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Str vs. AC
Melee Basic Attack
At-Will Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Str damage.
Increase damage to 2[W] + Str at 21st level.
Power Attack
Feat
When making a melee attack, you can take a -2 penalty
to the attack roll. If the attack hits, you gain a +2 bonus
to the damage roll (or a +3 bonus to the damage roll
with a two-handed weapon).
At level 11 this extra damage increases to +4 (=6 for 2-
handed) and at level 21 it increases to +6 (+9 for 2-
handed). The attack penalty remains the same.
Damage Bonus
Power Attack
Feat
At-Will
When making a melee attack, you can
take a -2 penalty to the attack roll. If the
attack hits, you gain a +2 bonus to the
damage roll (or a +3 bonus to the damage roll with a
two-handed weapon).
The bonus on damage rolls increases to +4/+6 at 11th
level and to +6/+9 at 21st level.
Dex vs. AC
Ranged Basic Attack
At-Will Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dex damage.
Increase damage to 2[W] + Dex at 21st level.
Special: Warlocks can use eldritch blast as a ranged
basic attack, and wizards can use magic missile as a
ranged basic attack.
Dragonborn Fury
Dragonborn Racial
At-Will
When you're bloodied, you gain a +1 racial bonus to
attack rolls.
Divine Challenge
Paladin Feature
At-Will Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against
another target, or if you fail to engage the target (see below). A creature can be subj ect to
onlyone mark at a time. A new mark supersedes a mark that was alreadyin place.
While a target is marked, it takes a -2 penaltyto attack rolls for anyattack that doesn't
include you as a target. Also, it takes radiant damage equal to 3 + Cha the first time it
makes an attack that doesn't include you as a target before the start of your next turn. The
damage increases to 6 + Cha at 11th level, and to 9 + Cha at 21st level.
On your turn, you must engage the target you challenged or challenge a different target. To
engage the target, you must either attack it or end your turn adj acent to it. If none of these
events occur bythe end of your turn, the marked condition ends and you can't use divine
challenge on your next turn.
You can use divine challenge once per turn.
Special: Even though this abilityis called a challenge, it doesn't relyon the intelligence or
language abilityof the target. It's a magical compulsion that affects the creature's
behavior, regardless of the creature's nature. You can't place a divine challenge on a
creature that is alreadyaffected byyour or another character's divine challenge.
Healing
Second Wind
Encounter
Standard Action Personal
Once per encounter, you can spend a
healing surge to regain hit points. In
addition to the damage healed, you gain a +2 bonus to
all defenses until the start of your next turn.
+ vs. Ref
Damage
Type
Dragon Breath
Dragonborn Racial
Encounter Acid, Cold, Fire Lightning, or Poison
Minor Action Close blast 3
Target: All creatures in the area
Attack: Str, Dex, or Con +2 vs. Ref
Hit: 1d6 + Con damage.
Increase to +4 bonus and 2d6 + Constitution
modifier damage at 11th level, and to +6 bonus
and 3d6 + Constitution modifier damage at 21st
level.
Special: When you create your character,
choose the damage type and the ability score to
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use for attacks.
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Save Bonus
Channel Divinity: Divine Mettle
Paladin Feature
Encounter Divine
Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw
with a bonus equal to your Cha.
Damage Bonus
Channel Divinity: Divine Strength
Paladin Feature
Encounter Divine
Minor Action Personal
Effect: Apply your Str as extra damage
on your next attack this turn.
Uses/day
Lay on Hands
Paladin Feature
At-Will (Special) Divine, Healing
Special: You can use this power a
number of times per day equal to your
Wis (minimum 1), but only once per
round.
Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit
points. Instead, the target regains hit points as if it
had spent a healing surge. You must have at least one
healing surge remaining to use this power.
Cha vs. AC
Damage
Enfeebling Strike
Paladin Attack 1
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Cha vs. AC
Hit: 1[W] + Cha damage. If you marked
the target, it takes a -2 penalty to attack
rolls until the end of your next turn.
Increase damage to 2[W] + Cha at 21st level.
Str vs. AC
Damage
Valiant Strike
Paladin Attack 1
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Str + 1 per enemy adjacent to
you vs. AC
Hit: 1[W] + Str damage.
Increase damage to 2[W] + Str at 21st
level.
Str vs. AC
Damage
Radiant Smite
Paladin Attack 1
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Str vs. AC
Hit: 2[W] + Str + Wis radiant damage.
Cha vs. Will
Damage
On Pain of Death
Paladin Attack 1
Daily Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Cha vs. Will
Hit: 3d8 + Cha damage. Once per round,
the target takes 1d8 damage after
making any attacks on its turn (save
ends).
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Miss: Half damage. Once per round, the target takes
1d4 damage after making any attacks on its turn (save
ends).

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