RE: Dorkfest 2019
Ares
Overwhelming Destruction
Add half the escalation die’s value to all your damage rolls, rounded down.
• Level 11: Add the full escalation die.
• Level 21: Add double the escalation die.
Might of Ares
Encounter / Minor Action
Requirement: You must be bloodied.
You may make up to two at-will attacks.
• Level 11: These attacks deal half damage on a miss.
• Level 16: You may make up to three attacks instead.
• Level 21: If they hit, these attacks also deal ongoing 10 damage (11+ save ends). If used on the same target, they stack.
Atalanta
Patient Huntress
When the escalation die reaches 5+, increase the crit range of all your attacks by 2.
• Level 11: When the escalation die reaches 4+.
• Level 21: When the escalation die reaches 3+.
Arrow of Atalanta
Daily / Standard Action
Unleash an “arrow” of thunder, traveling a path 3 squares wide and 20 squares long. Make the following attack against each enemy in the path;
Attack: Highest ability score +2 vs. Reflex
Hit: Thunder damage equal to three times your level.
• Level 11: This attack now deals half damage on a miss.
• Level 16: The attack becomes highest ability score +4 vs. Reflex.
• Level 21: Roll a d6 at the start of each battle. On a 5+, this power recharges.
Athena
Special Tactics
Whenever you roll a natural 18+ on an attack roll, you may advance the escalation die by 1. If it’s already at the maximum of 6, then instead gain an action point. (This ability can trigger only once per round.)
Cunning of Athena
Daily / Minor Action
You and each ally can take a move action.
• Level 11: You and each ally can take a move action or a non-attack standard action.
• Level 16: You and each ally can take a move action and a non-attack standard action.
• Level 21: Roll a d6 at the start of each battle. On a 5+, this power recharges.
Hades
Fate of the Dead
Roll a bonus d4 on all attack rolls against bloodied creatures.
• Level 11: The bonus die becomes a d6.
• Level 21: The bonus die becomes a d8.
Dominion of Hades
Daily / Standard Action
Each bloodied creature in the battle takes necrotic damage equal to your healing surge value.
• Level 11: This ability no longer targets dying allies.
• Level 16: Minions must roll an 11+ save or be snuffed out.
• Level 21: Roll a d6 at the start of each battle. On a 5+, this power recharges.
Icarus
Soaring Ambition
When the escalation die is 3+, you gain +2 speed.
• Level 11: You gain +3 speed instead
• Level 21: Instead, add the escalation die’s value to your speed.
Wings of Icarus
Daily / Minor Action
Great wings of golden light sprout from your back for the rest of the scene. During this time, all your attacks roll 2d20 and you take the highest die. However, for each rolled die which misses, you take damage equal to your own level. This damage can’t be prevented or reduced.
• Level 11: You also gain resist fire and holy [5 * tier].
• Level 16: You also gain a fly speed of 5.
• Level 21: Roll a d6 at the start of each battle. On a 5+, this power recharges.
Medusa
Wreathed in Serpents
Whenever an enemy misses you with a melee attack, they take poison damage equal to the escalation die’s value.
• Level 11: The damage is double the escalation die.
• Level 21: The damage is triple the escalation die.
Eyes of Medusa
Daily / Minor Action
Make the following attack against each enemy in a close blast 5;
Attack: Highest ability score +2 vs. Fortitude
Hit: Slowed and ongoing [tier * 5] damage (14+ save ends both).
• Level 11: On a natural 19+ attack roll, the target is also dazed until the save succeeds.
• Level 16: The attack becomes highest ability score +4 vs. Fortitude.
• Level 21: Roll a d6 at the start of each battle. On a 5+, this power recharges.
Lyssa
Raging Madness
When you’re bloodied, roll a bonus d4 on all attack rolls.
• Level 11: The bonus die becomes a d6.
• Level 21: The bonus die becomes a d8.
Frenzy of Lyssa
Daily / Standard Action
Dominate one normal enemy or up to five enemy minions until the start of your next turn.
• Level 11: The dominated target(s) can also take a minor action on their turn.
• Level 16: You can now also choose to target a single enemy elite, but it doesn’t get a minor action on its turn.
• Level 21: Roll a d6 at the start of each battle. On a 5+, this power recharges.
Phoenix
Ashes of the Sun
When you score a critical hit, the target also takes ongoing 5 radiant and fire damage (11+ save ends).
• Level 11: The ongoing damage increases to 10.
• Level 21: The ongoing damage increases to 15.
Rebirth of the Phoenix
Daily / Reaction when you fall to zero hit points
You may immediately use your second wind.
• Level 11: You may also deal [tier * 10] fire damage to all adjacent enemies.
• Level 16: You may now use your second wind twice.
• Level 21: Roll a d6 at the start of each battle. On a 5+, this power recharges.
Hekate
Sinister Witchcraft
When the escalation die reaches 5+, all enemies take a -2 penalty to saving throws.
• Level 11: When the escalation die reaches 4+.
• Level 21: When the escalation die reaches 3+.
Curse of Hekate
Encounter / Minor Action
Choose one enemy within 5 squares and roll a d10.
1 The target is blinded (save ends 11+)
2 The target is immobilized (save ends 11+)
3 The target is marked by you or an ally of your choice (save ends 11+)
4 The target falls prone
5 The target is slowed (save ends 13+)
6 The target is weakened (save ends 9+)
7 The target grants combat advantage until the start of your next turn
8 The target takes damage equal to 10% of its maximum hit points
9 Slide the target up to 3 squares
10 The target takes a -2 penalty to attack rolls on its next turn
• Level 11: You may roll twice and pick the result (reroll duplicates).
• Level 16: You may roll twice and use both results (reroll duplicates)
• Level 21: Roll a d6 at the start of each battle. On a 5+, this power recharges.
Cerberus
Eternal Guardian
When you’re bloodied, roll a bonus d4 on all saving throws.
• Level 11: The bonus die becomes a d6.
• Level 21: The bonus die becomes a d8.
Vigilance of Cerberus
Daily / Minor Action
You may designate up to six squares of your choice on the battlefield. These squares are difficult terrain to your enemies, but not to you or your allies.
• Level 11: You may select up to eight squares.
• Level 16: Enemies who enter a chosen square take 5 damage.
• Level 21: Roll a d6 at the start of each battle. On a 5+, this power recharges.
What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
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