enemy is immobilized until the end of its turn.179 Oh, Really?
Defense Play when an enemy hits you with an attack. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, you take only half damage from the attack.180 Redcap's Refreshment
Defense Play when an enemy adjacent to you becomes bloodied. You use your second wind as a free action. If you have already used your second wind, you instead gain temporary hit points equal to your healing surge value.
181 Same to You!
Defense Play when an enemy attacks you with combat advantage. That enemy grants combat advantage to your allies until the start of your next turn.182 Saw It Coming
Defense Play when an enemy attacks you. That attack targets your highest defense instead of the defense it normally would target.183 Steady Footing
Defense Play when you fall prone. You do not fall prone.184 Stutter Step
Defense Play when you move during your turn. You gain a +4 bonus to all defenses against opportunity attacks you provoke with that move.
185 Unstable Form
Defense Play when you hit an enemy with an implement attack power. The enemy is weakened until the start of your next turn. You are dazed until the start of your next turn.186 Crazy Legs
Tactic Play when you hit with an attack. After the attack, you can shift 1 square as a free action, or up to 2 squares if the attack targets Will.187 Cruel Forbearance
Tactic Play when an enemy provokes an opportunity attack from you. You do not make the opportunity attack. That enemy instead grants combat advantage to your allies until the start of your next turn.188 Dream Blossoms
Tactic Play at the start of your turn. You create a zone of dream blossoms in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures grant combat advantage while in the zone.
189 Dream Partner
Tactic Play when an enemy hits you or an ally adjacent to you with an attack. The attack misses instead. You are weakened until the end of your next turn.190 Faerie Ring
Tactic Play at the start of your turn. You create a zone of faerie ring mushrooms in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that starts its turn in the zone can make a saving throw.191 Fey Passage
Tactic Play during your turn as a move action. You teleport up to 2 squares, or up to your speed if you have the fey origin.192 Fluid Form
Tactic Play when you use a conjuration, summoning, or polymorph power during your turn. As a free action, you shift up to one-half your speed before or after using that power.
193 Frost's Touch
Tactic Play when an enemy adjacent to you moves. That enemy is slowed until the start of your next turn.194 Give 'em the Slip
Tactic Play while you are grabbed and have an unexpended racial power. You expend your racial power to escape automatically.195 Goodberry Bushes
Tactic Play at the start of your turn. You create a zone of goodberry bushes in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone gains 3 temporary hit points.196 Grab Grass
Tactic Play at the start of your turn. You create a zone of grab grass in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that starts its turn in the zone is slowed until the start of its next turn.
197 Heat Shimmer
Tactic Play at the start of your turn. Until the start of your next turn, allies gain partial concealment while adjacent to you.198 Into Thin Air
Tactic Play during your turn as a move action. You move up to 2 squares and are phasing during this move.199 Leaves of Mithrendain
Tactic Play when you hit a creature with an attack. After the attack, you and the creature you hit are removed from play. At the start of your next turn, you and that creature return to play, each in its previous space, or in the nearest unoccupied space. You are then dazed until the end of your next turn.200 Let's Try That Again
Tactic Play when you or an ally adjacent to you fails a skill check. That character rerolls the skill check but must use the second result.
201 Lightfoot Spring
Tactic Play when you move during your turn. Treat each Athletics check you make during the move as if you had rolled a 10.202 Luck of the Fey
Tactic Play at the start of your turn. Put this card into play in front of you. It stays in play until the start of your next turn. You can discard this card to let an ally within 5 squares of you reroll one attack roll, saving throw, or skill check.203 Mag Tureah Bloodlust
Tactic Play when you hit a creature with an attack. You take damage equal to 3 + one-half your level and deal that amount of extra damage to one target of the attack.204 Moonglow Moss
Tactic Play at the start of your turn. You create a zone of moonglow moss in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures cannot benefit from concealment while in the zone.
205 Poisonous Thorns
Tactic Play at the start of your turn. You create a zone of poisonous thorns in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone takes 3 poison damage.206 Song of Senaliesse
Tactic Play when an ally starts his or her turn adjacent to you. That ally can move through enemies' spaces during his or her turn, but cannot end his or her turn there. If the ally has the fey origin, he or she also gains a +4 bonus to all defenses against opportunity attacks provoked by that movement.207 Sprightly Step
Tactic Play when you move during your turn. During that move, you can make Acrobatics checks instead of Athletics checks to climb, jump, or swim.208 Starlight Grove
Tactic Play at the start of your turn. You create a zone of starlight grove trees in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures gain partial concealment while in the zone.
209 Thick Air
Tactic Play when an enemy adjacent to you moves, shifts, or teleports. During the movement, that enemy moves 2 fewer squares (minimum 1 square).210 Twinkle Toes
Tactic Play when an ally you can see moves. After the move, you teleport up to 3 squares as a free action, or up to 5 squares if you have the fey origin. You cannot end this movement adjacent to an enemy.211 Unbearable Insult
Tactic Play when an enemy you can see moves. If that enemy does not end its movement closer to you, it grants combat advantage until the end of its next turn.212 Cavern Oracle
Tactic Play when you make a knowledge check. Treat the result of the check as if you had rolled a 10.
213 Crystalbrook Blood Feud
Attack Play when you hit an enemy with an attack during your turn. The attack deals extra damage equal to 3 + 1/2 your level. If you have the fey origin and the target doesn’t, or vice versa, the attack deals extra damage equal to 3 + your level instead. You gain one-half your level vulnerability to all damage until the start of your next turn.214 Glittering Crystals
Tactic Play at the start of your turn. You create a zone of glittering crystals in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone is dazed until the start of its next turn.215 Driven before You
Attack Play when you reduce an enemy to 0 hit points. You push an enemy adjacent to you 1 square. You can then shift 1 square as a free action.216 Demoralizing Aggression
Attack Play when you bloody an enemy with an attack. Enemies adjacent to you when you make the attack cannot use opportunity actions or immediate actions until the end of your turn.
217 Wrenching Success
Attack Play when you hit an enemy with an attack. You slide that enemy 1 square as a free action.218 Bloodlust
Attack Play when you make an opportunity attack. You gain a +3 bonus to damage rolls until the start of your next turn.219 Strength in Numbers
Attack Play at the start of your turn. You gain a bonus to damage rolls equal to the number of creatures adjacent to you now. This bonus lasts until the end of this turn.220 Death Wish
Attack Play at the start of your turn if you are bloodied. Until the end of this turn, you gain a bonus to damage rolls equal to 1 + one-half your level, but your melee and close attack powers provoke opportunity attacks.
221 Kick the Hornet's Nest
Attack Play when you hit with an attack. The attack deals extra damage equal to 1 + one-half your level. Each enemy within 2 squares of you can then shift 1 square as a free action.222 Desperate Gamble
Attack Play when an adjacent enemy damages you. Make an opportunity attack against that enemy. If this attack misses, you take damage equal to 1 + one-half your level.223 Roaring Rebuke
Attack Play when you hit an enemy with an opportunity attck. You knock the enemy prone.224 Wild Swing
Attack Play when you miss all targets with a melee attack while you are adjacent to two or more creatures. Make a melee basic attack against a randomly determined creature adjacent to you as a free action. This attack deals half damage.
225 Whispered Threat
Attack Play when an ally attacks an enemy adjacent to you. The ally gains combat advantage for the attack.226 Blood in the Water
Attack Play when you reduce an enemy to 0 hit points. You can charge as a free action. During the charge, you grant combat advantage.227 Heedless Charge
Attack Play when you make a charge attack. Reroll the attack roll and use the lower result. On a hit, the attack deals maximum damage.228 Mad Certainty
Attack Play when you roll damage. You treat any roll of a 1 or 2 on the damage die as if you had rolled a 3. If the attack does not reduce its target to 0 hit points, you are dazed until the start of your next turn.
229 Violent Rebirth
Attack Play when you drop below 1 hit point while you are adjacent to at least one creature. Make a melee basic attack against a randomly determined creature adjacent to you as an immediate interrupt. On a hit, you can spend a healing surge.230 We Have You Now
Attack Play when you hit an enemy that is flanked by your allies with an attack. The enemy is immobilized until the start of your next turn.231 Off with Its Head
Attack Play when you use the aid attack action. The chosen enemy takes extra damage equal to your level from each attack that hits it before the start of your next turn.232 Unnerving Focus
Attack Play when you attack a creature benefiting from any concealment or cover. Your attack ignores all concealment and cover. Until the start of your next turn, all creatures other than the target of your attack have partial concealment from you.
233 Shattered Loyalties
Attack Play when you bloody an enemy with an attack. Until the start of your next turn, that enemy regards all creatures as enemies and must make opportunity attacks if able to do so.234 Break the Chains
Attack Play when you hit a slowed or immobilized creature with an attack. The creature is dazed until the start of your next turn, and the creature is no longer slowed or immobilized.235 Uncontrolled Anger
Attack Play when you make an attack that misses every target. Make a melee basic attack against a randomly determined creature in your reach as a free action.236 Seize the Opening
Attack Play when an ally adjacent to you misses with an attack. You can shift 1 square and make a basic attack as a free action. If your attack misses, the ally takes damage equal to your level.
237 Finish Him
Attack Play when you hit a prone creature. The creature takes extra damage equal to your level. You and the creature grant combat advantage until the start of your next turn.238 Turn the Tide
Tactic Play when an ally you can see saves. You shift 1 square as a free action.239 Seal the Breach
Tactic Play when an ally you can see takes damage. You and one ally within 5 squares of you can shift 1 square toward the damaged ally as a free action.240 Follow the Leader
Tactic Play when an ally hits with an attack. You shift up to your speed as a free action. During your next turn, you lose your move action.
241 Unconventional Tactics
Tactic Play when you hit with an attack. You slide one ally within 5 squares of you up to 2 squares as a free action.242 A Little Help?
Tactic Play when you miss with an attack. You and the target grant combat advantage until the start of your next turn.243 Hue and Cry
Tactic Play at the end of your turn. Until the start of your next turn, enemies adjacent to you cannot benefit from partial concealment or partial cover.244 Triumphant Will
Tactic Play when an enemy attacks your Fortitude or Reflex. The attack instead targets your Will. On a hit, you are dazed until the start of your next turn.
245 Surprising Rebound
Tactic Play when an enemy pulls, pushes, or slides an ally you can see. After resolving the forced movement, that ally can charge and use bull rush as a free action.246 Unravelling Fortunes
Tactic Play when an ally misses with an attack. One enemy adjacent to the ally grants combat advantage until the start of your next turn.247 Clear a Path
Tactic Play when an ally you can see shifts. Push one enemy adjacent to you up to 2 squares as a free action.248 Watch Out!
Tactic Play when an enemy makes a ranged attack. You and one ally within 5 squares of you can each drop prone as a free action.
249 Advancing Fortress
Tactic Play when you take the total defense action. As a free action, you can slide one creature adjacent to you 1 square and then shift up to half your speed.250 Deft Maneuver
Tactic Play when an adjacent enemy of your size or smaller misses you with an attack. You and the enemy swap positions as a free action.251 Misfortune's Laughter
Tactic Play when an ally drops below 1 hit point. You gain temporary hit points equal to your level.252 Stick Together
Tactic Play when an ally willingly or unwillingly moves. As a free action, you can move a number of squares equal to 1 + half the distance the ally moved.
253 Cover Me
Tactic Play when an ally starts his or her turn adjacent to an enemy. You can shift up to 3 squares as a free action. If the ally misses the enemy or does not attack the enemy this turn, you grant combat advantage until the end of your next turn.254 Back on Your Feet
Tactic Play when an ally you can see falls prone. You and that ally can each stand up as a free action.255 Is That All You Got?
Tactic Play when you or an ally adjacent to you saves. One enemy adjacent to you grants combat advantage until the start of your next turn.256 Wriggle Free
Tactic Play when an enemy grabs you. Attempt an escape as a free action. On a success, you shift up to half your speed. On a failure, you take damage equal to your level.
257 Crab Crawl
Tactic Play when you start your turn prone. You crawl up to half your speed as a free action before you take any other actions on this turn. This movement does not provoke opportunity attacks.258 No Path Too Rough
Tactic Play at the start of your turn. You ignore difficult terrain until the end of this turn.259 Mercy Killing
Tactic Play at the start of your turn. Until the end of this turn, you gain a +3 bonus to damage rolls against any creature subject to an effect that a save can end.260 Imminent Defeat
Tactic Play when you or an ally you can see rolls a 1 on an attack roll. Before the end of the encounter you can use a Panicked Reaction when you take damage from an attack. When you do so, roll a d20. 1–9: Move your speed away from the attacker as a free action. 10+: Make a basic attack as a free action. You can have only one Panicked Reaction at time.
261 We Can Do This
Tactic Play when an ally you can see spends a healing surge. You regain hitpoints equal to half the ally's healing surge value. You then grant combat advantage until the start of your next turn.262 Think Again
Defense Play when an enemy makes an opportunity attack against you. You gain a +4 bonus to defenses against the attack.263 Guard My Back
Defense Play when you spend a healing surge while adjacent to an ally. You and the ally sawp positions as a free action.264 They're Out to Get Me!
Defense Play at the end of your turn. Until the start of your next turn, enemies cannot gain combat advantage by flanking you.