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    Ettin in the Playground
    Join Date
    Feb 2008

    Default [4e] New Controller Class Features (PEACH)

    Was inspired by Mystical Debris to produce minor action, at-will, semi-standardized controller class features (as per Defender marks, Leader heals, Striker damage bonuses) that actively modify terrain and reshape the battlefield:


    Wizard/Mage:

    Force Barrier - Class Feature
    At-Will * Arcane, Conjuration, Force
    Minor Action - Ranged 10
    Effect:
    You conjure a wall of force in unoccupied squares within range. The wall is up to Intelligence modifier squares long and 5 squares high, and lasts until the end of the encounter or you use this power again. The wall has the following properties:
    • Provides cover.
    • Costs extra squares of movement to enter equal to half your Intelligence modifier.
    • Can be attacked.
    • Has 1 hit point.
    • Has a +2 bonus to its AC and Fortitude defenses.
    • Has Object Immunities (immune to poison, psychic, and necrotic damage and attacks that target Will).

    The wall is immune to your powers and your attacks if you choose. You can dismiss the wall as a minor action.
    Special: When the wall is destroyed, you can't use this power until the end of your next turn.

    Druid:

    Entangling Terrain - Class Feature
    At-Will * Primal, Conjuration
    Minor Action - Ranged 10
    Effect:
    You conjure a tangling growth in an unoccupied square within range. The growth lasts until the end of the encounter. Squares in the growth's space grant concealment, and count as difficult terrain. Whenever an enemy ends its turn in the growth's space, you can have that growth grab that enemy as an opportunity action. Attempts made to escape this grab are made against a DC equal to 15 + half your level + your Wisdom modifier. When this grab ends, that growth is expended. You can dismiss any number of growths as a minor action.
    Special: You cannot have more growths in play than your Wisdom modifier at one time. When you have more growths in play than this, dismiss them until their total number is equal to or less than your Wisdom modifier.


    Invoker:

    Radiant Light - Class Feature
    At-Will * Divine, Conjuration, Radiant, Zone
    Minor Action - Area burst 1 within 10 squares
    Effect:
    The burst conjures a zone in squares within range unoccupied by enemies. The zone lasts until the end of the encounter. All squares within a close burst 1 around the zone are brightly lit. Enemies within the zone grant combat advantage and lose all concealment and invisibility. Whenever an enemy you can sense enters the zone's space, you can expend the zone as an opportunity action to cause that enemy to grant combat advantage and lose all concealment and invisibility until the end of its next turn. You can dismiss any number of these zones as a minor action.
    Special: You cannot have more zones in play than one-fourth Wisdom modifier at one time. When you have more growths in play than this, dismiss them until their total number is equal to or less than your Wisdom modifier.


    Psion:

    Manifest Field - Class Feature
    At-Will * Psionic, Conjuration
    Minor Action - Ranged 10
    Effect:
    You conjure an energy field in square within range unoccupied by an enemy. The field lasts until the end of the encounter. Squares in the field's space grant cover and count as difficult terrain. Creatures cannot charge through the field's space. Whenever an enemy ends its turn in the field's space, you can expend that field as an opportunity action. If you do, you can push that enemy 1 square away from that space. That enemy grants combat advantage, and can't take opportunity or immediate actions until the end of its next turn. You can dismiss any number of fields as a minor action.
    Special: You cannot have more fields in play than your Intelligence modifier at one time. When you have more in play than this, dismiss them until their total number is equal to or less than your Intelligence modifier.


    Seeker:

    Guiding Spirits - Class Feature
    At-Will * Primal, Conjuration
    Minor Action - Ranged 10
    Effect:
    You conjure a guiding spirit in a square within range unoccupied by an enemy. The spirit lasts until the end of the encounter. Whenever you or an ally makes an attack against an enemy in the spirit's space, you can expend that spirit as a free action. If you do, and your attack misses that enemy, you can reroll that attack once. You must use this roll, even if it's lower. You can dismiss any number of spirits as a minor action.
    Special: You cannot have more spirits in play than your Wisdom modifier at one time. When you have more spirits in play than this, dismiss them until their total number is equal to or less than your Wisdom modifier.


    Binder:

    Pact Rune - Class Feature
    At-Will * Arcane, Conjuration
    Minor Action - Ranged 10
    Effect:
    You conjure a pact rune in a square within range unoccupied by an enemy. The rune lasts until the end of the encounter. Whenever an enemy enters the rune's space, you can expend that rune as an opportunity action to subject that enemy to one of the following effects depending on your pact:
    • Gloom Pact: You slide the target 2 squares.
    • Star Pact: You and each ally more than 2 squares away from the rune's space gain concealment from the target until the end of its next turn.

    You can dismiss any number of runes as a minor action.
    Special: You cannot have more runes in play than your Charisma modifier at one time. When you have more runes in play than this, dismiss them until their total number is equal to or less than your Charisma modifier.

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