Friday, June 11, 2010
Dervish Feats
NEW FEATS
HEROIC TIER FEATS
DEADLY ARC
Benefit: When you make a melee attack while wielding a weapon with both hands and hit more than one creature, you gain a +1 bonus to the damage roll.
IMPROVED EARTH'S UPHEAVAL
Prerequisites: Dervish, earth's upheaval
Benefit: You can use earth's upheaval as an immediate interrupt instead of an opportunity action.
IMPROVED WINDBORNE STEP
Prerequisites: Dervish, windborne step
Benefit: When you use windborne step, you can move 2 squares before or after the shift.
PRACTICED FOOTWORK
Benefit: Whenever you enter a stance, you can shift 2 squares as a free action.
VIGILANT EARTH
Prerequisites: Dervish, Earth Prayers class feature
Benefit: At the beginning of an encounter, after you roll
initiative, you gain temporary hit points equal to your
Constitution modifier, and each square adjacent to you
grants cover until the beginning of your turn.
VIGILANT SKY
Prerequisites: Dervish, Sky Prayers class feature
Benefit: At the beginning of an encounter, after you roll
initiative, you can move 3 squares as a free action.
PARAGON TIER FEATS
GUSTY CHANTER
Prerequisites: 11th level, dervish, Sky Prayers class feature
Benefit: While you are under the effect of a mantra power, you gain a +2 bonus to damage rolls.
LITHIC CHANTER
Prerequisites: 11th level, dervish, Earth Prayers class feature
Benefit: While you are under the effect of a mantra power, you gain a +1 bonus to AC.
PIOUS DANCER
Prerequisites: 11th level, dervish
Benefit: While you are in a dervish stance, you gain a +1 bonus to all defenses.
STRENGTH IN SILENCE
Prerequisites: 11th level, dervish
Benefit: While you are not under the effects of any mantra or stance power, you gain a +1 bonus to attack rolls for melee basic attacks and dervish attack powers.
EPIC TIER FEATS
EFFORTLESS INTONATION
Prerequisite: 21st level, dervish
Benefit: Once per turn, you can use a mantra power as a free action during your turn.
GURU'S PRAYERS
Prerequisite: 21st level, dervish, Dervish's Prayers class feature
Benefit: You can use the encounter power granted by your Dervish's Prayers class feature an additional time in each encounter.
SEISMIC DEFENSE
Prerequisite: 21st level, dervish, Earth prayers class feature, earth's upheaval
Benefit: When an enemy ends a charge in an adjacent square, you can use earth's upheaval against that enemy without expending it, even if you have used it during this encounter.
SUN AND MOON CHARGE
Prerequisite: 21st level, dervish, Sky Prayers class feature
Benefit: When you make a melee basic attack at the end of a charge, you can make a melee basic attack against a second target adjacent to you and to the target of your charge as a free action.
MULTICLASS FEATS
MYSTIC INITIATE [MULTICLASS DERVISH]
Prerequisite: 13 Wisdom
Benefit: You gain training in Religion.
Once per encounter, when you make a melee basic attack during your turn, you can target an additional creature adjacent to both you and the first target.
HEROIC TIER FEATS
DEADLY ARC
Benefit: When you make a melee attack while wielding a weapon with both hands and hit more than one creature, you gain a +1 bonus to the damage roll.
IMPROVED EARTH'S UPHEAVAL
Prerequisites: Dervish, earth's upheaval
Benefit: You can use earth's upheaval as an immediate interrupt instead of an opportunity action.
IMPROVED WINDBORNE STEP
Prerequisites: Dervish, windborne step
Benefit: When you use windborne step, you can move 2 squares before or after the shift.
PRACTICED FOOTWORK
Benefit: Whenever you enter a stance, you can shift 2 squares as a free action.
VIGILANT EARTH
Prerequisites: Dervish, Earth Prayers class feature
Benefit: At the beginning of an encounter, after you roll
initiative, you gain temporary hit points equal to your
Constitution modifier, and each square adjacent to you
grants cover until the beginning of your turn.
VIGILANT SKY
Prerequisites: Dervish, Sky Prayers class feature
Benefit: At the beginning of an encounter, after you roll
initiative, you can move 3 squares as a free action.
PARAGON TIER FEATS
GUSTY CHANTER
Prerequisites: 11th level, dervish, Sky Prayers class feature
Benefit: While you are under the effect of a mantra power, you gain a +2 bonus to damage rolls.
LITHIC CHANTER
Prerequisites: 11th level, dervish, Earth Prayers class feature
Benefit: While you are under the effect of a mantra power, you gain a +1 bonus to AC.
PIOUS DANCER
Prerequisites: 11th level, dervish
Benefit: While you are in a dervish stance, you gain a +1 bonus to all defenses.
STRENGTH IN SILENCE
Prerequisites: 11th level, dervish
Benefit: While you are not under the effects of any mantra or stance power, you gain a +1 bonus to attack rolls for melee basic attacks and dervish attack powers.
EPIC TIER FEATS
EFFORTLESS INTONATION
Prerequisite: 21st level, dervish
Benefit: Once per turn, you can use a mantra power as a free action during your turn.
GURU'S PRAYERS
Prerequisite: 21st level, dervish, Dervish's Prayers class feature
Benefit: You can use the encounter power granted by your Dervish's Prayers class feature an additional time in each encounter.
SEISMIC DEFENSE
Prerequisite: 21st level, dervish, Earth prayers class feature, earth's upheaval
Benefit: When an enemy ends a charge in an adjacent square, you can use earth's upheaval against that enemy without expending it, even if you have used it during this encounter.
SUN AND MOON CHARGE
Prerequisite: 21st level, dervish, Sky Prayers class feature
Benefit: When you make a melee basic attack at the end of a charge, you can make a melee basic attack against a second target adjacent to you and to the target of your charge as a free action.
MULTICLASS FEATS
MYSTIC INITIATE [MULTICLASS DERVISH]
Prerequisite: 13 Wisdom
Benefit: You gain training in Religion.
Once per encounter, when you make a melee basic attack during your turn, you can target an additional creature adjacent to both you and the first target.
Hybrid Dervishes
HYBRID DERVISH
CLASS TRAITS
Role: Controller
Power Source: Divine
Key Abilities: Wisdom, Strength, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged, military light blades, military heavy blades, military axes, military flails
Bonus to Defense: +1 Fortitude, Reflex, or Will
Hit Points Gained at 1st Level: 7
Hit Points per Level Gained: 3
Healing Surges per Day: 3.5
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex), Religion (Wis).
Hybrid Talent Options: Dervish's Prayers (Hybrid), Prayerful Protection
HYBRID TALENT OPTIONS
Dervish's Prayers (Hybrid): This feature functions exactly as the dervish class feature, except that you do not gain the associated at-will power.
Prayerful Protection: This feature functions exactly as the dervish class feature.
CLASS TRAITS
Role: Controller
Power Source: Divine
Key Abilities: Wisdom, Strength, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged, military light blades, military heavy blades, military axes, military flails
Bonus to Defense: +1 Fortitude, Reflex, or Will
Hit Points Gained at 1st Level: 7
Hit Points per Level Gained: 3
Healing Surges per Day: 3.5
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex), Religion (Wis).
Hybrid Talent Options: Dervish's Prayers (Hybrid), Prayerful Protection
HYBRID TALENT OPTIONS
Dervish's Prayers (Hybrid): This feature functions exactly as the dervish class feature, except that you do not gain the associated at-will power.
Prayerful Protection: This feature functions exactly as the dervish class feature.
Dervish Paragon Paths and Epic Destinies
PARAGON PATHS
CONTEMPLATIVE OF THE FOUR WINDS
"Zephyrus, Eurus, Notus, Boreas! Heed my call and lend your aid!"
Prerequisite: Dervish, Sky Prayers class feature
CONTEMPLATIVE OF THE FOUR WINDS PATH FEATURES
Anemoi's Action (11th Level): When you spend an action point to take an extra action, you can push each enemy within a number of squares equal to your Dexterity modifier 1 square.
Venti's Step (11th Level): You can use windborne step even when it's not your turn, but you cannot interrupt another creature's action with it. When you use windborne step, you shift an additional square.
Four Winds Charge (16th Level): When you charge, you gain a +2 bonus to defenses against opportunity attacks, and each enemy that makes an opportunity attack against you either takes 5 fire damage, 5 cold damage, or is pushed 1 square.
CONTEMPLATIVE OF THE FOUR WINDS PRAYERS
Mantra of the Angry Anemoi
Encounter - Cold, Divine, Fire, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, whenever
you make an attack, you can choose to do one of the
following to each creature hit by the attack:
-slide the creature 2 squares
-push the creature 1 square and knock it prone
-slide the creature 1 square and it takes 5 fire damage
-deal 10 cold damage to the creature
Fourfold Cloak
Encounter - Cold, Divine, Fire
Immediate Interrupt - Personal
Trigger: An enemy hits you with a melee attack
Effect: You become insubstantial until the beginning
of your next turn. Choose one: the attacking enemy takes
5 fire damage; the attacking enemy takes 5 cold damage;
the attacking enemy is pushed 2 squares; slide the
attacking enemy 1 square to a space adjacent to you.
Dance of the Four Winds
Daily - Cold, Divine, Fire, Stance
Minor Action - Personal
Effect: At the beginning of your turn, choose up to four
creatures within a number of squares equal to your
Dexterity modifier: slide one creature 3 squares; slide
one creature 1 square and knock it prone; slide one
creature 2 squares, and it takes 5 fire damage;
slide one creature 1 square, at it takes 10 cold damage.
You choose which creature suffers which effect, but no
two creatures can suffer the same effect in a turn.
DESERT ASCETIC
"You should not see the desert simply as some faraway place of little rain. There are many forms of thirst."
-William Langewiesche, Sahara Unveiled
Prerequisite: Dervish, Earth Prayers or Sky Prayers class feature
DESERT ASCETIC PATH FEATURES
Desert Home (11th Level): You gain a +5 bonus to Nature and Perception checks while in a desert environment, and you can go twice as long without food or water.
Desiccating Critical (11th Level): When you score a critical hit, the target takes a -2 penalty to Fortitude (save ends).
Arid Blows (11th Level): When you use an action point to make an attack, that attack gains an additional effect depending on your Dervish's Prayers class feature:
-Earth Prayers: Each creature you hit with the attack is slowed until the beginning of your next turn.
-Sky Prayers: Each creature you hit with the attack takes an additional 5 fire damage.
Powers of the Erg (12th Level): You gain either the earth's upheaval or sky's step power, whichever you do not already have. When you hit a target with earth's upheaval, that creature takes 5 fire damage. When you use sky's step, one creature adjacent to you before or after the shift takes 5 fire damage. Both powers gain the fire keyword.
Scorching Exhalation (16th Level): When you use your second wind, you gain an additional effect depending on your Dervish's Prayers class feature:
-Earth Prayers: Each enemy adjacent to you takes 5 fire damage.
-Sky Prayers: One or two enemies within a number of squares equal to your Dexterity modifier takes 5 fire damage.
DESERT ASCETIC PRAYERS
Mantra of Parching Heat
Encounter - Divine, Fire, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, your
attacks can target Fortitude instead of AC, and deal no
damage. Each creature you hit with an attack takes 5 fire
damage and is dazed.
Earth Prayers: Each creature you hit with an attack
is also slowed.
Sky Prayers: You can push each creature you hit with
an attack 1 square.
Dance of the Desert
Daily - Divine, Fire, Stance
Minor Action - Personal
Effect: You gain resist 10 fire, and a +2 bonus to
Fortitude and Reflex. When you move, you can leave an
area of desiccation in each square you leave. Each
creature that enters such a square or starts its turn there
takes 5 fire damage. Desiccating squares last until the
beginning of your next turn.
DISCIPLE OF THE SUMMIT
"It is not the mountain we conquer, but ourselves."
-Sir Edmund Hillary
Prerequisite: Dervish, Earth Prayers class feature
DISCIPLE OF THE SUMMIT PATH FEATURES
Cragpeak Action (11th Level): When you use an action point to make an attack, you can knock one creature hit by that attack prone.
No Rest to the Top (11th Level): You can use your second wind as a free action during your turn. Instead of gaining a bonus to all defenses, you can choose to knock an adjacent creature prone.
Long Way to Fall (16th Level): Whenever you knock a creature prone, that creature takes 5 thunder damage.
DISCIPLE OF THE SUMMIT PRAYERS
Mantra of Thundering Peaks
Encounter - Divine, Mantra, Thunder
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
hit a creature with an attack, that creature is knocked
prone, and you can deal 5 thunder damage to one or two
creatures adjacent to it.
Scale the World
At-Will - Divine
Move Action - Personal
Effect: Until the end of your turn, you gain a climb
speed equal to your speed. Move your speed.
Dance of the Summit
Daily - Divine, Stance, Thunder
Minor Action - Personal
Effect: You gain resist 5 to all damage, cannot be
pushed, pulled, slid, or knocked prone, and have
combat advantage against adjacent enemies. Your melee
reach increases by 1, and your close powers can affect
creatures 2 squares above you. The first creature you hit
with an attack each turn is knocked prone.
OTHERWORLD SLAYER
"They are not part of the gods' creation, and creation will not abide them."
Prerequisite: Dervish
OTHERWORLD SLAYER PATH FEATURES
Girded Thoughts (11th Level): You gain resist 5 psychic and a +2 bonus to saves against charm effects.
Irresistible Action (11th Level): When you spend an action point to take make an attack, your attack ignores the target's resistances, except for resistance to all damage.
Study of the Other (11th Level): You gain a +5 bonus to Perception and Insight checks made against aberrant and elemental creatures, and a +5 bonus to monster knowledge checks concerning aberrant and elemental creatures.
Wards of Divine Creation (16th Level): Aberrant and elemental creatures take a -2 penalty to attack rolls against you.
OTHERWORLD SLAYER PRAYERS
Mantra of Banishing Light
Encounter - Divine, Mantra, Radiant, Teleport
Minor Action - Personal
Effect: Until the beginning of your next turn, the first
creature you hit with an attack takes 1d10 radiant
damage and is teleported 3 squares, the second creature
you hit with an attack takes 1d8 radiant damage and is
teleported 2 squares, and the third creature you hit with
an attack takes 1d6 radiant damage and is teleported 1
square. If you hit an aberrant or elemental creature, it
takes two times the extra radiant damage and is slowed.
Slayer's Zealous Resolve
Daily - Divine
Free Action - Personal
Trigger: You begin your turn and you are dazed,
stunned, or dominated.
Effect: You end all dazed, stunned, and dominated effects
on you.
Dance of the Gatekeeper God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain resist 5 fire, lightning, cold, and thunder,
resist 10 psychic, and are immune to charm. When you
hit an enemy with an attack, it takes a -2 penalty on
rolls to recharge powers until the beginning of your next
turn. A roll of a '6' still recharges a power.
EPIC DESTINIES
REGENT OF CREATION
Appointed by the pantheon to act in their stead, you are as much a servant as a ruler. The power you carry is a heavy burden, and yet its weight is nothing compared to that of your responsibilities.
Prerequisites: 21st level, dervish
REGENT OF CREATION FEATURES
Regent's Austerity (21st Level): Your Wisdom score and one other ability score of your choice increase by 2.
Bound to Creation (24th Level): Once per day when you begin your turn dying or dead, you can return to life. Your hit point total becomes your bloodied value, and you can stand up as a free action. Until the beginning of your next turn, you gain a +10 bonus to all defenses and cannot mark enemies.
Step of the Regent (30th Level): You ignore difficult terrain and impassable terrain, and whenever you leave a square, you can change that square to difficult terrain if it is normal, to normal terrain if it is difficult, or to difficult terrain if it is impassable. You still cannot move through solid obstacles.
REGENT OF CREATION POWER
Shape Creation
Daily - Conjuration, Divine
Standard Action - Close burst 20
Effect: For each square in the burst, choose an effect,
depending on the square's current terrain:
-if the square is normal terrain, you can make it difficult
terrain
-if the square is difficult terrain, you can make it normal
terrain
-if the square is impassable terrain, you can make it
difficult terrain.
In addition, you can choose up to four unoccupied squares
in the burst. You conjure a solid obstacle in each of these
squares. Each obstacle has 100 hit points and resist 10 to
all damage, and crumbles into difficult terrain if it is
destroyed.
These changes last for 5 minutes or until the end of the
encounter, and this power cannot affect squares that
already contain solid obstacles.
CONTEMPLATIVE OF THE FOUR WINDS
"Zephyrus, Eurus, Notus, Boreas! Heed my call and lend your aid!"
Prerequisite: Dervish, Sky Prayers class feature
CONTEMPLATIVE OF THE FOUR WINDS PATH FEATURES
Anemoi's Action (11th Level): When you spend an action point to take an extra action, you can push each enemy within a number of squares equal to your Dexterity modifier 1 square.
Venti's Step (11th Level): You can use windborne step even when it's not your turn, but you cannot interrupt another creature's action with it. When you use windborne step, you shift an additional square.
Four Winds Charge (16th Level): When you charge, you gain a +2 bonus to defenses against opportunity attacks, and each enemy that makes an opportunity attack against you either takes 5 fire damage, 5 cold damage, or is pushed 1 square.
CONTEMPLATIVE OF THE FOUR WINDS PRAYERS
Mantra of the Angry Anemoi
Encounter - Cold, Divine, Fire, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, whenever
you make an attack, you can choose to do one of the
following to each creature hit by the attack:
-slide the creature 2 squares
-push the creature 1 square and knock it prone
-slide the creature 1 square and it takes 5 fire damage
-deal 10 cold damage to the creature
Fourfold Cloak
Encounter - Cold, Divine, Fire
Immediate Interrupt - Personal
Trigger: An enemy hits you with a melee attack
Effect: You become insubstantial until the beginning
of your next turn. Choose one: the attacking enemy takes
5 fire damage; the attacking enemy takes 5 cold damage;
the attacking enemy is pushed 2 squares; slide the
attacking enemy 1 square to a space adjacent to you.
Dance of the Four Winds
Daily - Cold, Divine, Fire, Stance
Minor Action - Personal
Effect: At the beginning of your turn, choose up to four
creatures within a number of squares equal to your
Dexterity modifier: slide one creature 3 squares; slide
one creature 1 square and knock it prone; slide one
creature 2 squares, and it takes 5 fire damage;
slide one creature 1 square, at it takes 10 cold damage.
You choose which creature suffers which effect, but no
two creatures can suffer the same effect in a turn.
DESERT ASCETIC
"You should not see the desert simply as some faraway place of little rain. There are many forms of thirst."
-William Langewiesche, Sahara Unveiled
Prerequisite: Dervish, Earth Prayers or Sky Prayers class feature
DESERT ASCETIC PATH FEATURES
Desert Home (11th Level): You gain a +5 bonus to Nature and Perception checks while in a desert environment, and you can go twice as long without food or water.
Desiccating Critical (11th Level): When you score a critical hit, the target takes a -2 penalty to Fortitude (save ends).
Arid Blows (11th Level): When you use an action point to make an attack, that attack gains an additional effect depending on your Dervish's Prayers class feature:
-Earth Prayers: Each creature you hit with the attack is slowed until the beginning of your next turn.
-Sky Prayers: Each creature you hit with the attack takes an additional 5 fire damage.
Powers of the Erg (12th Level): You gain either the earth's upheaval or sky's step power, whichever you do not already have. When you hit a target with earth's upheaval, that creature takes 5 fire damage. When you use sky's step, one creature adjacent to you before or after the shift takes 5 fire damage. Both powers gain the fire keyword.
Scorching Exhalation (16th Level): When you use your second wind, you gain an additional effect depending on your Dervish's Prayers class feature:
-Earth Prayers: Each enemy adjacent to you takes 5 fire damage.
-Sky Prayers: One or two enemies within a number of squares equal to your Dexterity modifier takes 5 fire damage.
DESERT ASCETIC PRAYERS
Mantra of Parching Heat
Encounter - Divine, Fire, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, your
attacks can target Fortitude instead of AC, and deal no
damage. Each creature you hit with an attack takes 5 fire
damage and is dazed.
Earth Prayers: Each creature you hit with an attack
is also slowed.
Sky Prayers: You can push each creature you hit with
an attack 1 square.
Dance of the Desert
Daily - Divine, Fire, Stance
Minor Action - Personal
Effect: You gain resist 10 fire, and a +2 bonus to
Fortitude and Reflex. When you move, you can leave an
area of desiccation in each square you leave. Each
creature that enters such a square or starts its turn there
takes 5 fire damage. Desiccating squares last until the
beginning of your next turn.
DISCIPLE OF THE SUMMIT
"It is not the mountain we conquer, but ourselves."
-Sir Edmund Hillary
Prerequisite: Dervish, Earth Prayers class feature
DISCIPLE OF THE SUMMIT PATH FEATURES
Cragpeak Action (11th Level): When you use an action point to make an attack, you can knock one creature hit by that attack prone.
No Rest to the Top (11th Level): You can use your second wind as a free action during your turn. Instead of gaining a bonus to all defenses, you can choose to knock an adjacent creature prone.
Long Way to Fall (16th Level): Whenever you knock a creature prone, that creature takes 5 thunder damage.
DISCIPLE OF THE SUMMIT PRAYERS
Mantra of Thundering Peaks
Encounter - Divine, Mantra, Thunder
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
hit a creature with an attack, that creature is knocked
prone, and you can deal 5 thunder damage to one or two
creatures adjacent to it.
Scale the World
At-Will - Divine
Move Action - Personal
Effect: Until the end of your turn, you gain a climb
speed equal to your speed. Move your speed.
Dance of the Summit
Daily - Divine, Stance, Thunder
Minor Action - Personal
Effect: You gain resist 5 to all damage, cannot be
pushed, pulled, slid, or knocked prone, and have
combat advantage against adjacent enemies. Your melee
reach increases by 1, and your close powers can affect
creatures 2 squares above you. The first creature you hit
with an attack each turn is knocked prone.
OTHERWORLD SLAYER
"They are not part of the gods' creation, and creation will not abide them."
Prerequisite: Dervish
OTHERWORLD SLAYER PATH FEATURES
Girded Thoughts (11th Level): You gain resist 5 psychic and a +2 bonus to saves against charm effects.
Irresistible Action (11th Level): When you spend an action point to take make an attack, your attack ignores the target's resistances, except for resistance to all damage.
Study of the Other (11th Level): You gain a +5 bonus to Perception and Insight checks made against aberrant and elemental creatures, and a +5 bonus to monster knowledge checks concerning aberrant and elemental creatures.
Wards of Divine Creation (16th Level): Aberrant and elemental creatures take a -2 penalty to attack rolls against you.
OTHERWORLD SLAYER PRAYERS
Mantra of Banishing Light
Encounter - Divine, Mantra, Radiant, Teleport
Minor Action - Personal
Effect: Until the beginning of your next turn, the first
creature you hit with an attack takes 1d10 radiant
damage and is teleported 3 squares, the second creature
you hit with an attack takes 1d8 radiant damage and is
teleported 2 squares, and the third creature you hit with
an attack takes 1d6 radiant damage and is teleported 1
square. If you hit an aberrant or elemental creature, it
takes two times the extra radiant damage and is slowed.
Slayer's Zealous Resolve
Daily - Divine
Free Action - Personal
Trigger: You begin your turn and you are dazed,
stunned, or dominated.
Effect: You end all dazed, stunned, and dominated effects
on you.
Dance of the Gatekeeper God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain resist 5 fire, lightning, cold, and thunder,
resist 10 psychic, and are immune to charm. When you
hit an enemy with an attack, it takes a -2 penalty on
rolls to recharge powers until the beginning of your next
turn. A roll of a '6' still recharges a power.
EPIC DESTINIES
REGENT OF CREATION
Appointed by the pantheon to act in their stead, you are as much a servant as a ruler. The power you carry is a heavy burden, and yet its weight is nothing compared to that of your responsibilities.
Prerequisites: 21st level, dervish
REGENT OF CREATION FEATURES
Regent's Austerity (21st Level): Your Wisdom score and one other ability score of your choice increase by 2.
Bound to Creation (24th Level): Once per day when you begin your turn dying or dead, you can return to life. Your hit point total becomes your bloodied value, and you can stand up as a free action. Until the beginning of your next turn, you gain a +10 bonus to all defenses and cannot mark enemies.
Step of the Regent (30th Level): You ignore difficult terrain and impassable terrain, and whenever you leave a square, you can change that square to difficult terrain if it is normal, to normal terrain if it is difficult, or to difficult terrain if it is impassable. You still cannot move through solid obstacles.
REGENT OF CREATION POWER
Shape Creation
Daily - Conjuration, Divine
Standard Action - Close burst 20
Effect: For each square in the burst, choose an effect,
depending on the square's current terrain:
-if the square is normal terrain, you can make it difficult
terrain
-if the square is difficult terrain, you can make it normal
terrain
-if the square is impassable terrain, you can make it
difficult terrain.
In addition, you can choose up to four unoccupied squares
in the burst. You conjure a solid obstacle in each of these
squares. Each obstacle has 100 hit points and resist 10 to
all damage, and crumbles into difficult terrain if it is
destroyed.
These changes last for 5 minutes or until the end of the
encounter, and this power cannot affect squares that
already contain solid obstacles.
Dervish Powers (epic tier)
LEVEL 22 UTILITY PRAYERS
Epicenter
Daily - Divine
Move Action - Close burst 1
Effect: The burst creatures a zone of difficult terrain
that lasts until the end of your next turn. When you
move, the zone moves with you, remaining centered on
you.
Sustain Move: The zone persists, and you can increase
its size by 1. When you sustain this power, each creature
in the zone, other than you, is knocked prone. This does
not affect creatures in flight.
Mystic's Continuance
Daily - Divine
Free Action - Close burst 20
Trigger: You begin your turn
Target: Each creature in burst
Effect: If the target is suffering from one of the following
conditions as a result of one of your mantra powers:
blinded; dazed; deafened; dominated; immobilized;
petrified; restrained; slowed; stunned; or weakened, and
that condition would end at the beginning of this turn, it
instead ends at the beginning of your next turn. If the
target is suffering from more than one such condition, you
choose which one to extend.
Pious Renewal
Encounter - Divine
Immediate Reaction - Personal
Trigger: You drop to 0 hit points or fewer and don't die
Effect: You spend a healing surge. At the beginning of
your next turn, you can spend a healing surge.
Walk the Wind
At-Will - Divine
Move Action - Personal
Effect: You fly a number of squares equal 1 + your
Dexterity modifier. You are insubstantial during this
flight.
LEVEL 23 ENCOUNTER PRAYERS
Mantra of Befuddling Blows
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
hit a creature with an attack, you can force that creature
to make a basic attack against one of its allies in range.
Mantra of Grasping Rock
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is knocked prone and
restrained.
Earth Prayers: Until the beginning of your next turn,
each creature you hit takes a -2 penalty to AC and Reflex
and cannot stand up from prone.
Mantra of Pale Moonlight
Encounter - Cold, Divine, Mantra, Radiant
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is weakened.
Sky Prayers: Until the beginning of your next turn,
your attacks deal an additional 1[W] cold and radiant
damage.
Mantra of Stunning Strikes
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, the first
creature you hit with an attack is stunned, the second
creature you hit with an attack is dazed, and the third
creature you hit with an attack grants combat
advantage.
LEVEL 25 DAILY PRAYERS
Dance of the Fool God
Daily - Divine, Stance
Minor Action - Personal
Effect: You are immune to charm, and any enemy that
misses you with a melee attack is knocked prone. You
take a -1 penalty to attack rolls, and gain a +1d4 bonus
to each attack roll. Enemies adjacent to you gain a +1
bonus to attack rolls, and take a -1d4 penalty to each
attack roll.
Dance of the Sage God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain resist 5 variable (3/encounter),
truesight 10, a +5 bonus to all knowledge and monster
knowledge checks, and are immune to illusion. Whenever
you use an attack power that targets more than one
creature, you make a number of attack rolls equal to the
number of targets, and then assign each roll to a target.
Dance of the Sun
Daily - Divine, Fire, Radiant, Stance
Minor Action - Personal
Effect: You gain resist 10 fire and resist 10 radiant, and
enemies within a number of squares equal to your
Dexterity modifier cannot benefit from concealment (but
not total concealment) or invisibility, and take a -2
penalty to attack rolls against you. At the start of your
turn, each enemy within a number of squares equal to
your Dexterity modifier takes 10 fire and radiant damage.
Dance of the Volcano
Daily - Divine, Fire, Stance
Minor Action - Personal
Effect: You gain resistance to all damage equal to
2 + your Constitution modifier, and resist 20 fire. Your
square and each square adjacent to you is lightly
obscured. At the start of your turn, each enemy adjacent
to you takes 1[W] fire damage and ongoing 5 fire damage
(save ends).
LEVEL 27 ENCOUNTER PRAYERS
Mantra of Encasing Stone
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is petrified.
Earth Prayers: The resistance to all damage granted by
this condition is reduced by 10.
Mantra of Howling Hurricanes
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
charge, you can use an at-will attack power instead of
making a melee basic attack, and deal an additional
1[W] damage. Each creature you hit is pushed 2 squares
and knocked prone.
Sky Prayers: During a charge, you are insubstantial,
gain phasing, and can fly. The number of squares you
push each creature you hit equals 1 + your Dexterity
modifier.
Mantra of Scouring Brilliance
Encounter - Divine, Mantra, Radiant
Minor Action - Personal
Effect: Make an attack that is a close burst 1.
Secondary Target: Each enemy in burst
Attack: Wisdom + 9 vs. Reflex
Hit: 4d6 + Wisdom modifier radiant damage.
Effect: Until the beginning of your next turn, your
attacks deal radiant damage. At the beginning of your
next turn, make an attack that is a close burst 1.
Tertiary Target: Each enemy in burst
Attack: Wisdom + 9 vs. Reflex
Hit: 4d6 + Wisdom modifier radiant damage.
Mantra of Twin Crescents
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, whenever
you use an at-will attack power, you can use that power
a second time as a free action immediately after.
Whenever you make a melee basic attack, you can make
a second melee basic attack as a free action immediately
after.
LEVEL 29 DAILY PRAYERS
Dance of the Enemy
Daily - Divine, Necrotic, Psychic, Stance
Minor Action - Personal
Effect: You gain resist 20 variable (2/encounter), and
enemies adjacent to you take a -2 penalty to attack rolls,
all defenses, and saving throws. Once per round, you can
teleport your speed as a move action. At the start of your
turn, each enemy within 5 squares takes 10 necrotic and
psychic damage, and is pulled 1 square.
Dance of the Pantheon
Daily - Divine, Radiant, Stance
Minor Action - Personal
Effect: You gain resist 20 necrotic and resist 20
radiant, and a +2 bonus to attack rolls, all defenses, and
saving throws. You gain a fly speed equal to your speed,
and can hover. At the start of your turn, each enemy
within 10 squares takes 15 radiant damage.
Epicenter
Daily - Divine
Move Action - Close burst 1
Effect: The burst creatures a zone of difficult terrain
that lasts until the end of your next turn. When you
move, the zone moves with you, remaining centered on
you.
Sustain Move: The zone persists, and you can increase
its size by 1. When you sustain this power, each creature
in the zone, other than you, is knocked prone. This does
not affect creatures in flight.
Mystic's Continuance
Daily - Divine
Free Action - Close burst 20
Trigger: You begin your turn
Target: Each creature in burst
Effect: If the target is suffering from one of the following
conditions as a result of one of your mantra powers:
blinded; dazed; deafened; dominated; immobilized;
petrified; restrained; slowed; stunned; or weakened, and
that condition would end at the beginning of this turn, it
instead ends at the beginning of your next turn. If the
target is suffering from more than one such condition, you
choose which one to extend.
Pious Renewal
Encounter - Divine
Immediate Reaction - Personal
Trigger: You drop to 0 hit points or fewer and don't die
Effect: You spend a healing surge. At the beginning of
your next turn, you can spend a healing surge.
Walk the Wind
At-Will - Divine
Move Action - Personal
Effect: You fly a number of squares equal 1 + your
Dexterity modifier. You are insubstantial during this
flight.
LEVEL 23 ENCOUNTER PRAYERS
Mantra of Befuddling Blows
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
hit a creature with an attack, you can force that creature
to make a basic attack against one of its allies in range.
Mantra of Grasping Rock
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is knocked prone and
restrained.
Earth Prayers: Until the beginning of your next turn,
each creature you hit takes a -2 penalty to AC and Reflex
and cannot stand up from prone.
Mantra of Pale Moonlight
Encounter - Cold, Divine, Mantra, Radiant
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is weakened.
Sky Prayers: Until the beginning of your next turn,
your attacks deal an additional 1[W] cold and radiant
damage.
Mantra of Stunning Strikes
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, the first
creature you hit with an attack is stunned, the second
creature you hit with an attack is dazed, and the third
creature you hit with an attack grants combat
advantage.
LEVEL 25 DAILY PRAYERS
Dance of the Fool God
Daily - Divine, Stance
Minor Action - Personal
Effect: You are immune to charm, and any enemy that
misses you with a melee attack is knocked prone. You
take a -1 penalty to attack rolls, and gain a +1d4 bonus
to each attack roll. Enemies adjacent to you gain a +1
bonus to attack rolls, and take a -1d4 penalty to each
attack roll.
Dance of the Sage God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain resist 5 variable (3/encounter),
truesight 10, a +5 bonus to all knowledge and monster
knowledge checks, and are immune to illusion. Whenever
you use an attack power that targets more than one
creature, you make a number of attack rolls equal to the
number of targets, and then assign each roll to a target.
Dance of the Sun
Daily - Divine, Fire, Radiant, Stance
Minor Action - Personal
Effect: You gain resist 10 fire and resist 10 radiant, and
enemies within a number of squares equal to your
Dexterity modifier cannot benefit from concealment (but
not total concealment) or invisibility, and take a -2
penalty to attack rolls against you. At the start of your
turn, each enemy within a number of squares equal to
your Dexterity modifier takes 10 fire and radiant damage.
Dance of the Volcano
Daily - Divine, Fire, Stance
Minor Action - Personal
Effect: You gain resistance to all damage equal to
2 + your Constitution modifier, and resist 20 fire. Your
square and each square adjacent to you is lightly
obscured. At the start of your turn, each enemy adjacent
to you takes 1[W] fire damage and ongoing 5 fire damage
(save ends).
LEVEL 27 ENCOUNTER PRAYERS
Mantra of Encasing Stone
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is petrified.
Earth Prayers: The resistance to all damage granted by
this condition is reduced by 10.
Mantra of Howling Hurricanes
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
charge, you can use an at-will attack power instead of
making a melee basic attack, and deal an additional
1[W] damage. Each creature you hit is pushed 2 squares
and knocked prone.
Sky Prayers: During a charge, you are insubstantial,
gain phasing, and can fly. The number of squares you
push each creature you hit equals 1 + your Dexterity
modifier.
Mantra of Scouring Brilliance
Encounter - Divine, Mantra, Radiant
Minor Action - Personal
Effect: Make an attack that is a close burst 1.
Secondary Target: Each enemy in burst
Attack: Wisdom + 9 vs. Reflex
Hit: 4d6 + Wisdom modifier radiant damage.
Effect: Until the beginning of your next turn, your
attacks deal radiant damage. At the beginning of your
next turn, make an attack that is a close burst 1.
Tertiary Target: Each enemy in burst
Attack: Wisdom + 9 vs. Reflex
Hit: 4d6 + Wisdom modifier radiant damage.
Mantra of Twin Crescents
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, whenever
you use an at-will attack power, you can use that power
a second time as a free action immediately after.
Whenever you make a melee basic attack, you can make
a second melee basic attack as a free action immediately
after.
LEVEL 29 DAILY PRAYERS
Dance of the Enemy
Daily - Divine, Necrotic, Psychic, Stance
Minor Action - Personal
Effect: You gain resist 20 variable (2/encounter), and
enemies adjacent to you take a -2 penalty to attack rolls,
all defenses, and saving throws. Once per round, you can
teleport your speed as a move action. At the start of your
turn, each enemy within 5 squares takes 10 necrotic and
psychic damage, and is pulled 1 square.
Dance of the Pantheon
Daily - Divine, Radiant, Stance
Minor Action - Personal
Effect: You gain resist 20 necrotic and resist 20
radiant, and a +2 bonus to attack rolls, all defenses, and
saving throws. You gain a fly speed equal to your speed,
and can hover. At the start of your turn, each enemy
within 10 squares takes 15 radiant damage.
Dervish Powers (paragon tier)
LEVEL 13 ENCOUNTER PRAYERS
Mantra of Blinding Dust
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is blinded.
Earth Prayers: You gain concealment until the
beginning of your next turn.
Mantra of Booming Thunder
Encounter - Divine, Mantra, Thunder
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is dazed and deafened.
Sky Prayers: Until the beginning of your next turn,
when you hit a creature with an attack, you can deal 5
thunder damage to a creature adjacent to your target.
Mantra of Escalating Violence
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each time
you hit a creature with an attack, you take a cumulative
-2 penalty to attack rolls and gain a cumulative +1[W]
bonus to damage rolls.
Mantra of Hounding Radiance
Encounter - Divine, Mantra, Radiant
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes 10 radiant
damage at the end of its turn if it did not move more
than 1 square during that turn.
LEVEL 15 DAILY PRAYERS
Dance of the Lover God
Daily - Divine, Stance, Weapon
Minor Action - Personal
Effect: You gain a +5 bonus to all Diplomacy checks. All
adjacent enemies take a -1 penalty to attack rolls, and it
costs any adjacent enemy 1 extra square of movement to
move away from you. Once per round, you can make the
following secondary attack as an immediate interrupt:
Trigger: An enemy not marked by you targets you
with a melee or ranged attack
Secondary Attack: Wisdom vs. Will
Hit: The target must choose to target one of your allies
instead. If none of your allies can be targeted by the
attack, this has no effect.
Dance of the North Wind
Daily - Cold, Divine, Stance
Minor Action - Personal
Effect: You gain resist 5 cold, receive a +5 bonus on
checks made to break objects, and whenever you roll a 1
on a damage die for a divine weapon attack, you can
re-roll that die. At the start of your turn, each enemy
within a number of squares equal to your Dexterity
modifier takes 1d8 cold damage, and you can slide that
enemy 1 square.
Dance of the Peaks
Daily - Divine, Stance
Minor Action - Personal
Effect: When you enter this stance, you gain 10
temporary hit points. You gain resistance to all damage
equal to 2 + your Constitution modifier, and you cannot
be pushed, pulled, or slid. At the start of your turn, you
can mark one or two adjacent enemies.
Dance of the Warrior God
Daily - Divine, Stance, Weapon
Minor Action - Personal
Effect: You gain a +2 bonus to AC, are immune to fear,
and whenever you hit with an opportunity attack, you
stop the target's movement. At the start of your turn,
you can make the following attack:
Secondary Target: An adjacent creature
Secondary Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target is
marked until the beginning of your next turn.
LEVEL 16 UTILITY PRAYERS
Continued Utterance
Daily - Divine
Free Action - Personal
Trigger: An effect from one of your dervish mantra
powers would end on you
Effect: The triggering effect continues until the
beginning of your next turn.
Eremite's Skill
Encounter - Divine
Free Action - Personal
Trigger: You use an attack power
Effect: You gain a +1 bonus to attack rolls until the
beginning of your next turn. At the beginning of your
next turn, you gain a +1 bonus to attack rolls until the
beginning of your next turn.
Mirage Cloak
Encounter - Divine
Immediate Interrupt - Personal
Trigger: An enemy makes a melee or ranged attack
against you
Effect: The attacking enemy must roll twice and take the
lower result. Until the beginning of your next turn, any
enemy that makes a melee or ranged attack against you
must roll twice and take the lower result. If an enemy
hits you with a melee or ranged attack, this effect ends.
Opal Armor
Encounter - Divine
Immediate Interrupt - Personal
Trigger: You are hit by an attack
Effect: You gain resist 10 to all damage until the
beginning of your next turn. At the beginning of your
next turn, you can make a saving throw with a bonus
equal to your Wisdom modifier.
LEVEL 17 ENCOUNTER PRAYERS
Mantra of Forced Humility
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, the only
attacks each creature you hit can make are basic attacks.
Mantra of Guardian Granite
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you can
mark each enemy you attack, and when an enemy
marked by you makes an attack that does not include
you, you can make the following attack against that
enemy as an opportunity action:
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Earth Prayers: Until the beginning of your next turn,
you gain resist 10 to all damage. At the beginning of your
next turn, you gain temporary hit points equal to twice
your Constitution modifier.
Mantra of Scorching Sunfire
Encounter - Divine, Fire, Mantra, Radiant
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes ongoing 5 fire
and radiant damage (save ends). At the beginning of your next
turn, each enemy adjacent to you takes 1[W] fire and
radiant damage.
Sky Prayers: Increase the amount of ongoing damage
by your Dexterity modifier.
Mantra of Tiring Scorn
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes a -5 penalty to
saving throws.
LEVEL 19 DAILY PRAYERS
Dance of the Cavern
Daily - Divine, Stance, Thunder
Minor Action - Personal
Effect: You gain darkvision, and squares adjacent to you
are difficult terrain for your enemies. Whenever an
enemy enters a square adjacent to you, it takes ongoing
5 damage (save ends). Once per round, when an enemy
hits you with a melee attack, you can deal 5 + your
Constitution modifier thunder damage to that enemy as
an immediate reaction.
Dance of the Forge God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain +2 AC, deal double damage to objects,
and your weapon attacks can score a critical hit on a
19-20. Enemies adjacent to you take a -2 penalty to AC.
Dance of the Moon
Daily - Cold, Divine, Radiant, Stance
Minor Action - Personal
Effect: You gain low-light vision, resist 10 cold, resist 10
radiant, and your attacks deal +5 cold and radiant
damage. At the start of your turn, each enemy within a
number of squares equal to your Dexterity modifier is
slowed.
Dance of the Wild God
Daily - Divine, Stance
Minor Action - Personal
Effect: Your melee reach increases by 1, and you gain
threatening reach. You gain a +5 bonus to Nature checks,
and once per round, as an immediate reaction, you can
shift 1 square when you are missed by an attack.
Mantra of Blinding Dust
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is blinded.
Earth Prayers: You gain concealment until the
beginning of your next turn.
Mantra of Booming Thunder
Encounter - Divine, Mantra, Thunder
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is dazed and deafened.
Sky Prayers: Until the beginning of your next turn,
when you hit a creature with an attack, you can deal 5
thunder damage to a creature adjacent to your target.
Mantra of Escalating Violence
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each time
you hit a creature with an attack, you take a cumulative
-2 penalty to attack rolls and gain a cumulative +1[W]
bonus to damage rolls.
Mantra of Hounding Radiance
Encounter - Divine, Mantra, Radiant
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes 10 radiant
damage at the end of its turn if it did not move more
than 1 square during that turn.
LEVEL 15 DAILY PRAYERS
Dance of the Lover God
Daily - Divine, Stance, Weapon
Minor Action - Personal
Effect: You gain a +5 bonus to all Diplomacy checks. All
adjacent enemies take a -1 penalty to attack rolls, and it
costs any adjacent enemy 1 extra square of movement to
move away from you. Once per round, you can make the
following secondary attack as an immediate interrupt:
Trigger: An enemy not marked by you targets you
with a melee or ranged attack
Secondary Attack: Wisdom vs. Will
Hit: The target must choose to target one of your allies
instead. If none of your allies can be targeted by the
attack, this has no effect.
Dance of the North Wind
Daily - Cold, Divine, Stance
Minor Action - Personal
Effect: You gain resist 5 cold, receive a +5 bonus on
checks made to break objects, and whenever you roll a 1
on a damage die for a divine weapon attack, you can
re-roll that die. At the start of your turn, each enemy
within a number of squares equal to your Dexterity
modifier takes 1d8 cold damage, and you can slide that
enemy 1 square.
Dance of the Peaks
Daily - Divine, Stance
Minor Action - Personal
Effect: When you enter this stance, you gain 10
temporary hit points. You gain resistance to all damage
equal to 2 + your Constitution modifier, and you cannot
be pushed, pulled, or slid. At the start of your turn, you
can mark one or two adjacent enemies.
Dance of the Warrior God
Daily - Divine, Stance, Weapon
Minor Action - Personal
Effect: You gain a +2 bonus to AC, are immune to fear,
and whenever you hit with an opportunity attack, you
stop the target's movement. At the start of your turn,
you can make the following attack:
Secondary Target: An adjacent creature
Secondary Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target is
marked until the beginning of your next turn.
LEVEL 16 UTILITY PRAYERS
Continued Utterance
Daily - Divine
Free Action - Personal
Trigger: An effect from one of your dervish mantra
powers would end on you
Effect: The triggering effect continues until the
beginning of your next turn.
Eremite's Skill
Encounter - Divine
Free Action - Personal
Trigger: You use an attack power
Effect: You gain a +1 bonus to attack rolls until the
beginning of your next turn. At the beginning of your
next turn, you gain a +1 bonus to attack rolls until the
beginning of your next turn.
Mirage Cloak
Encounter - Divine
Immediate Interrupt - Personal
Trigger: An enemy makes a melee or ranged attack
against you
Effect: The attacking enemy must roll twice and take the
lower result. Until the beginning of your next turn, any
enemy that makes a melee or ranged attack against you
must roll twice and take the lower result. If an enemy
hits you with a melee or ranged attack, this effect ends.
Opal Armor
Encounter - Divine
Immediate Interrupt - Personal
Trigger: You are hit by an attack
Effect: You gain resist 10 to all damage until the
beginning of your next turn. At the beginning of your
next turn, you can make a saving throw with a bonus
equal to your Wisdom modifier.
LEVEL 17 ENCOUNTER PRAYERS
Mantra of Forced Humility
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, the only
attacks each creature you hit can make are basic attacks.
Mantra of Guardian Granite
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you can
mark each enemy you attack, and when an enemy
marked by you makes an attack that does not include
you, you can make the following attack against that
enemy as an opportunity action:
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Earth Prayers: Until the beginning of your next turn,
you gain resist 10 to all damage. At the beginning of your
next turn, you gain temporary hit points equal to twice
your Constitution modifier.
Mantra of Scorching Sunfire
Encounter - Divine, Fire, Mantra, Radiant
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes ongoing 5 fire
and radiant damage (save ends). At the beginning of your next
turn, each enemy adjacent to you takes 1[W] fire and
radiant damage.
Sky Prayers: Increase the amount of ongoing damage
by your Dexterity modifier.
Mantra of Tiring Scorn
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes a -5 penalty to
saving throws.
LEVEL 19 DAILY PRAYERS
Dance of the Cavern
Daily - Divine, Stance, Thunder
Minor Action - Personal
Effect: You gain darkvision, and squares adjacent to you
are difficult terrain for your enemies. Whenever an
enemy enters a square adjacent to you, it takes ongoing
5 damage (save ends). Once per round, when an enemy
hits you with a melee attack, you can deal 5 + your
Constitution modifier thunder damage to that enemy as
an immediate reaction.
Dance of the Forge God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain +2 AC, deal double damage to objects,
and your weapon attacks can score a critical hit on a
19-20. Enemies adjacent to you take a -2 penalty to AC.
Dance of the Moon
Daily - Cold, Divine, Radiant, Stance
Minor Action - Personal
Effect: You gain low-light vision, resist 10 cold, resist 10
radiant, and your attacks deal +5 cold and radiant
damage. At the start of your turn, each enemy within a
number of squares equal to your Dexterity modifier is
slowed.
Dance of the Wild God
Daily - Divine, Stance
Minor Action - Personal
Effect: Your melee reach increases by 1, and you gain
threatening reach. You gain a +5 bonus to Nature checks,
and once per round, as an immediate reaction, you can
shift 1 square when you are missed by an attack.
Dervish Powers (heroic tier)
DERVISH POWERS
Your dervish powers are called prayers, but you do not ask for direct divine intervention. Rather, by attuning yourself to the gods and to creation you can wield some modicum of the divine power used to shape the world.
MANTRAS
Many dervish powers have the mantra keyword. Mantras are sounds and words, often symbolic, that are repeated in order to elevate and attune the speaker's soul. When you use a mantra power you gain special qualities, usually related to your attacks. Mantra powers have the following traits:
-One mantra at a time: You can only be under the effects of one mantra power at a time. If you use a new mantra power, the previous one ends.
-Only during your turn: You can use a mantra power only during your turn.
-Duration: Mantras last until the beginning of the turn after the turn in which you used them. Mantras end before anything else happens during that turn.
-Unconsciousness or death ends: If you are knocked unconscious or you die, your current mantra ends.
LEVEL 1 AT-WILL PRAYERS
Arcing Swing
At-Will - Divine, Weapon
Standard Action - Close burst 1
Target: One or two creatures in burst
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Lunging Swipe
At-Will - Divine, Weapon
Standard Action - Melee 2
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Mantra of Checked Aggression
At-Will - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes a -1 penalty to
attack rolls.
Mantra of Vexing Discretion
At-Will - Divine, Mantra, Radiant
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes 1d6 radiant
damage when it shifts.
Mantra of Moving Presence
At-Will - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you can
slide the first creature you hit with an attack 1 square
into a space adjacent to you.
Mantra of Nimble Steps
At-Will - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
hit with an attack, you can shift 1 square after the attack
is resolved.
Scything Sweep
At-Will - Divine, Weapon
Standard Action - Close burst 1
Target: One, two, or three creatures in burst; the
second target must be adjacent to the first; the third
target's space must share a side with the second's
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Whirling Slice
At-Will - Divine, Weapon
Standard Action - Close burst 1
Target: Each creature in burst
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
LEVEL 1 ENCOUNTER PRAYERS
Mantra of Barreling Winds
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
charge, you can use an at-will attack power instead of
making a melee basic attack.
Sky Prayers: During a charge, you ignore difficult
terrain, and you can push each creature you hit at the
end of a charge 1 square.
Mantra of Compelling Strikes
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you can
slide each creature you hit with an attack 1 square.
Mantra of Piercing Blows
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, your
attacks that target AC can instead target Reflex, and each
creature you hit with an attack takes a -2 penalty to AC.
Mantra of Stone Bastions
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you can
mark each enemy you attack.
Earth Prayers: You gain a +2 bonus to AC and Reflex
until the beginning of your next turn. At the beginning of
your next turn, you gain temporary hit points equal to
your Constitution modifier.
LEVEL 1 DAILY PRAYERS
Dance of the Hearth God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain a +1 bonus to attack rolls and to all
defenses whenever you are adjacent to two or more allies.
Increase the bonus you grant to allies when using the aid
another action by +2.
Dance of the Islands
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain a +1 bonus to attack rolls and to all
defenses whenever you are not adjacent to any allies.
Your attacks deal additional damage equal to your
Constitution modifier to any enemy not adjacent to
another enemy.
Dance of the Traveler God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain a +5 bonus to Acrobatics checks made to
balance, and to Athletics checks made to climb, jump, or
swim. You ignore difficult terrain while moving, and once
per round you can shift your speed as a move action.
Dance of the West Wind
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain a +2 bonus to speed. At the beginning
of your turn you gain 3 temporary hit points, and you
can slide one ally within a number of squares equal to
your Dexterity modifier 1 square.
LEVEL 2 UTILITY PRAYERS
Eremite's Renewal
Daily - Divine, Healing
Free Action- Personal
Trigger: You hit an enemy with an attack power
Effect: You can spend a healing surge. At the beginning
of your next turn, you gain 3 temporary hit points for
each enemy you hit since using this power.
Focused Recitation
Encounter - Divine
Free Action - Personal
Trigger: You begin your turn dazed
Effect: You use one of your dervish powers with the
mantra keyword.
Sand Shield
Encounter - Divine
Immediate Interrupt- Personal
Trigger: An enemy hits you with an attack
Effect: You gain a bonus to AC and Reflex equal to your
Constitution modifier until the beginning of your next
turn. At the beginning of your next turn, you gain
temporary hit points equal to your Constitution modifier.
Timely Updraft
Encounter - Divine
Free Action - Personal
Trigger: You make an Acrobatics check to reduce falling
damage or an Athletics check to jump
Effect: You gain a +5 bonus to the check. If you make an
Athletics check, you can use your Dexterity modifier in
place of your Strength modifier for that check. You can
make an Acrobatics check to reduce falling damage even
if you are not trained in Acrobatics.
LEVEL 3 ENCOUNTER PRAYERS
Mantra of Building Momentum
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you gain a
+1 bonus to attack rolls, and each creature you hit with
an attack takes a -1 penalty to attack rolls. Increase the
bonus and the penalty by 1 each time you hit.
Mantra of Clinging Earth
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is slowed.
Earth Prayers: Each creature you hit is immobilized
instead of slowed.
Mantra of Sly Drafts
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack falls prone the first time
it misses.
Sky Prayers: You can slide the creature 2 squares
instead of knocking it prone.
Mantra of Swelling Light
Encounter - Divine, Mantra, Radiant
Minor Action - Personal
Effect: Until the beginning of your next turn, your
attacks deal radiant damage. At the beginning of your
next turn, you can deal 5 radiant damage to one adjacent
enemy for each creature you hit while under this effect.
LEVEL 5 DAILY PRAYERS
Dance of the Crags
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain resistance to all damage equal to your
Constitution modifier, and you cannot be pushed, pulled,
or slid. At the start of your turn, you can mark an
adjacent enemy.
Dance of the East Wind
Daily - Divine, Stance
Minor Action - Personal
Effect: At the start of your turn, you can push an enemy
within a number of squares equal to your Dexterity
modifier 1 square. Whenever you hit an enemy and you
have combat advantage for that attack, you can push
that enemy 1 square. Once per round, as an immediate
reaction, you can push an enemy that hits you with a
melee attack 1 square.
Dance of the Hunter God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain a +5 bonus to Perception checks, your
attacks deal +1d6 damage against bloodied enemies, and
you ignore the effects of concealment (but not total
concealment). You gain a +1 bonus to attack rolls against
enemies you flank.
Dance of the Weaver God
Daily - Divine, Stance
Minor Action - Personal
Effect: At the start of your turn, each adjacent enemy is
affected by your silver thread until the beginning of your
next turn. While affected by your silver thread, the
enemy is slowed, and if it ends its turn more than 3
squares away from you, it is knocked prone. If you end
your turn more than 3 squares away from an enemy
under this effect, that enemy is pulled 1 square and this
effect ends for that enemy.
LEVEL 6 UTILITY PRAYERS
Pious Haste
Encounter - Divine
Move Action - Personal
Effect: Shift 1 square, then move your speed. At the
beginning of your next turn, shift 1 square.
Ring of Tremors
Encounter - Divine
Move Action - Close burst 2
Effect: Each square in the burst is difficult terrain
until the beginning of your next turn.
Wall of Wind
Daily - Divine
Standard Action - Area 8 wall within 10
Effect: You conjure a wall that consists of contiguous
squares filled with a blustering draft. The wall can be up
to 8 squares long and 5 squares high. Entering the wall's
space costs 2 extra squares of movement, or 4 extra
squares for flying creatures. Ranged attacks that cross
the wall, and area attacks that include it in their area,
take a -4 penalty to attack rolls. The wall lasts until the
end of your next turn.
Sustain Minor: The wall persists.
Worldly Anticipation
Daily - Divine
No Action - Close burst 20
Trigger: You roll for initiative
Target: You and each ally in burst
Effect: Each target gains a +5 power bonus to the
initiative check. If you would be surprised, you are not
surprised. At the beginning of your next turn, shift 1
square.
LEVEL 7 ENCOUNTER PRAYERS
Mantra of Imperious Gales
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
hit a creature with an attack, you can push that
creature 2 squares after all other effects of the attack
have been resolved.
Sky Prayers: The number of squares you push the
target equals 1 + your Dexterity modifier.
Mantra of Staggering Strength
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, the first
creature you hit with an attack is dazed, the second
creature you hit with an attack grants combat advantage
and cannot make opportunity attacks, and the third
creature you hit with an attack grants combat advantage.
Mantra of Unsteady Ground
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is knocked prone.
Earth Prayers: Until the beginning of your next turn,
each creature you hit with an attack cannot stand up
from prone.
Mantra of Vengeful Wounds
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes 5 damage plus
ongoing 5 damage (save ends) the first time it makes an
attack roll.
LEVEL 9 DAILY PRAYERS
Dance of the Dunes
Daily - Divine, Stance
Minor Action - Personal
Effect: Enemies cannot shift into or out of adjacent
squares, and any enemy that hits you with a melee attack
is blinded until the beginning of its next turn. While you
are bloodied, you gain concealment.
Dance of the Harvest God
Daily - Divine, Stance, Weapon
Minor Action - Personal
Effect: At the start of your turn, you deal 1[W] damage
to each adjacent enemy. You gain 5 temporary hit points
if you deal damage to at least one enemy in this way.
Once per round, when an enemy within 3 squares is
reduced to 0 hit points, you can shift 1 square.
Dance of the South Wind
Daily - Divine, Fire, Stance
Minor Action - Personal
Effect: At the start of your turn, each enemy within a
number of squares equal to your Dexterity modifier
takes 1d6 fire damage. You can move through enemies'
spaces, and once per round when you move through an
enemy's space, you deal 1[W] fire damage to that enemy.
Dance of the Sower God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain earthwalk, and each square you leave
during your turn is difficult terrain until the beginning
of your next turn. When you hit an enemy with an attack,
the next ally to hit that enemy with an attack before the
beginning of your next turn can choose to gain a +5
bonus to the damage roll or gain 5 temporary hit points.
LEVEL 10 UTILITY PRAYERS
Hearken the Air
Daily - Divine
Minor Action - Personal
Effect: Until the end of the encounter, you gain
blindsight 10. If you move, this ability does not function
until the end of your next turn.
Comtemplative's Purity
Encounter - Divine
Immediate Reaction - Personal
Trigger: You are subjected to an effect a save can end
Effect: You make a saving throw against the triggering
effect. At the beginning of your next turn, make a saving
throw.
Mystic's Recovery
Daily - Divine, Healing
Minor Action - Personal
Effect: Spend a healing surge. At the beginning of your
next turn, you can spend a healing surge.
Rooted in Stone
At-Will - Divine
Immediate Interrupt - Personal
Trigger: You are subject to a pull, push, or slide
Effect: You can immediately make a saving throw to
reduce the distance of the forced movement by a
number of squares equal to your Constitution modifier.
Your dervish powers are called prayers, but you do not ask for direct divine intervention. Rather, by attuning yourself to the gods and to creation you can wield some modicum of the divine power used to shape the world.
MANTRAS
Many dervish powers have the mantra keyword. Mantras are sounds and words, often symbolic, that are repeated in order to elevate and attune the speaker's soul. When you use a mantra power you gain special qualities, usually related to your attacks. Mantra powers have the following traits:
-One mantra at a time: You can only be under the effects of one mantra power at a time. If you use a new mantra power, the previous one ends.
-Only during your turn: You can use a mantra power only during your turn.
-Duration: Mantras last until the beginning of the turn after the turn in which you used them. Mantras end before anything else happens during that turn.
-Unconsciousness or death ends: If you are knocked unconscious or you die, your current mantra ends.
LEVEL 1 AT-WILL PRAYERS
Arcing Swing
At-Will - Divine, Weapon
Standard Action - Close burst 1
Target: One or two creatures in burst
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Lunging Swipe
At-Will - Divine, Weapon
Standard Action - Melee 2
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Mantra of Checked Aggression
At-Will - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes a -1 penalty to
attack rolls.
Mantra of Vexing Discretion
At-Will - Divine, Mantra, Radiant
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes 1d6 radiant
damage when it shifts.
Mantra of Moving Presence
At-Will - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you can
slide the first creature you hit with an attack 1 square
into a space adjacent to you.
Mantra of Nimble Steps
At-Will - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
hit with an attack, you can shift 1 square after the attack
is resolved.
Scything Sweep
At-Will - Divine, Weapon
Standard Action - Close burst 1
Target: One, two, or three creatures in burst; the
second target must be adjacent to the first; the third
target's space must share a side with the second's
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Whirling Slice
At-Will - Divine, Weapon
Standard Action - Close burst 1
Target: Each creature in burst
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
LEVEL 1 ENCOUNTER PRAYERS
Mantra of Barreling Winds
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
charge, you can use an at-will attack power instead of
making a melee basic attack.
Sky Prayers: During a charge, you ignore difficult
terrain, and you can push each creature you hit at the
end of a charge 1 square.
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you can
slide each creature you hit with an attack 1 square.
Mantra of Piercing Blows
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, your
attacks that target AC can instead target Reflex, and each
creature you hit with an attack takes a -2 penalty to AC.
Mantra of Stone Bastions
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you can
mark each enemy you attack.
Earth Prayers: You gain a +2 bonus to AC and Reflex
until the beginning of your next turn. At the beginning of
your next turn, you gain temporary hit points equal to
your Constitution modifier.
LEVEL 1 DAILY PRAYERS
Dance of the Hearth God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain a +1 bonus to attack rolls and to all
defenses whenever you are adjacent to two or more allies.
Increase the bonus you grant to allies when using the aid
another action by +2.
Dance of the Islands
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain a +1 bonus to attack rolls and to all
defenses whenever you are not adjacent to any allies.
Your attacks deal additional damage equal to your
Constitution modifier to any enemy not adjacent to
another enemy.
Dance of the Traveler God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain a +5 bonus to Acrobatics checks made to
balance, and to Athletics checks made to climb, jump, or
swim. You ignore difficult terrain while moving, and once
per round you can shift your speed as a move action.
Dance of the West Wind
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain a +2 bonus to speed. At the beginning
of your turn you gain 3 temporary hit points, and you
can slide one ally within a number of squares equal to
your Dexterity modifier 1 square.
LEVEL 2 UTILITY PRAYERS
Eremite's Renewal
Daily - Divine, Healing
Free Action- Personal
Trigger: You hit an enemy with an attack power
Effect: You can spend a healing surge. At the beginning
of your next turn, you gain 3 temporary hit points for
each enemy you hit since using this power.
Focused Recitation
Encounter - Divine
Free Action - Personal
Trigger: You begin your turn dazed
Effect: You use one of your dervish powers with the
mantra keyword.
Sand Shield
Encounter - Divine
Immediate Interrupt- Personal
Trigger: An enemy hits you with an attack
Effect: You gain a bonus to AC and Reflex equal to your
Constitution modifier until the beginning of your next
turn. At the beginning of your next turn, you gain
temporary hit points equal to your Constitution modifier.
Timely Updraft
Encounter - Divine
Free Action - Personal
Trigger: You make an Acrobatics check to reduce falling
damage or an Athletics check to jump
Effect: You gain a +5 bonus to the check. If you make an
Athletics check, you can use your Dexterity modifier in
place of your Strength modifier for that check. You can
make an Acrobatics check to reduce falling damage even
if you are not trained in Acrobatics.
LEVEL 3 ENCOUNTER PRAYERS
Mantra of Building Momentum
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you gain a
+1 bonus to attack rolls, and each creature you hit with
an attack takes a -1 penalty to attack rolls. Increase the
bonus and the penalty by 1 each time you hit.
Mantra of Clinging Earth
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is slowed.
Earth Prayers: Each creature you hit is immobilized
instead of slowed.
Mantra of Sly Drafts
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack falls prone the first time
it misses.
Sky Prayers: You can slide the creature 2 squares
instead of knocking it prone.
Mantra of Swelling Light
Encounter - Divine, Mantra, Radiant
Minor Action - Personal
Effect: Until the beginning of your next turn, your
attacks deal radiant damage. At the beginning of your
next turn, you can deal 5 radiant damage to one adjacent
enemy for each creature you hit while under this effect.
LEVEL 5 DAILY PRAYERS
Dance of the Crags
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain resistance to all damage equal to your
Constitution modifier, and you cannot be pushed, pulled,
or slid. At the start of your turn, you can mark an
adjacent enemy.
Dance of the East Wind
Daily - Divine, Stance
Minor Action - Personal
Effect: At the start of your turn, you can push an enemy
within a number of squares equal to your Dexterity
modifier 1 square. Whenever you hit an enemy and you
have combat advantage for that attack, you can push
that enemy 1 square. Once per round, as an immediate
reaction, you can push an enemy that hits you with a
melee attack 1 square.
Dance of the Hunter God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain a +5 bonus to Perception checks, your
attacks deal +1d6 damage against bloodied enemies, and
you ignore the effects of concealment (but not total
concealment). You gain a +1 bonus to attack rolls against
enemies you flank.
Dance of the Weaver God
Daily - Divine, Stance
Minor Action - Personal
Effect: At the start of your turn, each adjacent enemy is
affected by your silver thread until the beginning of your
next turn. While affected by your silver thread, the
enemy is slowed, and if it ends its turn more than 3
squares away from you, it is knocked prone. If you end
your turn more than 3 squares away from an enemy
under this effect, that enemy is pulled 1 square and this
effect ends for that enemy.
LEVEL 6 UTILITY PRAYERS
Pious Haste
Encounter - Divine
Move Action - Personal
Effect: Shift 1 square, then move your speed. At the
beginning of your next turn, shift 1 square.
Ring of Tremors
Encounter - Divine
Move Action - Close burst 2
Effect: Each square in the burst is difficult terrain
until the beginning of your next turn.
Wall of Wind
Daily - Divine
Standard Action - Area 8 wall within 10
Effect: You conjure a wall that consists of contiguous
squares filled with a blustering draft. The wall can be up
to 8 squares long and 5 squares high. Entering the wall's
space costs 2 extra squares of movement, or 4 extra
squares for flying creatures. Ranged attacks that cross
the wall, and area attacks that include it in their area,
take a -4 penalty to attack rolls. The wall lasts until the
end of your next turn.
Sustain Minor: The wall persists.
Worldly Anticipation
Daily - Divine
No Action - Close burst 20
Trigger: You roll for initiative
Target: You and each ally in burst
Effect: Each target gains a +5 power bonus to the
initiative check. If you would be surprised, you are not
surprised. At the beginning of your next turn, shift 1
square.
LEVEL 7 ENCOUNTER PRAYERS
Mantra of Imperious Gales
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, when you
hit a creature with an attack, you can push that
creature 2 squares after all other effects of the attack
have been resolved.
Sky Prayers: The number of squares you push the
target equals 1 + your Dexterity modifier.
Mantra of Staggering Strength
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, the first
creature you hit with an attack is dazed, the second
creature you hit with an attack grants combat advantage
and cannot make opportunity attacks, and the third
creature you hit with an attack grants combat advantage.
Mantra of Unsteady Ground
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack is knocked prone.
Earth Prayers: Until the beginning of your next turn,
each creature you hit with an attack cannot stand up
from prone.
Mantra of Vengeful Wounds
Encounter - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes 5 damage plus
ongoing 5 damage (save ends) the first time it makes an
attack roll.
LEVEL 9 DAILY PRAYERS
Dance of the Dunes
Daily - Divine, Stance
Minor Action - Personal
Effect: Enemies cannot shift into or out of adjacent
squares, and any enemy that hits you with a melee attack
is blinded until the beginning of its next turn. While you
are bloodied, you gain concealment.
Dance of the Harvest God
Daily - Divine, Stance, Weapon
Minor Action - Personal
Effect: At the start of your turn, you deal 1[W] damage
to each adjacent enemy. You gain 5 temporary hit points
if you deal damage to at least one enemy in this way.
Once per round, when an enemy within 3 squares is
reduced to 0 hit points, you can shift 1 square.
Dance of the South Wind
Daily - Divine, Fire, Stance
Minor Action - Personal
Effect: At the start of your turn, each enemy within a
number of squares equal to your Dexterity modifier
takes 1d6 fire damage. You can move through enemies'
spaces, and once per round when you move through an
enemy's space, you deal 1[W] fire damage to that enemy.
Dance of the Sower God
Daily - Divine, Stance
Minor Action - Personal
Effect: You gain earthwalk, and each square you leave
during your turn is difficult terrain until the beginning
of your next turn. When you hit an enemy with an attack,
the next ally to hit that enemy with an attack before the
beginning of your next turn can choose to gain a +5
bonus to the damage roll or gain 5 temporary hit points.
LEVEL 10 UTILITY PRAYERS
Hearken the Air
Daily - Divine
Minor Action - Personal
Effect: Until the end of the encounter, you gain
blindsight 10. If you move, this ability does not function
until the end of your next turn.
Comtemplative's Purity
Encounter - Divine
Immediate Reaction - Personal
Trigger: You are subjected to an effect a save can end
Effect: You make a saving throw against the triggering
effect. At the beginning of your next turn, make a saving
throw.
Mystic's Recovery
Daily - Divine, Healing
Minor Action - Personal
Effect: Spend a healing surge. At the beginning of your
next turn, you can spend a healing surge.
Rooted in Stone
At-Will - Divine
Immediate Interrupt - Personal
Trigger: You are subject to a pull, push, or slide
Effect: You can immediately make a saving throw to
reduce the distance of the forced movement by a
number of squares equal to your Constitution modifier.
Creating a Dervish
CREATING A DERVISH
The three key ability scores for a dervish are Wisdom, Constitution, and Dexterity. Dervishes typically choose feats, skills, and powers to complement their choice of Dervish's Prayers, but you are not limited in your selections.
EARTH PROTECTOR
Like all dervishes, your attacks are based on Wisdom, so it should be your highest ability score. Constitution is your next most important ability score, representing the fortitude and endurance of the earth. Your secondary role is defender, so select powers that inhibit enemy movement, strengthen you against harm, and draw the occasional attack.
Suggesting Class Feature: Earth Prayers
Suggested Feat: Toughness
Suggested Skills: Endurance, Dungeoneering, Perception, Religion
Suggested At-Will Powers: Arcing Swing, Scything Sweep
Suggested Encounter Power: Mantra of Stone Bastions
Suggested Daily Power: Dance of the Islands
SKY PROTECTOR
Wisdom should be your best ability score, as you use it for your attacks. Your next most important ability score is Dexterity, represented the quickness and agility of the winds. Your secondary role is striker, so consider choosing powers that help you quickly close the distance to your targets and increase the damage of your attacks.
Suggested Class Feature: Sky Prayers
Suggested Feat: Improved Windborne Step
Suggested Skills: Acrobatics, Perception, Religion, Stealth
Suggested At-Will Powers: Lunging Swipe, Whirling Slice, Mantra of Nimble Steps
Suggested Encounter Power: Mantra of Barreling Winds
Suggested Daily Power: Dance of the West Wind
The three key ability scores for a dervish are Wisdom, Constitution, and Dexterity. Dervishes typically choose feats, skills, and powers to complement their choice of Dervish's Prayers, but you are not limited in your selections.
EARTH PROTECTOR
Like all dervishes, your attacks are based on Wisdom, so it should be your highest ability score. Constitution is your next most important ability score, representing the fortitude and endurance of the earth. Your secondary role is defender, so select powers that inhibit enemy movement, strengthen you against harm, and draw the occasional attack.
Suggesting Class Feature: Earth Prayers
Suggested Feat: Toughness
Suggested Skills: Endurance, Dungeoneering, Perception, Religion
Suggested At-Will Powers: Arcing Swing, Scything Sweep
Suggested Encounter Power: Mantra of Stone Bastions
Suggested Daily Power: Dance of the Islands
SKY PROTECTOR
Wisdom should be your best ability score, as you use it for your attacks. Your next most important ability score is Dexterity, represented the quickness and agility of the winds. Your secondary role is striker, so consider choosing powers that help you quickly close the distance to your targets and increase the damage of your attacks.
Suggested Class Feature: Sky Prayers
Suggested Feat: Improved Windborne Step
Suggested Skills: Acrobatics, Perception, Religion, Stealth
Suggested At-Will Powers: Lunging Swipe, Whirling Slice, Mantra of Nimble Steps
Suggested Encounter Power: Mantra of Barreling Winds
Suggested Daily Power: Dance of the West Wind
Dervish Class Features
DERVISH CLASS FEATURES
DERVISH'S PRAYERS
Dervishes serve the divine by protecting that which the gods have created. A dervish's powers and style tend to emphasize a particular aspect of creation, though this does not mean that they view that aspect as more sacred than any other. Typically a dervish will bond with a part of creation that best suits his or her personality.
Choose one of the following options. Your choice provides you with the relevant bonuses and power that that option bestows, as well as a bonus to certain dervish powers, as detailed in those powers.
Earth Prayers: You gain the earth's upheaval and mantra of leaden steps powers. In addition, while you are not wearing heavy armor, you can use your Constitution modifier, rather than your Dexterity or Intelligence modifier, to determine your AC.
Sky Prayers: You gain the mantra of pressing gusts and sky's step powers. In addition, while you are not wearing heavy armor, you gain a +1 bonus to speed.
Earth's Upheaval
Encounter - Divine
Opportunity Action - Close burst 1
Trigger: An enemy leaves a square adjacent to you
without shifting
Target: Triggering enemy in burst
Attack: Wisdom +3 vs. Fortitude
Increase to +6 bonus at 11th level and +9 at 21st level
Hit: The target is knocked prone.
Mantra of Leaden Footfalls
At-Will - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes a -2 penalty to
speed.
Mantra of Pressing Gusts
At-Will - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you can
push the first creature you hit with an attack 1 square.
Sky's Step
Encounter - Divine
Free Action - Personal
Special: Can only be used during your turn
Effect: Shift 1 square.
EREMITIC TRAINING
Dervishes train tirelessly, performing rigorous physical and spiritual exercises, learning to wield both steel and soul as weapons in defense of creation.
You begin with three at-will powers, rather than two, one of which must be a mantra power.
PRAYERFUL PROTECTION
While you are wearing cloth armor or no armor, you gain a +3 bonus to AC.
DERVISHES AND DEITIES
Choice of Deity: Unlike other divine servants, dervishes rarely dedicate themselves to a specific deity. Because they view creation as the work and dominion of all the gods, dervishes venerate the entire pantheon. A dervish might have been elevated to his position by one or more specific gods, and he may choose to offer the occasional sacrifice in thanks to those deities, but the faith of the dervish recognizes that his sacred duty transcends the agenda of any one god. Rather, he serves them all by protecting that which they have created.
Choice of Alignment: Dervishes do not gain their powers through sacred orders and holy rites, nor do they channel the will of a deity. Rather, they are chosen from among potential candidates and directly invested with a portion of the power of the divine upon receiving their sacred mission. A dervish may be selected by an individual god, chosen via consensus of a few deities, or, rarely, with the approval of the entire pantheon. Dervishes selected by a single god or a group of like-minded gods tend to match those deities in alignment; however, it is always clear that the true mission of a dervish is in service to all that is divine. For this reason, most dervishes lean closest to unaligned, though of course a dervish is still a mortal possessing of a free will, and it is not prohibited of a dervish to make moral choices or to work towards moral ends, so long as his true purpose is always first in his heart and mind.
DERVISH'S PRAYERS
Dervishes serve the divine by protecting that which the gods have created. A dervish's powers and style tend to emphasize a particular aspect of creation, though this does not mean that they view that aspect as more sacred than any other. Typically a dervish will bond with a part of creation that best suits his or her personality.
Choose one of the following options. Your choice provides you with the relevant bonuses and power that that option bestows, as well as a bonus to certain dervish powers, as detailed in those powers.
Earth Prayers: You gain the earth's upheaval and mantra of leaden steps powers. In addition, while you are not wearing heavy armor, you can use your Constitution modifier, rather than your Dexterity or Intelligence modifier, to determine your AC.
Sky Prayers: You gain the mantra of pressing gusts and sky's step powers. In addition, while you are not wearing heavy armor, you gain a +1 bonus to speed.
Earth's Upheaval
Encounter - Divine
Opportunity Action - Close burst 1
Trigger: An enemy leaves a square adjacent to you
without shifting
Target: Triggering enemy in burst
Attack: Wisdom +3 vs. Fortitude
Increase to +6 bonus at 11th level and +9 at 21st level
Hit: The target is knocked prone.
Mantra of Leaden Footfalls
At-Will - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, each
creature you hit with an attack takes a -2 penalty to
speed.
Mantra of Pressing Gusts
At-Will - Divine, Mantra
Minor Action - Personal
Effect: Until the beginning of your next turn, you can
push the first creature you hit with an attack 1 square.
Sky's Step
Encounter - Divine
Free Action - Personal
Special: Can only be used during your turn
Effect: Shift 1 square.
EREMITIC TRAINING
Dervishes train tirelessly, performing rigorous physical and spiritual exercises, learning to wield both steel and soul as weapons in defense of creation.
You begin with three at-will powers, rather than two, one of which must be a mantra power.
PRAYERFUL PROTECTION
While you are wearing cloth armor or no armor, you gain a +3 bonus to AC.
DERVISHES AND DEITIES
Choice of Deity: Unlike other divine servants, dervishes rarely dedicate themselves to a specific deity. Because they view creation as the work and dominion of all the gods, dervishes venerate the entire pantheon. A dervish might have been elevated to his position by one or more specific gods, and he may choose to offer the occasional sacrifice in thanks to those deities, but the faith of the dervish recognizes that his sacred duty transcends the agenda of any one god. Rather, he serves them all by protecting that which they have created.
Choice of Alignment: Dervishes do not gain their powers through sacred orders and holy rites, nor do they channel the will of a deity. Rather, they are chosen from among potential candidates and directly invested with a portion of the power of the divine upon receiving their sacred mission. A dervish may be selected by an individual god, chosen via consensus of a few deities, or, rarely, with the approval of the entire pantheon. Dervishes selected by a single god or a group of like-minded gods tend to match those deities in alignment; however, it is always clear that the true mission of a dervish is in service to all that is divine. For this reason, most dervishes lean closest to unaligned, though of course a dervish is still a mortal possessing of a free will, and it is not prohibited of a dervish to make moral choices or to work towards moral ends, so long as his true purpose is always first in his heart and mind.
Dervish Class Traits
DERVISH
"The gods are to creation as a painter to canvas or a sculptor to clay. I protect their masterpiece."
CLASS TRAITS
Role: Controller. You wade amongst your enemies, laying them low with elegant sweeps of your weapon. Your powers give you the ability to hinder enemy movements, force your foes where you want them, and inflict debilitating conditions. Depending on your choice of powers and features, you can act as a secondary defender or striker.
Power Source: Divine. You have been given a portion of authority over creation by the gods so that you might act as its protector. You know many sacred mantras that bring unity with the world and allow you to take on some of its power, as well as a number of intricate holy dances in which you assume an aspect of the gods or their creations.
Key Abilities: Wisdom, Constitution, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged, military light blades, military heavy blades, military axes, military flails
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 14 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Religion. From the class skills list below, choose three trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex), Religion (Wis).
Class Features: Dervish's Prayers, Eremitic Training, Prayerful Protection
"The gods are to creation as a painter to canvas or a sculptor to clay. I protect their masterpiece."
CLASS TRAITS
Role: Controller. You wade amongst your enemies, laying them low with elegant sweeps of your weapon. Your powers give you the ability to hinder enemy movements, force your foes where you want them, and inflict debilitating conditions. Depending on your choice of powers and features, you can act as a secondary defender or striker.
Power Source: Divine. You have been given a portion of authority over creation by the gods so that you might act as its protector. You know many sacred mantras that bring unity with the world and allow you to take on some of its power, as well as a number of intricate holy dances in which you assume an aspect of the gods or their creations.
Key Abilities: Wisdom, Constitution, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged, military light blades, military heavy blades, military axes, military flails
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 14 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Religion. From the class skills list below, choose three trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex), Religion (Wis).
Class Features: Dervish's Prayers, Eremitic Training, Prayerful Protection
Subscribe to:
Comments (Atom)