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quest for honor and glory, and their prowess with

Dragoon ] the art of war. Whether they seek to uphold their


“I and my mount are one. You may be able honor, or merely to win personal fame and
to evade my aim, but not our resolve.” fortune by defeating strong opponents, Dragoons
and their mounts are a force to be reckoned with.
Class Traits Creating a Dragoon
Role: Striker. You wheel around the battlefield,
You may choose any of the builds detailed
shouting and assaulting your foe with a constant
below when making your Dragoon.
barrage of attacks. Your powers have potent
control effects which make Controller your Cavalier Dragoon
secondary role, but some powers can also allow As a warrior you are headstrong and rely on your
you to double as a leader and assist your allies. natural talent with your steed to get you through
Power Source: Primal. You call upon the spirits a battle. You focus on powers that will confuse
of your ancestors, the world around you, and and control the enemy, pinning them down and
evoke the hidden strength of your noble steed. forcing them in circles while your allies tear
Key Abilities: Dexterity, Constitution, Charisma them apart in your wake. Your Dexterity should
be top notch, and your bond with your Mount is
Armor Proficiencies: Cloth, Leather, Hide, of paramount importance, so make sure you also
Chainmail, Light Shield have a relatively high Charisma score.
Weapon Proficiencies: Simple melee, one- Suggested Class Feature: Bond of Rivalry
handed Military melee, Military polearms, Suggested Feat: Distant Advantage
Simple ranged, military ranged. Suggested Skills: Athletics, Insight, Perception
Implements: Bows, Ancestral Weapon Suggested At-Will Powers: Call to the Verdant
Bonus to Defense: +1 Reflex, +1 Will Screen, Spirit of the Rebuking Wind
Hit Points at 1st Level: 15 + Constitution score Suggested Encounter Power: Rider’s Fusillade
Hit Points per level gained: 5 Suggested Daily Power: Call to the Storm’s Song
Healing Surges/day: 6 + Constitution modifier. Valiant Dragoon
A Valiant Dragoon perseveres to show his
Trained Skills: Nature. Choose three more
courage and vigor to all who oppose him. You
trained skills at 1st level from this list.
are never far from the lines of battle, ripping
Class Skills: Athletics (Str), Perception (Wis),
among your enemies and cleaving into them left
Intimidate (Cha), Bluff (Cha), Diplomacy (Cha),
and right. Your Dexterity should still be your top
History (Int), Nature (Wis), Insight (Wis),
score, as your attacks all key off it. Your success
Religion (Int), Arcana (Int), Thievery (Dex).
depends on your ability to take hits in battle, so
Build Options: Cavalier Dragoon, Valiant you r next best score should be Constitution.
Dragoon Suggested Class Feature: Bond of Loyalty
Class Features: Noble Steed, Dragoon’s Bond, Suggested Feat: Toughness
Champion’s Boon. Suggested Skills: Intimidate, Bluff, Athletics
Suggested At-Will Powers: Whirling Assault,
The Dragoon is a special type of warrior who Turnabout Strike
rides into battle on a noble stallion, and is trained Suggested Encounter Power: Whooping Charge
to fight as one with their mount to create a Suggested Daily Power: Thundering Hooves
fighting force which unites the talents of beast
and man. Dragoons surpass other characters who Dragoon Class Features
merely ride their mount; your Noble Steed is not All Dragoons have the following Class Features.
just a beast that gets you from place to place, it is
a creature to whom you share a mystical Noble Steed
connection which links your souls. Unlike other characters who merely ride a
You may be a knight from a distant realm creature into battle, you and your mount share a
who’s sworn to protect your lord with your very preternatural link that allows your Noble Steed
life, or you could be a simple nomad setting out more power than a mere beast of burden. With
on your own to win glory for your people. You this class feature, you gain a Noble Steed;
could be a simple farmer from the country who choose any Mount of your level or lower which
has been drawn into a conflict you know little your DM agrees would be available to you. That
about, but in which your natural talent with creature is now your Noble Steed until you
handling animals can win you success and dismiss it, or until it is irrevocably slain.
admiration from other men-at-arms. Regardless You may use any of that creature's Mount
of your past, all Dragoons are united by their abilities, as if you had the Mounted Combat feat.
Regardless of the creature's original level, once it another Noble Steed. Gaining a Noble Steed,
becomes your Noble Steed it instantly gains the however, is not merely as simple as "I don't like
same level as you, and levels up with you when this one anymore, I'll try that one instead.”
you gain a level. Your bond with your Noble Steed is a deep and
Your Noble Steed's hit points, defenses, and spiritual connection, and so your DM may
attack bonus scales with its level. In addition, a require you to go on a small quest to find a
Noble Steed gains a +1 to two ability scores of suitable replacement for your Noble Steed. If
your choice at 4th, 8th, 14th, 18th, and 24th your Noble Steed is slain, you may raise it from
levels, and a +1 to all ability scores at levels 11 the dead using the Raise Dead Ritual, except that
and 21 (if your mount is 4th level or higher, add the component cost for the ritual is reduced to
these bonuses immediately upon that creature 50gp for a Heroic tier mount, 500gp for a
becoming your Noble Steed). Paragon tier, and 5,000gp for an Epic tier mount.
Your Noble Steed has 1 healing surge per tier, Your Noble Steed counts as an ally, can flank
and a healing surge value of 1/4th of its targets, and may be targeted by powers. If a
maximum hit points. It may use the Second power would allow your Noble Steed to spend a
Wind power once per encounter. In addition, healing surge, you may choose to spend one
your Noble Steed understands one language instead. Your Noble Steed gains the benefit of
which you know and can speak for each point of the power as normal, and you are unaffected.
its intelligence modifier, but cannot speak itself
unless creatures of its type normally could. Dragoon’s Bond
When your Noble Steed enters combat, it rolls You may choose either the Bond of Rivalry or
initiative as normal. If you are mounted on your Bond of Loyalty feature when making your
Noble Steed, you and it take your turns Dragoon. Both features work like a power.
simultaneously, acting on either initiative count Bond of Rivalry ]]
you prefer (you make this choice once, and it
You and your ally compete to see who is
lasts for as long as you are mounted, or until the
superior.
end of the encounter). On your combined turn,
Encounter◊ Primal
you and your Noble Steed may each spend a
Minor Action Close Burst 10
Standard Action and a Minor Action, but may
Target: One ally in burst
only take one Move Action between you. Each
Effect: Your ally is affected by your Bond of
of you may also take immediate actions and
Rivalry until you or that ally is reduced to 0 hit
make opportunity attacks as normal.
points or fewer (at which point you regain the
Your bond with your mount echoes across the
use of this power). An ally can only be affected
boundaries of space and time. At any time during
by one Dragoon’s Bond at once, and a new Bond
your turn, as a Standard Action, you may
supersedes a previous one.
summon your Noble Steed to your side,
As long as an ally is affected by your Bond of
regardless of the distance between you, as long
Rivalry, when that ally makes an attack within
as you are on the same plane. Your Steed arrives
10 squares of you, chose one target of that
on the beginning of your next turn and may act
attack. You and your bonded ally may add your
in the next round or that one, depending on its
Charisma modifier as a power bonus to the
Initiative count.
damage roll the next time you hit that enemy
This ability functions regardless of terrain or
before the end of your next turn.
any other practical concerns, and your Noble
Steed appears without fail, even if there's no Bond of Loyalty ]]
conceivable way it could've traversed the You and your allies form close bonds, and you
intervening distance (such as if you are in the work as a team to lure your foes to their doom.
middle of the ocean, or in an Underdark cavern Encounter◊ Primal
full of pitfalls). If you use a ritual or some other Minor Action Close Burst 10
method of communicating with your Noble Target: One ally in burst
Steed, it cannot express in concrete terms how Effect: Your ally is affected by your Bond of
exactly it got to your location. Depending on its Loyalty until you or that ally is reduced to 0 hit
personality, it may try to describe the experience, points or fewer (at which point you regain the
or merely give an intentionally ambiguous use of this power). An ally can only be affected
answer (such as “I walked”). by one Dragoon’s Bond at once, and a new Bond
If you wish to dismiss your Noble Steed, you supersedes a previous one.
may do so at any time. When you do this, you As long as an ally is affected by your Bond of
gain the Mounted Combat feat as a Bonus Feat, Loyalty, when that ally makes an attack within
and may trade this feat in at a later time to gain 10 squares of you, choose one target of that
attack. The next time you or your bonded ally Once you’ve chosen an Ancestral Weapon,
hits with an attack against that target before the only that particular weapon may be used as an
end of your next turn, you may slide it 1 square Implement using this class feature. Your DM
and then you or your ally may shift 1 square. may allow you to change your Ancestral
Weapon to a different one by meditating with it,
Champion’s Boon and praying to the spirits of your ancestors
Some see the arts of war as grim and serious, during an extended rest, asking them to instill
while others revel in the bloodshed. You were their blessing in a different item.
taught to straddle the line between these two; to Keep in mind, though, that doing this may
you, war is a grisly sport where the strongest and very well offend your ancestors, if the weapon
most skilled are the ones who claim the glory. itself has some special significance to them. At
For each non-minion enemy you reduce to 0 hit your DM’s discretion, changing your Ancestral
points or fewer, you gain 1 point. For each Weapon might impose a temporary penalty on
minion you reduce to 0 hit points or fewer, you you, due to the spirits being angered.
gain ¼ a point (do not round). You can store a
number of points up to a maximum of your Dragoon Powers
Charisma modifier, but your point total resets to Your powers are called Evocations, because
0 at the end of a short rest or an extended rest. they revolve around summoning up spiritual
If an enemy is reduced to 0 hit points because strength from within you or your Noble Steed.
of an effect caused by you (such as ongoing Some powers may be better for a particular type
damage or a zone effect) rather than direct of Dragoon, so you may want to focus on those
damage, you still gain a point for that enemy. which match your style. However, you are free
At any time during your turn, when you use a to choose any powers you wish.
Dragoon power or Paragon Path power, you may
spend any number of points you have in stock to Level 1 At-Will Evocations
gain a specified benefit on that power. These
benefits are detailed in the power’s description,
Whirling Assault ]]
under the heading “x Champion Point(s)”; with x With a graceful twirl of your weapon, you cut
being the number of points you must expend to into the enemies who have gathered around you.
gain the described benefit. Some benefits require At-Will◊ Primal, Weapon
a certain situation to occur before you are Standard Action Melee Weapon
allowed to augment that power (such as scoring a Target: one creature
critical hit). In these cases you may decide to Attack: Dexterity vs. AC
spend the necessary points after the triggering Hit: 1[W] + Dexterity modifier damage.
event has occurred, unless the power’s Level 21: 2[W] + Dexterity modifier damage
description explicitly states otherwise. Effect: Each enemy adjacent to you other than
the target takes damage equal to your Dexterity
Implements modifier.
Dragoons are raised from birth to know their 1 Champion Point: If the attack hits, push each
weapons inside and out, and to use them as if creature adjacent to you 1 square.
they were an extension of their own body, rather Bond of Rivalry: If your bonded ally is adjacent
than an inert piece of metal, wood, or stone. As a to an enemy adjacent to the target, it takes extra
Dragoon, you may use any Bow as an damage equal to your Charisma modifier.
implement; you may add its enhancement bonus Call to the Verdant Screen ]]
to attack and damage rolls for Dragoon powers Your chant summons a burst of flying leaves and
and paragon path powers with the Implement foliage which obscures your enemies’ vision.
keyword. At-Will◊ Primal, Implement, Zone
In addition, you may choose any one melee Standard Action Area Burst 1 within Weapon
weapon with which you are proficient; this Target: One creature in burst
weapon is your Ancestral Weapon. This is an Attack: Charisma vs. Reflex
item given to you by your family, or otherwise Hit: 1[W] + Charisma modifier damage.
connected deeply to your heritage. This weapon Effect: The burst creates a zone of fluttering
is so much a part of you that you may use it as an leaves which lasts until the end of your next turn.
Implement for your powers, as described above. You and each ally in the zone has concealment.
As with bows, you do not add the weapon’s Special: You may use this power in place of a
proficiency bonus to attack rolls when using ranged basic attack.
your Ancestral Weapon as an implement.
Twinned Soul Strike ]]
You and your Noble Steed carve into the enemy. Effect: If you are adjacent to the target, you may
At-Will◊ Primal, Weapon, Mount shift to any other square adjacent to the target. If
Standard Action Melee 1 your mount is adjacent to the target, it may also
Target: One creature shift to any other square adjacent to the target.
Attack: Dexterity +2 or Strength +2 vs. AC; if Hit: 1[W] + Dexterity modifier damage (your
you are charging, add a +2 bonus to both attack attack), or 1[M] + strength or dexterity modifier
rolls rather than the normal +1 bonus; two damage (mount’s attack) per attack. If the target
attacks (you and your Mount). doesn’t move at least 2 squares away from you
Hit: 1[W] damage (your attack) or 1[M] damage or your mount on its next turn, it psychic damage
(mount’s attack) per attack, or 2[W] (your equal to your Charisma modifier.
attack) or 2[M] (mount’s attack) at 21st level . Bond of Loyalty: If your Noble Steed is your
Special: You may use this power in place of a bonded ally, you may add its Charisma modifier
melee basic attack when you charge. to the psychic damage the target takes.
Bond of Loyalty: If your Noble Steed is your
bonded ally, you may shift 1 square before the Call to the Piercing Earth ]]
second attack, or after both attacks. Blades of rock shred your enemy’s defenses and
litter the ground, making movement precarious.
Turnabout Strike ]] Encounter◊ Primal, Implement, Zone
You hit your foe on the run, and then slip away. Standard Action Melee Weapon
At-Will◊ Primal, Weapon Primary Target: One Creature
Standard Action Melee or Ranged Weapon Attack: Charisma vs. Fortitude
Target: One creature Hit: 1d8 + Charisma modifier damage and the
Effect: You move up to ½ your speed, and make target takes a -2 penalty to AC and fortitude
the following attack at any point during that defense until the end of your next turn.
move. You do not provoke opportunity attacks Effect: You generate a zone of rocky difficult
when moving away from the target. terrain in a close burst 1, centered on the target.
Attack: Dexterity vs. Reflex Any creature which falls prone in the zone takes
Hit: 1[W] + Dexterity modifier damage. The 5 damage, and any creature that enters or moves
damage increases to 2[W] + Dexterity modifier within the zone must succeed on an Athletics
damage at 21st level. check (DC = 15 + your Level) or fall prone. The
1 Champion Point: If you make this attack as a zone lasts until the end of your next turn.
ranged attack while adjacent to your bonded ally,
Mount Keyword: Powers that have the Mount
the attack doesn’t provoke opportunity attacks.
keyword can only be used when your Noble
Spirit of the Rebuking Wind ]] Steed is present and conscious during the
The wind spirits banish your foes from your encounter. In addition, many mount powers
sight. require that you be mounted to use that power. In
At-Will◊ Primal, Implement these cases, “mounted” refers only to riding your
Standard Action Close Blast 3 Noble Steed, and doesn’t apply to other mounts.
Target: Each creature in burst If a power allows your mount to attack, you do
Attack: Charisma vs. Fortitude not apply your attack or damage bonuses unless
Hit: 1d8 + Charisma modifier damage and you a power specifically says to, but you do apply
push the target 1 square or knock it prone. any bonuses which apply to your mount (such as
Effect: If the target moves closer to you on its magic items or power effects). In such powers,
next turn, you may knock it prone as soon as it [M] is used to refer to the base damage of your
leaves the first square. Mount’s basic attack, without damage bonuses
Level 1 Encounter Evocations (for example, for a Riding Horse [M] = 1d6).
Your Speed: Keep in mind that when you are
Spirit of the Raven Circling ]] mounted on any creature (such as your Noble
You and your mount wheel around the enemy
Steed) your speed is actually your Mount’s
like carrion birds, and your haunting visage
speed. Therefore, when a power effects your
prompts the enemy to flee from your sight.
Encounter◊ Primal, Weapon, Mount, Psychic, Fear
speed in some way (such as allowing you to
Standard Action Ranged or Melee Weapon move or shift “your speed”), you use your
Target: One creature Mount’s speed for that effect as long as you are
Attack: Dexterity vs. AC; two attacks (you and mounted, unless a power specifically says
your mount); your mount has a +2 attack bonus. otherwise.
Whooping Charge ]]
You charge headlong at your foe, bellowing a Call to the Storm’s Song ]]
shrill war cry which leaves them terrified. You pray to the spirit of the storm clouds, and
Encounter◊ Primal, Fear, Rattling, Weapon the arrow within your enemy’s chest explodes
Standard Action Melee Weapon with crackling bolts of thunder and lightning.
Primary Target: One Creature Daily◊ Primal, Implement, Lightning, Thunder
Attack: Dexterity vs. AC Standard Action Ranged Weapon
Hit: 1[W] + Dexterity modifier damage. Target: One creature
Effect: Make a secondary implement attack in a Attack: Dexterity vs. Reflex
close burst 2, centered on the primary target. Hit: 2[W] + Dexterity modifier lightning
Secondary Target: Each enemy in the burst. damage, and ongoing 5 Thunder (save ends)
Secondary Attack: Charisma vs. Will damage. Each time the target takes this ongoing
Hit: Charisma modifier psychic damage and you damage, each enemy adjacent to it also takes 5
push the target 2 squares. The target can’t enter a thunder damage and is knocked prone.
square within 2 squares of you until the end of 2 Champion Points: Enemies adjacent to the
your next turn. target when it takes the ongoing damage are also
Special: You may use this power in place of a deafened until the end of their next turn.
melee basic attack when you charge. Miss: Half damage and each creature adjacent to
Bond of Rivalry: If your bonded ally is adjacent the target takes 5 thunder damage.
to a secondary target at the end of the push, that
target grants combat advantage to your bonded Dismounting Assault ]]
ally until the end of his or her next turn. You flip off your mount with a flourish, and
deliver a blow to your enemy as you land.
Rider’s Fusillade ]] Daily◊ Primal, Weapon, Mount
You ride around the enemy formation and throw Standard Action Melee Weapon
them into confusion with a barrage of arrows. Requirement: You must be mounted
Encounter◊ Primal, Weapon Target: One creature
Standard Action Close Blast 3 Effect: You dismount your Noble Steed and land
Effect: You may shift 3 squares before or after in an adjacent square. Make an acrobatics check
the attack. You may split this move into parts, with a +5 bonus, then make the following attack.
but still move the same total distance. Attack: Dexterity vs. Reflex
Target: Each enemy in burst Hit: 2[W] + Dexterity modifier damage. If your
Attack: Dexterity vs. Reflex Acrobatics check result exceeded the target’s
Hit: 1[W] + Dexterity modifier damage and you Reflex defense, you also knock the target prone
have combat advantage for your next attack and you or your mount may shift 1 square.
against the target before the end of your next Miss: Half Damage, and you shift 1 square.
turn.
2 Champion Points: Your bonded ally has Trampling Hooves ]]
combat advantage for his or her next attack With a whooping cry, you ride roughshod over
against the target before the end of your next your foes, and leave them sprawled in the dirt.
turn. Daily◊ Primal, Mount
Standard Action Personal
Level 1 Daily Evocations Requirement: You must be mounted
Guerrilla War ]] Effect: Move your mount’s speed. You may pass
Your enemies expect a fair fight, but you won’t through a space occupied by an enemy, but you
give them the benefit of a pitched battle. must end your move in a legal space.
Daily◊ Primal, Weapon, Rattling Target: Each enemy whose space you entered.
Standard Action Ranged or Melee Weapon Attack: Dexterity +2 vs. Fortidue
Target: One creature Hit: 2[M] + your Dexterity modifier damage and
Attack: Dexterity vs. AC the target is knocked prone. If the target took an
Hit: 2[W] + Dexterity modifier damage, and you opportunity attack against you during your
shift 2 squares. move, it is also dazed until the end of your next
Miss: Half damage, and you shift 1 square. turn.
Effect: Until the end of the encounter, each time Miss: The target shifts 1 square and falls prone.
the target hits or misses you with an attack, you Bond of Rivalry: Your bonded ally gains
may shift 1 square as a free action. combat advantage against any target you miss.
Bond of Loyalty: Until the end of the encounter, Level 2 Utility Evocations
each time the target hits or misses your bonded
ally, he or she may shift 1 square as a free action. Dance of the Monsoon’s Wrath]
You perform a ritual to call for driving rain. Bond of Loyalty: If your bonded ally attacks the
Daily◊ Primal, Stance, Zone target on his or her next turn, that attack knocks
Standard Action Personal the target prone after the attack is resolved.
Effect: Until the stance ends, a storm of wind
and rain buffets the area. Enemies who enter or Call to Autumn’s Embrace ]]
begin their turn in a zone of difficult terrain Your whispers travel to the spirits of the falling
created by one of your primal powers are slowed leaves, and they channel their sorrow to your
until they exit the zone. This effect also applies foe.
to flying enemies who are above such a zone. Encounter◊ Primal, Charm, Cold, Implement
Standard Action Area Burst 1 within 10
Dance of the Vigilant Harrier ]] Target: One creature
Your dance primes your mind and body, so you Attack: Charisma vs. Will
can always stay one step ahead of your prey. Hit: 1d6 + Charisma modifier cold damage and
Daily◊ Primal, Stance the target takes a penalty to attack rolls until the
Minor Action Personal end of its next turn equal to your Charisma
Effect: Until the stance ends, you may shift 1 modifier. If it misses with an attack during this
square each time you hit or miss with an attack. time, it is weakened until the end of its next turn.
In addition, you gain a +1 bonus to AC and
Reflex defense against opportunity attacks. Spirit of Venomous Love ]]
Champion Points: You may spend any number You fire two arrows of hissing green light which
of points to increase the bonus to AC and Reflex, entwine your foes together like courting
up to a maximum of your Constitution modifier. serpents.
Encounter◊ Primal, Implement, Poison, Charm
Ancestral Knowledge ] ] Standard Action Ranged Weapon
The wisdom of your elders has passed to you. Target: Two adjacent creatures
Encounter◊ Primal Attack: Dexterity vs. AC; make two attack rolls
Immediate Reaction Close Burst 5 and apply the higher result to both targets.
Trigger: You or an ally in the burst makes a Hit: 2[W] + Dexterity modifier poison damage,
skill check using a skill you are trained in. and if either target moves further away from the
Target: You or an ally other on its next turn, it takes poison damage
Effect: If the target dislikes the result, he or she equal to 5 + your Charisma modifier.
may reroll the check with a +5 power bonus. Bond of Rivalry: If one of the targets is your
bonded ally, you may forgo dealing damage to
Dance of Subtle Leopard ] him or her. The next attack he or she makes
Your dance surrounds you in shadows, and you against the other target before the end of your
glide soundlessly through the underbrush. next turn deals additional poison damage equal
Daily◊ Primal, Stance to 5 + your Charisma modifier.
Minor Action Personal
Effect: Until the stance ends, you gain a +2 Run to Ground ]]
bonus to stealth checks. You do not receive You doggedly pursue a foe wherever it runs.
penalties to stealth checks for walking or Encounter◊ Primal, Weapon
running, and cannot be detected by Blind sight or Standard Action Melee or Ranged Weapon
Tremor sense. If a creature has no other way of Target: One creature
detecting you, you are considered invisible to Attack: Dexterity vs. AC
that creature. Hit: 2[W] + Dexterity modifier damage.
Effect: If the target takes a move action before
Level 3 Encounter Evocations the end of your next turn and ends its movement
Unbalancing Smite ]] further away from you, you may shift a number
of squares equal to your Constitution modifier as
You deliver a darting assault when your foe least
a free action, but must end closer to the target.
expects it, leaving it unbalanced for a while.
2 Champion Points: If the target travels more
Encounter◊ Primal, Weapon
than 3 squares when it moves away, you may
Standard Action Melee or Ranged Weapon
make a charge attack against it as an immediate
Target: One creature
reaction, and may shift 1 square after your
Attack: Dexterity vs. Fortitude
attack.
Hit: 2[W] + Dexterity modifier damage and if
the target makes an attack roll before the end of Level 5 Daily Evocations
your next turn, it immediately falls prone.
Effect: You shift 3 squares. Spirit of the Punishing Sun ]]
Your whispers travel to the Great Sun Spirit, Noble Steed’s Resolve ]]
who scorches your foes with light and fire. If the Even when you’re on the verge of collapsing, the
enemy is fool enough to ignore the Sun Spirit’s unwavering trust of your Mount emboldens you.
admonishment, they are punished once again. Daily◊ Primal, Healing, Mount
Daily◊ Primal, Fire, Radiant, Implement Standard Action Melee 1
Standard Action Ranged Weapon Requirement: You must be bloodied.
Target: One creature Target: One creature
Attack: Charisma vs. Reflex Attack: Your Noble Steed makes the attack;
Hit: 2d10 + Charisma modifier radiant and fire Strength or Dexterity + 2 vs. AC.
damage. If the target hits you or your allies with Hit: 2[M] + Strength modifier damage.
an attack before the end of your next turn it takes Miss: Half damage.
ongoing 5 radiant and fire damage (save ends). Effect: Your mount may spend a healing surge
2 Champion Points: If the target hits you or and both of you regain hit points equal to your
your allies with an attack before the end of your surge value + your mount’s Charisma modifier.
next turn, it takes ongoing 5 radiant and fire
damage and the target is blinded (save ends Level 6 Utility Evocations
both).
Cavalry Rush ] ]
Call to the Grasping Earth ]] You rush into battle before the enemy can react.
Your song echoes in your foe’s ears, and he or Encounter◊ Primal, Mount
she witnesses shining tentacles of spiritual force Move Action Personal
emerging from the ground to tie him down. Requirement: You must be mounted
Daily◊ Primal, Implement, Force, Zone Effect: Move twice your mount’s speed.
Standard Action Area Burst 2 within 10
Target: One creature in burst
Dance of the Stalwart Warrior ]]
Attack: Charisma vs. Fortitude The spirit of ancient warriors who fought to
Hit: 2d8+ Charisma modifier force damage and their last breath empowers you to fight in spite
the target is restrained (save ends). of pain.
Effect: The burst creates a zone which lasts until Daily◊ Primal, Stance
the end of your next turn. Any enemy which Minor Action Personal
enters the zone or starts its turn there is slowed Effect: Until the stance ends you gain Resist 5 to
and cannot shift until the end of their next turn. all damage. If you are reduced to 0 hit points or
Sustain Minor: The zone persists, and the target fewer, you remain conscious and standing, but
takes 5 force damage. You cannot sustain the you are still considered to be dying.
zone once the target is no longer restrained. 2 Champion Points: Until the stance ends you
gain Resistance to all damage equal to 5 + your
Bonding Exercise ]] Constitution modifier. However, you also grant
You and your ally strike as a team, driving your combat advantage until the stance ends.
foe before you and limiting its movement
options.
Call to the Wind’s Wings ]
Daily◊ Primal, Weapon Your reverent song calls to the spirit of the East
Standard Action Melee Weapon Wind, urging it to lend you its speed and agility.
Target: One creature Daily◊ Primal
Attack: Dexterity vs. Reflex No Action Ranged Sight
Hit: 2[W] + Dexterity modifier damage, and you Target: One creature in range
slide the target 3 squares. Effect: Choose one creature within range, and
Effect: If the target is adjacent to your bonded swap your position in the initiative order with it.
ally after the attack, that ally may make a melee Dance of the Cleansing River ]]
basic attack against the target as a free action. On The serene spirit of a mighty river responds to
a hit, the target suffers an additional effect your chant, and your injuries slowly melt away.
depending on your Dragoon’s Bond: Daily◊ Primal, Stance
Bond of Rivalry: The target is immobilized until Minor Action Personal
the end of its turn each time it begins its turn Effect: You gain Regeneration equal to your
adjacent to your bonded ally (save ends). Constitution modifier. This regeneration is
Bond of Loyalty: The target takes a -2 penalty suppressed when you are not bloodied. You may
to attack rolls and a penalty to damage rolls end the stance as a free action to make a saving
against your bonded ally equal to your throw against any effect a save can end with a
Constitution modifier (save ends). bonus equal to your Constitution modifier.
Glorious Wound ]] Effect: Move your speed and make the
Your hit strikes a powerful enemy in a following attack at any point during this
vulnerable spot, and your allies cheer your movement.
lethal accuracy. Hit: 2[W] + Dexterity modifier damage and you
Daily◊ Primal pull the target up to ½ your speed. If the target
Free Action Personal took an opportunity attack against you, you deal
Trigger: You score a critical hit and it doesn’t an extra 1[W] damage and the target falls prone.
reduce the target to 0 hit points or fewer.
Effect: You gain 2 Champion Points.
Pinning Rundown ]]
You charge at your foe at full kilter, ready to run
Level 16: You gain 3 Champion Points.
it to the ground and pin it with your weapon.
Level 22: You gain 4 Champion Points.
Encounter◊ Primal, Weapon, Mount
Special: If you have this power or gain it when
Standard Action Melee Weapon
you reach any of the above levels, its effect is
Requirement: you must be mounted
changed to the effect listed for that level.
Target: One creature
Level 7 Encounter Evocations Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage and the
Call to the Soothing Mist ]] target is knocked prone. If the target is adjacent
The spirits of the misty river flow through you, to you at the start of its next turn, then the target
lending tranquility to your mind and body. is immobilized until the end of your next turn, or
Encounter◊ Primal, Implement, Cold, Healing until you are no longer adjacent to it.
Standard Action Area Burst 1 within weapon 2 Champion Points: You grab the target, and it
Target: One creature is restrained (until escape). Each time you
Attack: Charisma vs. AC sustain the grab, deal damage to the target equal
Hit: 2d8 + Charisma modifier cold damage, and to your Constitution modifier.
until the end of your next turn, you cannot be Special: You may use this power in place of a
weakened, dazed, immobilized, or slowed. melee basic attack when charging.
Effect: If you have any of the above effects on
you which can be ended by a save, you may Level 9 Daily Evocations
make a saving throw against one of those effects.
2 Champion Points: If you score a critical hit
Strafing Fusillade ]]
Your mount rides circles around your foes, and
with this attack, you may end all of the above
you cut loose with shot after shot at their flanks.
effects on you that a save can end.
Daily◊ Primal, Implement, Mount
Spirit of the Soaring Osprey ]] Standard Action Close Blast 5
The spirit of a noble raptor imbues your eyes Effect: You may shift up to ½ your mount’s
with supernatural sight to strike down your foes. speed before or after the attack.
Encounter◊ Primal, Weapon Target: Each enemy in blast
Standard Action Ranged Weapon Attack: Dexterity vs. Reflex
Target: One creature Hit: 2[W] + Dexterity modifier damage.
Attack: Dexterity +2 vs. Reflex; this attack Miss: Half damage.
ignores cover and concealment, but not total 2 Champion Points: You may split the shift
concealment or superior cover. allowed by this power into parts (before and after
Hit: 2[W] + Dexterity modifier damage. Until the attack), but still move the same total distance.
the end of your next turn, your attacks against
the target ignore cover and concealment, but not
Call to the Reaper’s Rain ]]
With grim whispers you fire a single shot into
total concealment or superior cover.
the clouds, and soon a torrent of black rain
Bond of Loyalty: Your bonded ally gains this
pours down on your foes, sowing fear and panic.
power’s benefit until the end of its next turn.
Daily◊ Primal, Acid, Necrotic, Implement, Fear
Luring Withdrawl ]] Standard Action Area Burst 1 within 10
You draw your enemy in by pretending to flee, Target: Each creature in burst
then turn and attack as they run after you. Attack: Charisma vs. Will
Encounter◊ Primal, Weapon Hit: 2d10 + Charisma modifier acid and necrotic
Standard Action Melee or Ranged Weapon damage and the target is affected by Reaper’s
Target: One creature Rain (save ends). While affected by Reaper’s
Attack: Dexterity vs. AC Rain, the target takes a -2 penalty to attack rolls
and damage rolls, and each time it fails a saving
throw against this effect, it takes a cumulative -1
penalty to Fortitude defense. A successful save Dance of the Savage Destroyer ]]
removes the entire penalty. You call on dark spirits of destruction and
Miss: Half damage and the target takes a -2 havoc, seeking to bring a swift end to your foes.
penalty to attack rolls, damage rolls, and Daily◊ Primal, Stance
Fortitude defense until the end of your next turn. Minor Action Personal
Effect: Until the stance ends you gain ongoing 5
Mountain Soul Strike ]] psychic damage (no save allowed), which can’t
With a burst of primal energy, your body fills
be reduced or avoided in any way. As long as
with the resolve of the everlasting mountains,
you are taking this ongoing damage, you may
and your ally yearns to surpass your example .
reroll any damage roll which is less than half of
Daily◊ Primal, Implement, Force
the maximum result (for example, 3 on a d6).
Standard Action Close Burst 1
Requirement: You must not be bloodied. Noble Steed’s Resiliance ]]
Target: Each creature in burst Your mount’s stubborn strength boosts your
Attack: Constitution vs. Fortitude flagging resolve, allowing you to shake off pain.
Hit: 3d8 + Constitution modifier force damage, Encounter◊ Primal, Mount
and you gain Resistance to all damage equal to Move Action Personal
your Constitution modifier. This effect lasts until Target: You or your Noble Steed
the end of the encounter, or until you’re Effect: You or your mount may spend a healing
bloodied. surge to regain hit points equal to you or your
Miss: Half damage and you gain resist 5 to all mount’s surge value (your choice, no matter who
damage until the end of your next turn. spent the surge), and gain additional hit points
Bond of Rivalry: If your bonded ally attacks the equal to your mount’s Constitution modifier.
target on his or her next turn, that attack ignores
any resistance the target has; up to the value of Fox Spirit’s Chicanery ] ]
the resistance you gained through this power. A mischievous fox spirit distracts your enemy for
a moment, allowing you to slip away unnoticed.
Savage Blood Frenzy ]] Daily◊ Primal, Charm, Conjuration
As your wounds multiply you feel the fury of the Immediate Interrupt Close Burst 5
Spirit of War lending strength to your blows. Trigger: An enemy hits you with a melee attack
Daily◊ Primal, Weapon, Healing, Rattling Effect: Shift 1 square and conjure a fox spirit in
Standard Action Melee or Ranged Weapon an unoccupied space in the burst. The triggering
Requirement: You must be bloodied enemy is immobilized while adjacent to the fox
Target: One creature spirit, and if it is not adjacent, it must spend a
Attack: Dexterity vs. AC move action on its turn to move adjacent to it.
Hit: 3[W] + Dexterity modifier damage, and you The spirit lasts until the end of your next turn.
gain a number of temporary hit points equal to
twice your Constitution modifier. Level 13 Encounter Evocations
Bond of Loyalty: If your bonded ally is within
10 squares of you, you may choose to split the
Confounding Roundabout ]]
temporary hit points gained from this power Your mount distracts the enemy, allowing you to
between you and your bonded ally. You may maneuver in and get in a strike at its flanks.
divide them any way you choose. Encounter◊ Primal, Mount
Standard Action Melee 1 (mount)
Level 10 Utility Evocations Primary Target: One creature
Primary Attack: Your mount makes the attack;
Dance of the Fleet Strider ]] Strength +2 or Dexterity +2 vs. AC
Spirits awaken to your dance and fly about your Hit: 1[M] + Strength or Dexterity modifier
feet, allowing you to travel wherever you will. damage. You shift 2 squares and make a
Daily◊ Primal, Stance secondary ranged or melee weapon attack.
Minor Action Personal Secondary Target: One creature
Effect: Until the stance ends you gain a +2 Secondary Attack: Dexterity vs. AC
bonus to speed and may travel across liquids or Hit: 2[W] + Dexterity modifier damage and the
over empty air as if it were normal terrain, as target grants combat advantage to you and your
long as you begin and end your movement on a allies until the end of your next turn.
solid surface which can support you. Bond of Rivalry: If you or your mount scores a
2 Champion Points: You also ignore difficult critical hit with this power, your bonded ally’s
terrain as a result of natural features (such as next attack against the target before the end of
forests, mountains, swamps, and the like).
your next turn can score a critical hit on an 18- You gallop at your foe as your whispers rise to
20. the spirit of the Firebird, empowering your steed
with a fiery visage that leaves flames in its wake.
Call to the Rose’s Regret ]] Daily◊ Primal, Fire, Mount, Implement
Every rose has its thorns. Your enemy is sure to Standard Action Melee Weapon
realize this if they try to make a careless move. Effect: Move up to 10 squares, and make the
Encounter◊ Primal, Implement, Poison, Zone following attack at any point during the
Standard Action Close Blast 3 movement. Your mount leaves a trail of fire
Target: Each creature in blast behind in each square it leaves, which last until
Attack: Charisma vs. Reflex the end of the encounter or until a creature enters
Hit: 4d6 + Charisma modifier damage. that square. A creature who enters a fiery square
Effect: Your attack generates a zone of tangled for any reason takes 2d6 fire damage and
thorny bushes in the blast which lasts until the ongoing 10 fire damage (save ends). When a
end of your next turn. Any creature takes poison creature enters a square of fire and takes this
damage equal to your Constitution modifier each damage, the fire in that square is extinguished.
time they enter or leave a square within the zone. Target: One creature
Bond of Loyalty: You may exclude your Attack: Dexterity vs. Reflex
bonded ally from the blast, and that ally is Hit: 3[W] + dexterity modifier fire damage,
unaffected by the zone this power generates. ongoing 10 fire damage (save ends).
Fluttering Ghost Strike ]] Miss: The target shifts 1 square and falls prone.
3 Champion Points: The fiery squares block
Darting from the shadows, you strike your foe
line of sight, and each lasts until the end of the
before vanishing into the darkness once more.
encounter, even if a creature enters that square.
Encounter◊ Primal, Weapon, Rattling
Standard Action Melee or Ranged Weapon Lurking Spirit’s Betrayal ]]
Target: One creature Your shot awakens a vengeful spirit in the
Attack: Dexterity vs. AC enemy, which coaxes your foe to hurt its allies.
Effect: Shift a number of squares equal to your Daily◊ Primal, Weapon, Psychic, Charm
Constitution modifier (minimum 1), and make Standard Action Melee or Ranged Weapon
the following attack at any point during the shift. Target: One creature
If you are hidden from the target when you make Attack: Dexterity vs. Reflex
the attack, and have cover or concealment at the Hit: 2[W] + Dexterity psychic damage.
end of your move, you remain hidden. Miss: Half damage.
Hit: 3[W] + Dexterity modifier damage. Effect: The target is possessed by a lurking spirit
3 Champion Point: You gain a +5 power bonus (save ends). As long as it is possessed, when the
to Stealth checks until the end of your next turn. target makes an attack which hits you or an ally
Cascading Blades ]] by 3 or less (e.g. an attack roll of 23 against AC
20), that target may swap places with an adjacent
Your unrelenting assault pounds your foe with
enemy, who then becomes the target of the
the grace and fury of an unceasing waterfall.
attack.
Encounter◊ Primal, Implement, Cold
Bond of Loyalty: If the target redirects an attack
Standard Action Melee Weapon
against your bonded ally because of this power,
Target: One, two, or three Creatures
the target is dazed (save ends) after it is resolved.
Attack: Dexterity vs. Reflex; three attacks
Hit: 1[W] + Dexterity modifier cold damage per Call to the Ensnaring Tempest ]]
attack and you may shift 1 square. Thunder peals as gray clouds mask the sky, and
Effect: If two attacks hit the same target, the your chant sends lightning to entangle your foes,
target is slowed until the end of your next turn. If binding each one together in a crackling net.
all three attacks hit the same target, it is Daily◊ Primal, Lightning, Implement, Zone
immobilized until the end of your next turn. Standard Action Close Burst 3
Bond of Rivalry: While a target is slowed or Target: Each creature in burst
immobilized by this power, your bonded ally Attack: Charisma vs. Fortitude
deals an extra 1d6 cold damage to the target Hit: 3d8 + Charisma modifier lightning damage,
when he or she hits with a melee or ranged and the target is slowed and takes ongoing 10
attack. lightning (save ends both).
Level 15 Daily Evocations Miss: Half damage, the target takes ongoing 5
lightning damage (save ends).
Blazing Takedown ]]
Effect: Until the target saves against the ongoing You choose which effect to apply to each target
damage, if the target takes a move action and is after making the attack roll.
not within 3 squares of another target still taking 3 Champion Points: You may choose to inflict
ongoing damage at any point during that move all three of the above effects on a single target
action, the target takes lightning damage equal to when you hit them with an opportunity attack.
5 + your Charisma modifier after it moves.
Bond of Rivalry: If your bonded ally hits a Distracting Withdrawal ]]
target which is taking ongoing damage from this You and an ally make way for each others’
attack, that ally’s next attack before the end of escape by taking turns distracting the enemy.
his or her next turn does 1d6 extra lightning Encounter◊ Primal
damage and slows (save ends) that attack’s Immediate Interrupt Close Burst 5
target. Trigger: You or your bonded ally is hit by an
attack while within 5 squares of each other.
Night and Day Strikes ]] Target: You and your bonded ally
You and your Bonded ally strike in a concerted Effect: You and your bonded ally both shift a
attack, showcasing the differences in your styles. number of squares equal to your Charisma or
Daily◊ Primal, Weapon, Radiant, Necrotic Constitution modifier, and the triggering enemy
Standard Action Melee or Ranged Weapon grants combat advantage to both of you.
Target: One creature which is within weapon
range of both you and your bonded ally. Noble Steed’s Deliverance ]]
Attack: Dexterity vs. AC Bounding into the midst of your foes, your Noble
Hit: 3[W] + Dexterity modifier radiant or Steed gives you or an ally a quick escape route.
necrotic damage (your choice), and the target Encounter◊ Primal, Mount
grants combat advantage for your ally’s attack. Move Action Personal
Miss: Half damage. Target: One ally (if you are mounted), you and
Effect: Your bonded ally makes a basic attack one ally, or two allies (if you are not mounted)
against the target. On a hit, it deals radiant or Effect: Your Noble Steed moves up to its speed,
necrotic damage (ally’s choice) instead of its and passes through the target’s square. As a free
normal damage type (if any), and an additional action the target may grab onto your Noble Steed
effect depending on its damage type: and be carried along with it to its destination, to
Radiant: The target is blinded (save ends). be deposited in an adjacent square at any point
Necrotic: The target is weakened (save ends). during your Noble Steed’s movement.
Bond of Loyalty: If the targets include your
Level 16 Utility Evocations bonded ally, the targets and your Noble Steed
gain a +2 bonus to AC and reflex defense against
Dance of the Ghostly Khan ] ] opportunity attacks until the end of your turn.
Your channeling brings forth the spirit of a great Bond of Rivalry: If the targets include your
warlord, who imbues you with a ghostly visage. bonded ally, that target may make a basic attack
Daily◊ Primal, Stance against a target of his or her choice as a free
Minor Action Personal action after your mount’s movement.
Effect: You are Insubstantial, and gain a +5
bonus to intimidate checks. If you are mounted Level 17 Encounter Evocations
on or adjacent to your Noble Steed, it also gains
these benefits as well. Call to the Searing Sirocco ]]
3 Champion Points: You also gain Phasing. Your chant whips up a ferocious dust devil to
blind and burn your enemies with cutting sand.
Dance of Grasping Creepers ]] Encounter◊ Primal, Implement, Fire, Zone
Your ritualized dance invokes the help of the Standard Action Area Burst 2 within Weapon
plants and trees around you, which agree to act Target: Each creature in burst
as extensions of yourself to impede your Attack: Charisma vs. Reflex
enemies. Hit: 1d10 damage + 1d10 + Charisma modifier
Daily◊ Primal, Stance fire damage. The target is blinded until the end
Minor Action Personal of your next turn, and you may slide it 1 square.
Effect: Until the stance ends, you melee reach Effect: The burst creates a vortex of biting sand
increases by 1, and you gain threatening reach. which lasts until the end of your next turn.
In addition, each time you hit an enemy with an Creatures which enter or begin their turn in the
opportunity attack, you may slide them 1 square, zone take 5fire damage and 5 untyped damage.
knock them prone, or restrain them (save ends). All creatures have concealment from creatures in
the zone while they are not adjacent to them.
3 Champion Points: Apply this aftereffect to all Special: You may use this power in place of a
creatures that enter or begin their turn in the melee basic attack when charging.
zone: Bond of Loyalty: If your Noble Steed is your
Aftereffect: The creature takes a -2 penalty to bonded ally, you may add 1[M] to the damage of
attack rolls against all non-adjacent creatures the attacks you make as part of this power.
until the end of its next turn.
Level 19 Daily Evocations
Spirit of the Lunging Scorpion ]]
You evoke the Scorpion’s agile spirit, allowing Spirit of the Dragon’s Onslaught ]]
you to strike just as your foe thinks he’s escaped. You invoke the spirit of a raging dragon, gaining
Encounter◊ Primal, Weapon, Poison a breath weapon that brims with elemental fury.
Immediate Reaction Melee or Ranged Weapon Daily◊ Primal, Implement, Varies
Trigger: Your bonded ally misses with an Standard Action Close Blast 5
attack. Target: Each creature in blast
Target: One target of the triggering attack. Attack: Constitution vs. Reflex
Attack: Dexterity vs. AC Hit: 4d10 + Constitution modifier acid, fire,
Effect: You may shift 2 squares. cold, lightning, or poison damage (your choice),
Hit: 3[W] + Dexterity modifier poison damage, and an additional effect based on the damage
and make a secondary attack against the target. type.
Secondary Attack: Constitution vs. Fortitude Fire: Ongoing 10 fire damage (save ends)
Hit: The target is weakened and immobilized Cold: Target is immobilized (save ends).
until the end of your next turn. Lightning: Target is dazed (save ends).
Aftereffect: The target is weakened and slowed Acid: Target is blinded (save ends).
until the end of your next turn. Poison: Target is weakened (save ends).
Aftereffect: The target is weakened until the end Miss: Half damage, and no additional effect.
of your next turn. 3 Champion Points: You may choose two
damage types from the above list, instead of one.
Dance of Primal Blades ]] The target takes damage and gains the ongoing
Each of your strikes leaves behind a mass of effect (save ends both) of both types you chose.
spiritual energy which cripples your enemy.
Encounter◊ Primal, Weapon, Force Call to the Dazzling Aurora ]]
Standard Action Close Burst 2 Your chant awakens the spirits of the frozen
Target: Each creature in burst north, creating a scintillating display in the air
Attack: Dexterity vs. AC to lull your enemies and blunt their ferocity.
Daily◊ Primal, Implement, Cold, Radiant, Charm
Hit: 2[W] + Dexterity modifier force damage
Standard Action Area Burst 1 within 20
and the target is slowed until the end of your
Target: Each creature in burst
next turn. If the target moves more than 3
Attack: Charisma vs. Will
squares from where it began its turn, it falls
Hit: 4d6+ Charisma modifier cold and radiant
prone in the next space it enters.
damage and the target is dazed (save ends).
Effect: You may shift 3 squares.
Effect: You generate a zone of shimmering light
Bond of Rivalry: If your bonded ally hits the
and color within the burst, which lasts until the
target before the end of your next turn, the attack
end of your next turn. Creatures outside the zone
deals extra force damage equal to 5 + your
have concealment from creatures which enter or
Charisma modifier, and the target falls prone.
begin their turns in the zone. Once during your
Carve a Bloody Swath ]] turn, as a free action, you may end the zone
You and your Noble Steed charge into the enemy effect to make the following secondary attack
ranks, hewing at your foes with brutal fury. against all creatures in the zone.
Encounter◊ Primal, Weapon, Mount, Rattling Secondary Attack: Charisma vs. Will
Standard Action Melee Weapon Hit: 2d6 + Charisma modifier cold and radiant
Effect: Move up to your mount’s speed, and damage and the target is blinded (save ends) and
make the following attack three times against stunned until the end of your next turn.
three different targets at any point during the Sustain Minor: The zone persists, and creatures
movement. You do not provoke opportunity within it take 1d6 cold and radiant damage. Once
attacks when moving away from the target. you make the secondary attack, the power ends,
Target: One creature and you can no longer sustain the zone.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Bounding Lightning Assault ]]
Your body is infused with the spirit of the storms, Dexterity modifier. Both you and your mount
and you surge across the battlefield with a gain combat advantage against the triggering
frenzy of thunderous strikes from all sides. creature until the end of your next turn.
Daily◊ Primal, Weapon, Teleportation, Lightning
Standard Action Melee Weapon Dance of the Primal Predator ]]
Effect: Before the attack, you may teleport 5 Your ritual evokes the power of the Primal
squares to a square adjacent to an enemy, then Beast.
make the following attack against it. Daily◊ Primal, Stance, Polymorph
Target: One creature Minor Action Personal
Attack: Dexterity vs. Reflex Effect: Until the stance ends, you gain a +4
Hit: 2[W] + Dexterity modifier lightning bonus to your speed (not your mount’s speed),
damage, and you push the target 1 square. and add your Charisma modifier to damage rolls.
Effect: You may repeat the attack up to 3 times
against 3 different targets. Between each attack
Dance of the Dread Wendigo ]]
you may teleport up to 5 squares, but must end Like a vengeful undead, you stalk your prey
your teleport adjacent to an enemy. through shadows and light, intent on ending its
Bond of Rivalry: If your bonded ally is adjacent life no matter how deep you sink into darkness.
to any of the targets of your attack, his or her Daily◊ Primal, Stance
attacks deal extra lightning damage equal to your Minor Action Personal
Charisma modifier until the end of the encounter. Effect: Until the end of your next turn you gain
Bond of Loyalty: If your bonded ally is adjacent Resist 15 Necrotic, Vulnerable 10 Radiant, and
to any of the targets of your attack, he or she ignore the effects of difficult terrain as long as
gains resist lightning equal to your Constitution you are adjacent to or moving toward an enemy
modifier until the end of the encounter. under the effect of your Dragoon’s Bond.

Brutalizing Team Attack ]] Call to the Promised Death ]]


Your Noble Steed knocks the enemy toward you, You beseech the spirits of the world of the dead,
you bash it senseless, and then your mount guiding your strike to ensure a fatal conclusion.
charges in to kick the enemy when they’re down. Daily◊ Primal
Daily◊ Primal, Weapon, Mount, Rattling Free Action Personal
Standard Action Melee 1 (Mount) Trigger: You hit a target with a standard action
Target: One creature attack on your turn, and it is not a critical hit.
Attack: Strength or Dexterity + 2 vs. AC Effect: The attack becomes a critical hit.
Hit: 1[M] + Strength or Dexterity modifier Level 23 Encounter Evocations
damage and the target is slid into a space
adjacent to you. You may make a secondary Forceful Restriction ]]
attack against the same target. You land a blow which causes ethereal chains to
Miss: Half damage and the target is slid 3 rise from the ground and bind your enemies.
squares. You may make a secondary attack Encounter◊ Primal, Weapon, Force
against the same target if it is within range. Standard Action Melee or Ranged Weapon
Secondary Attack: Dexterity vs. AC Target: One creature
Hit: 2[W] + Dexterity modifier damage and the Attack: Dexterity vs. Fortitude
target is pushed 1 square and knocked prone. Hit: 3[W] + Dexterity modifier force damage
Miss: Half damage. and the target and each enemy adjacent to you is
Effect: Your mount charges the same target and immobilized until the end of your next turn.
makes a melee basic attack against it as a free Bond of Rivalry: Enemies which begin their
action. If it hits, the target can’t stand up from turn adjacent to a bonded ally are immobilized
prone until the end of your next turn. until the end of your bonded ally’s next turn.
Level 22 Utility Evocations Call to the Ancestral Hunger ]]
Your chant invokes a spirit of a dreadful epoch
Divide and Conquer ]] where cannibalism darkened your tribe’s
You take a diving leap off your Noble Steed, and history.
the both of you maneuver into a better position. Encounter◊ Primal, Implement, Charm, Psychic
Encounter◊ Primal, Mount Standard Action Area Burst 2 within Weapon
Immediate Reaction Personal Target: Each creature in burst
Trigger: A ranged or melee attack misses you. Attack: Charisma vs. Will
Effect: You and your mount shift in different Hit: 4d6 + Charisma modifier psychic damage.
directions a number of squares equal to your
Effect: The target is inhabited by a hungry ghost Standard Action Area Burst 4 within 20
(save ends). While inhabited, the target must Target: Each enemy in burst
attack the nearest bloodied creature on its turn, Attack: Charisma vs. Will
whether that creature is an ally or an enemy. Hit: 3d8 + Charisma modifier radiant damage
and the target is blinded (save ends).
Storm of Screaming Steel ]] Miss: Half damage and the target takes a -2
You fill the air before you with shrieking penalty to attack rolls (save ends).
projectiles, leaving your foe no place to run. Effect: The burst creates a zone of soft starlight
Encounter◊ Primal, Weapon, Rattling which lasts until the end of your next turn. All
Standard Action Close Blast 5 squares within the zone are dimly lit, and you
Target: Each creature in blast and all allies within the zone have concealment.
Attack: Dexterity vs. AC Sustain Minor: The zone persists.
Hit: 3[W] + Dexterity modifier damage. 4 Champion Points: Enemies in the zone take a
4 Champion Points: You may shift 5 squares penalty to damage rolls against you and your
before or after the attack. allies equal to 5 + your Charisma modifier.
Noble Steed’s Riposte ]] Blood Brothers’ Retribution ]
Your mount lashes out at a foe that harmed you. As your allies fall around you, you let loose a
Encounter◊ Primal, Mount primal roar which emboldens your allies to
Immediate Reaction Melee 1 (Mount) struggle on, and strikes fear into your enemy.
Trigger: You are bloodied or reduced to 0 hit Daily◊ Primal, Weapon, Healing, Rattling
points or fewer by an enemy’s attack. Standard Action Melee or Ranged Weapon
Target: The triggering creature Requirement: At least one ally is dead or dying.
Attack: Strength or Dexterity +2 vs. Reflex Target: One creature
Hit: 3[M] + Strength or Dexterity modifier Attack: Dexterity vs. AC
damage, and you regain hit points equal to your Hit: 5[W] + Dexterity modifier damage, this
Noble Steed’s Constitution modifier. power does an additional 5 damage for each
Bond of Loyalty: You instead regain hit points dead, dying, or bloodied ally within 5 squares of
equal to your Constitution modifier + your Noble you.
Steed’s Constitution modifier. Effect: You and each ally within 5 squares
Level 25 Daily Evocations regain 5 hit points for each bloodied, dead, or
dying ally within 5 squares of him or her.
Spirit of the Absolute Ice ] ]
Your whispers carry to the spirit of the eternal Twin Meteor Assault ]]
blizzard, and his power freezes your foe solid. You and your mount charge at the enemy like
Daily◊ Primal, Implement, Cold comets, catching it between your fiery blasts.
Standard Action Melee or Ranged Weapon Daily◊ Primal, Implement, Fire, Mount
Target: One creature Standard Action Close Blast 5
Attack: Charisma vs. Fortitude Effect: Before the attack, you and your mount
Hit: The target is petrified (save ends). The move 5 squares. You may enter enemy spaces
target is frozen in ice, but otherwise mimics the during this movement, and each enemy which
effects of that condition, except that its resistance takes an opportunity attack against you or your
to damage excludes fire damage. If the target mount during the move takes 10 fire damage.
takes fire damage, it may immediately attempt a Make the following attack at the end of the
saving throw to end this effect. move; Your blasts must be oriented to hit the
Aftereffect: 3d12 + Charisma modifier cold same targets in each blast; i.e. they must overlap.
damage, and the target is slowed (save ends). Target: Each creature other than you or your
Bond of Rivalry: If your bonded ally is adjacent mount in the blast.
to the target when you use this power, that ally Attack: Strength or Charisma vs. Reflex; two
takes cold damage equal to your Charisma attacks (you and your mount each make one).
modifier, but his or her attacks do that amount of Hit: 2[M] + Strength modifier fire damage (your
extra cold damage until the end of the encounter. Mount’s attack) or 2d10 + Charisma modifier
fire damage (your attack) per attack. If a single
Call to the Seven Sisters ]] target is hit by both you and your mount’s attack,
A constellation of seven stars shine down on you, it takes ongoing 10 fire damage (save ends).
bathing you in warmth and smiting your Bond of Loyalty: If your bonded ally is in the
enemies. blast, he or she is excluded from the blast, and
Daily◊ Primal, Implement, Radiant, Zone
gains Resist 10 fire until the end of the You ride around your foes and your mount and
encounter. your blade roars with each punishing stroke.
Encounter◊ Primal, Weapon, Mount, Thunder
Level 27 Encounter Evocations Standard Action Melee Touch
Medicine Arrow Strike ]] Effect: Before the attack you shift your mount’s
speed and may make the following attack against
Your weapon is surrounded by wispy spirits, and
the target at any point during the shift. You must
as you lash out, you feel peace wash over you.
remain adjacent to the target during the shift.
Encounter◊ Primal, Weapon, Healing
Target: One creature
Standard Action Ranged Weapon
Attack: Dexterity or Strength vs. AC; four
Target: One creature
attacks (you and your mount both attack twice)
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage (your
Hit: 4[W] + Dexterity modifier damage, and you
attack) or 1[M] + Strength or Dexterity modifier
regain hit points equal to 10 + your Constitution
damage (your mount’s attack), plus an additional
modifier, and you may make a saving throw.
1d8 thunder damage per attack.
Miss: Half damage, and you regain hit points
Bond of Rivalry: If your Noble Steed is your
equal to your Constitution modifier.
bonded ally, and either of you scores a critical hit
Bond of Loyalty: You may choose not to make
with this power, either of you may score a
a saving throw, and instead allow your bonded
critical hit on a natural roll of 18-20 on any
ally within weapon range to make one instead.
attacks made before the end of you next turn.
Call to the Creeping Death ]] Level 29 Daily Evocations
Your chant awakens the vermin lurking among
the foliage, which arise as a swarming mass. Call to the Haunting Legion ]]
Encounter◊ Primal, Implement, Poison, Zone You sing an eerie tune, and the spirits of your
Standard Action Area Burst 4 within 20 ancestors rise around you like a ghostly army,
Target: Each creature in burst their dreadful visages terrifying your enemies.
Attack: Charisma vs. Fortitude Daily◊ Primal, Implement, Psychic, Necrotic, Fear
Hit: 2d10 + Charisma modifier poison damage. Standard Action Area Burst 5 within 20
The target takes a -2 penalty to attack rolls, and Target: Each enemy in burst
is weakened until the end of your next turn. Attack: Charisma vs. Will
Effect: The burst creates a zone of creeping Hit: 4d8 + Charisma modifier psychic damage
spiders, centipedes, ants, and other vermin, and the target is weakened and immobilized and
which lasts until the end of your next turn. Each takes ongoing 10 necrotic (save ends all).
creature which enters the zone or begins its turn Aftereffect: The target is weakened and slowed
there is slowed and takes 10 poison damage. and takes ongoing 5 necrotic (save ends all).
Creatures which fall prone within the zone also Aftereffect: The target is weakened and takes
take 10 poison damage and can’t stand up from ongoing 5 necrotic damage (save ends both).
prone until the end of your next turn. Miss: The target is weakened and takes ongoing
5 necrotic damage (save ends both).
Spirit of the Pursuing Hound] ] Bond of Rivalry: Until the target is no longer
Your strike evokes a hound spirit which gives taking any effect of this power that a save can
you the agility to harry your enemy relentlessly. end, your bonded ally gains a power bonus to his
Encounter◊ Primal, Weapon or her first damage roll each round against the
Standard Action Melee Weapon target equal to your Charisma modifier.
Target: One creature
Attack: Dexterity vs. Will Spirits of the Four Quarters ]]
Hit: 3[W] + Dexterity modifier damage. The spirits of Spring, Summer, Fall, and Winter
Effect: Each time the target takes a move action rise among your foes, assaulting them with the
before the end of your next turn, you may shift full fury of nature’s elemental powers.
up to ½ your speed to a square which must be Daily◊ Primal, Implement, Varies
closer to the target than where you started, and Standard Action Close Blast 5
you gain a +2 bonus to attack and damage rolls Target: Each creature in blast
against the target while adjacent to it. Attack: Constitution vs. AC, Reflex, Will, and
Sustain Champion Point: You may spend 1 Fortitude; make one attack roll per target and
point on each of your turns to sustain this effect compare the result to each of the target’s
until the end of your next turn. defenses. A target may be hit up to four times.
Ring of Thundering Blades ]]
Hit (AC): 1[W] + Constitution modifier Fire Bond of Loyalty: If your Noble Steed is your
damage, and ongoing 10 fire damage (save bonded ally, it gains a power bonus to AC and
ends). reflex defense equal to your Constitution
Hit (Fortitude): 1[W] + Constitution modifier modifier against opportunity attacks provoked by
thunder damage and the target is knocked prone. the movement this power allows.
Hit (Reflex): 1[W] + Constitution modifier
lightning damage and target is dazed (save ends).
Hit (Will): 1[W] + Constitution modifier cold
Honorable Chieftain
damage and the target is immobilized (save “My people respect me not only for my deeds,
ends). but also because I’ve always stood with them.”
Special: If the attack hits more than one of a Prerequisites: Bond of Loyalty
target’s defenses, all conditions inflicted on the
target by this power ends on the same save. Some Dragoons fight for honor, others for glory.
Some consider the thrill of the hunt and the
Primal Force Flurry ]] respect of their companions to be the only things
You unleash a relentless cascade of brutal blows worth fighting for, but you are different. Perhaps
against your enemy, binding nearby foes in you’re a veteran of tribal warfare, or a war leader
place with spiritual tendrils of crushing force. who’s consoled one too many grieving widows.
Daily◊ Primal, Weapon, Force, Zone You’ve learned that honor and glory in battle is
Standard Action Melee Weapon nothing if none of your braves make it out alive
Target: One creature to tell about it. Where other Dragoons prefer to
Attack: Dexterity vs. AC; three attacks strike out alone and hunt like lone wolves, you
Hit: 2[W] + Dexterity modifier force damage prefer the solidarity of the group, and watch out
per attack. If two attacks hit the target, the target for your allies while you fight your enemies.
is slowed (save ends). If all attacks hit the target, In your past battles you’ve sought to hone your
the target is instead immobilized (save ends). skills, and grown accustomed to leading from the
Miss: Half damage. front. You still revel in victory, and the looks of
Effect: You generate a zone of grasping tendrils terror on your enemies’ faces, but you have also
centered on the target, which moves when the learned to be cautious of that same look on your
target moves. The size of the zone’s burst is 1x own allies, and to be ready to pull them out of
the number of attacks which hit the target (max the fire if they’re in too deep.
burst 3), and it lasts until the end of your next
turn. All enemies which begin or end their turns Honorable Chieftain Path Features
in the zone are immobilized (save ends). Chieftain’s Action (Level 11): When you spend
4 Champion Points: The size of the zone’s burst an action point while adjacent to your bonded
is 2x the number of attacks that hit (max burst 6). ally, you and your bonded ally gain a bonus to
Sustain Minor: The zone persists. damage rolls equal to your Constitution modifier
until the end of your next turn.
Noble Steed’s Devastation ]] Brave Companion (Level 11): Once per
Your mount tears across the battlefield while you
encounter, when your bonded ally is hit by an
wait in the wings to provide suppressing fire.
enemy under the effect of your Bond of Loyalty,
Daily◊ Primal, Mount
you may end the effect on that enemy and slide
Standard Action Melee Touch (mount)
your ally 1 square as an immediate interrupt.
Target: One Creature
Loyalty’s Reward (Level 16): When your
Attack: Strength +2 or Dexterity +2 vs. AC
bonded ally reduces an enemy to 0 hit points,
Hit: 4[M] + Strength or Dexterity modifier
that ally gains a number of temporary hit points
damage and your mount may move up to half its
equal to 5 + your Constitution modifier.
speed and repeat the attack up to three times
against three different targets at any point during Honorable Chieftain Evocations
the move. Your mount does not provoke
opportunity attacks from leaving a square Arrow of Inspiration ]]
adjacent to any enemy hit by this attack. You give a whooping shout as you set loose your
Effect: You may make a ranged basic attack arrow, and your presence gives your allies
against any enemy which makes an opportunity heart.
attack against your Noble Steed during its move. Encounter◊ Primal, Weapon, Healing
You do not provoke opportunity attacks for Standard Action Ranged Weapon
doing so while adjacent to an enemy. Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. haven’t grown haughty or complacent. You
Effect: Each ally within 2 squares of you or the know that your allies follow you only as far as
target may choose to spend a healing surge to you can bring them victory and glory. If your
gain temporary hit points equal to his or her strength fails you, or you come to treat them as
surge value, or to make a saving throw against your own personal army to do with as you wish,
one condition affecting them that a save can end. you know the next scalp you’ll be picking up off
the blood-sodden grass is your own.
Dance of the Towering Redwoods ] Still, you don’t falter in your resolve. You’ve
Your primal call evokes the strength of the sworn to carry your peoples’ honor like a banner
tallest of all trees, bolstering you and your allies until you draw your last breath. When you howl
with the resilience of the world’s ancient forests. and dive into a mass of foes, you feel young and
Daily◊ Primal, Stance full of vigor again, and all the cares of
Minor Action Close Burst 5 “civilized” folk flow away in pools of your
Target: You and all allies in burst enemy’s blood.
Effect: Until the stance ends, the target gains
resist 10 to all damage, and a bonus to AC equal King of Braves Path Features
to your Constitution modifier. Each time the
target takes damage both bonuses decrease by 2. Back for More (Level 11): When you use your
This power ends if the bonus is reduced to 0. second wind while bloodied, you may charge the
creature that bloodied you as a move action.
Hail to the Chief ]] Rival’s Action (Level 11): When you spend an
You lay into your enemies, proving to them and action point to take an extra action, your bonded
all around you who is really in charge here. ally may make a melee basic attack, and add the
Daily◊ Primal, Weapon, Charm extra damage from your Bond of Rivalry to the
Standard Action Melee or Ranged Weapon damage roll, even if the target is not under the
Target: One creature effect of your Bond of Rivalry, or if your ally has
Attack: Constitution vs. Will already applied the extra damage this round.
Hit: 4[W] + Constitution modifier damage. Bloody Rivalry (Level 16): When your bonded
Miss: Half damage ally scores a critical hit against a target under the
Effect: Until the end of the encounter, allies who effect of your Bond of Rivalry, your next hit
can see you gain a +1 bonus to attack rolls and against that target before the end of your bonded
all defenses, and enemies who can see you take a ally’s next turn deals maximum normal damage.
-1 penalty to attack rolls and all defenses. If your next attack is also a critical hit, it deals
3 Champion Points: Your allies who can see maximum extra critical hit damage.
you also gain a +2 bonus to damage rolls until
the end of the encounter. King of Braves Evocations
King of Braves Retributive Turnabout ]]
“You haven’t truly been alive unless you’ve felt You whirl around your enemy and strike, taking
the wind in your hair, and your enemy’s dying vengeance against him for an earlier slight.
heart pumping its last beat in your hands.” Encounter◊ Primal, Weapon, Mount
Standard Action Melee Weapon
Prerequisites: Bond of Rivalry Target: One creature
Attack: Dexterity vs. AC
Before the world was split up into monarchies
Effect: You may move up to your mount’s
and fiefdoms, before petty nobles squabbled over
speed, and make the following attack at any
land rights and territories, and before so-called
point during the move. You don’t provoke
civilization settled into the routine of finding
attacks of opportunity for moving away from the
new and ever more inventive ways to kill each
target.
other without ever looking another soldier in the
Hit: 2[W] + Dexterity modifier damage. If the
eye first, there have been leaders like you.
target hit you since the end of your last turn, deal
You are no noble scion or landed lord. You’ve
extra damage equal to your Charisma modifier.
acquired the respect and leadership of your peers
Bond of Rivalry: The first time your bonded
the old fashioned way; through being the first
ally hits the target on his or her next turn, add
one to charge into the fray, and the last one to
your Charisma modifier to the damage roll.
wipe your foes’ blood off your axe blade.
Special: You may use this power in place of a
Through your example, your allies have been
melee basic attack while charging.
shaped into a fighting force the likes of which
the world has scarcely seen. But still, you Counting Coup ]]
You courageously ride close enough to your foe Though other practitioners of primal power may
that you can reach out and touch their body. view you with suspicion, you hold out hope that
Daily (special) ◊ Primal one day, the opposing forces of nature and
Minor Action Melee Touch civilization can reach a stable balance.
Target: One living enemy
Effect: You gain one Champion point. Knight of the Wild Lands Path Features
Special: You may use this power a number of
times per day equal to your Charisma modifier, Armored Cavalry (Level 11): You gain
but no more than once per round. You may only proficiency with scale armor, and the Armor
use this power three times in a single encounter. Specialization (Scale) feat as a bonus feat. In
addition, while you are not bloodied and are
Once More into the Breech ]] wearing heavy armor, you gain resist 5 to all
You shore up your flagging courage and charge, damage against creatures marked by you.
determined to give the enemy one last scar. Marked Bond Action (Level 11): When you
Encounter◊ Primal, Weapon, Healing, Rattling spend an action point to make an attack against a
Immediate Interrupt Melee Weapon target marked by you, you may place that target
Target: One creature under the effect of your Dragoon’s Bond until
Trigger: You drop to 0 hit points or fewer the end of your next turn.
Attack: Dexterity vs. AC Mobile Armor (Level 16): When wearing heavy
Effect: Before the attack, you may charge an armor you may add a +2 bonus to your speed,
enemy and make the attack instead of a melee and your armor’s weight doesn’t count toward
basic attack at the end of your charge. You don’t the encumbrance load of you or your mount.
provoke opportunity attacks during this charge.
Hit: 5[W] + Dexterity modifier damage. Knight of the Wild Land Evocations
3 Champion Points: If you roll a death saving
throw on your next turn and get a 15 or higher,
Challenge of Bloody Steel ]]
you regain 5 hit points and may spend a healing You single out a worthy opponent, and make it
surge to gain temporary hit points equal to your clear that one of you won’t be making it home.
healing surge value + your Charisma modifier. Encounter◊ Primal, Weapon
Standard Action Melee Weapon
Knight of the Wild Lands Target: One creature
Attack: Constitution vs. AC
“My armor may be forged by man, but you’d be Hit: 2[W] + Constitution modifier damage and
a fool to doubt that I have the favor of the you mark the target until the end of your next
spirits.” turn. While marked, if the target makes an attack
Prerequisite: Proficiency with Heavy Armor. which doesn’t include you, slide it 3 squares and
make a basic attack against it as a free action.
Some primal characters consider the forging of 3 Champion Points: If the target is adjacent to
steel and the wearing of metal armor as an your bonded ally at the end of the slide, your ally
abomination; a corruption of the natural order. may also make a basic attack against the target as
However, you don’t follow this belief. You point a free action after you make your attack.
out that the forging of steel into armor isn’t any
more unnatural than tanning and boiling leather Spirit of the Bronze Barrier ]
or hide, but rather a process of refining what You awaken the spirits in your ally’s equipment,
nature provides into a more useful shape; similar giving it increased resilience against your foes.
to carving a tree limb into a magic staff. Daily ◊ Primal
Further; iron, copper, and tin are born naturally Minor Action Close Burst 10
and sleep within the earth, and have their own Target: One creature in burst
primal spirits, so you don’t see how utilizing Effect: The target is marked (save ends). While
them is any worse than using wood, bone, or it is marked, whenever it makes an attack which
obsidian. You are a rare warrior who seeks to doesn’t include you as a target, the targets of its
blend the traditional and the modern, the primal attack gain Resist 5 to all damage of the attack.
spirits and martial techniques.
You use the weapons and armor of the Call to the Iron Betrayer ]]
civilized lands to defend those who would use You let out a plaintive wail that awakens the
that civilization to despoil the natural world. You primal spirits which reside in your foes’ armor,
are committed to finding a way to reconcile your causing them to turn on your enemy and weaken
ancient beliefs and customs with the fickle and it if dares to bring harm to your friends.
often overweening nature of the modern world. Encounter◊ Primal, Weapon
Standard Close Blast 5 Target: Each creature in burst
Target: Each enemy in blast Attack: Dexterity vs. AC
Attack: Charisma vs. AC Hit: 2[W] + Dexterity modifier psychic damage
Hit: 3[W] + Charisma modifier damage and the target takes a -2 penalty to attack rolls
Miss: Half damage and saving throws until the end of your next turn.
Effect: The target is marked by you (save ends). Effect: Push the target 3 squares.
While marked, if the target makes an attack that 3 Champion Points: The target also takes a -2
doesn’t include you as a target, the target takes a penalty to Will, Reflex, and Fortitude defenses
penalty to all defenses until the end of your next until the end of your next turn.
turn equal to your Charisma modifier.
Dance of the Rover’s Wind ]]
Rider of the Four Winds The free spirits of the four winds lift you up and
carry you across the land on a jet stream.
“I ride where the winds take me, and cut down
any foe which tries to end my travels.” Encounter◊ Primal, Stance
Minor Action Personal
Prerequisite: 11th Level Effect: Until the stance ends, you gain a fly
speed equal to your speed. If you are mounted on
You embody the spirit of the wanderer. You are
your Noble Steed, it also gains this benefit.
a roamer, a vagabond, without anything to tie
you down, or keep you from exploring to your Dervish of the Four Winds ]]
heart’s content. All you need is a sky above your The primal spirits of the four winds flow into
head, and your loyal mount beneath you and you you, and your mount, turning you into a
can face any opposition. whirlwind of blood and death to ravage your
Perhaps you are a tribal outcast who’s learned enemies.
to enjoy your exile, or maybe you were always Encounter◊ Primal, Mount
one to take to the road and leave your cares to Standard Melee Weapon
drift away in the wind. Common folk may keep Requirement: You must be mounted
to familiar places for fear of the savage beasts Effect: Before the attack, your mount moves its
which inhabit the wild places, but you have no speed. You and your mount are insubstantial and
such fear, because you are one with those beasts. may move through enemies’ spaces during this
You wander where you will, and leave when move, but must end in a legal space. You make
you feel like it. Nothing can tie you down except the following attack against any creature whose
your own decisions. You are as free as the wind. space your mount enters during its move.
Attack: Dexterity vs. AC
Rider of the Four Winds Path Features Hit: 2[W] + Dexterity modifier damage, slide
Wind Rider Action (11th Level): When you the target to any square adjacent to your mount
spend an action point to take an extra action, and knock it prone. The target is dazed (save
your mount gains a fly speed equal to its speed ends) and cannot attempt a saving throw against
until the end of your next turn. If it doesn’t end this effect while it is prone.
its turns on a solid surface, it floats safely to the Miss: Half damage and the target shifts 1 square.
ground and takes no falling damage. Effect: Until the end of the encounter your body
Swift Wind (11th Level): You gain a bonus to is imbued with primal winds. Each time you hit
initiative checks equal to your Dexterity an enemy, you may knock it prone. If you score
modifier, and you do not grant combat advantage a critical hit with a primal power, you may fly a
to your enemies during a surprise round. number of squares equal to your Dexterity
Free as the Wind (16th Level): While mounted modifier after the attack. Your flight does not
on your Noble Steed, you ignore the effects of provoke opportunity attacks from the target, and
difficult terrain, and whenever you are subject to you must end your turn on a solid surface.
an effect which would immobilize or restrain
you, you may immediately make a saving throw Heroic tier Feats
to negate that effect (even if the effect would not
normally end on a save). Glory Hound
Prerequisite: Champion’s Boon, Cha 13
Call to the Twilight Zephyr ] Benefit: When you reduce a minion to 0 hit
Your chanting awakens the spirit of the night points or fewer, you gain ½ a champion point
winds, which flow from your arrows and fills (do not round). In addition, when you are the
enemies with visions of dread and foreboding. first PC to reduce an enemy to 0 hit points or
Encounter◊ Primal, Implement, Fear, Psychic fewer during an encounter, you gain 1 additional
Standard Action Area Burst 4 within Weapon Champion Point for that kill.
Superior Steed Tempest Trailblazer
Prerequisite: Noble Steed Prerequisite: Genasi
Benefit: Your Noble Steed gains a +1 feat bonus Benefit: Your Noble Steed gets one of the
to attack rolls, speed, and all defenses. The following benefits, depending on your current
bonus increases to +2 at 11th level, and +3 at 21st Elemental Manifestation. If you are manifesting
level. more than one element, choose one of them.
Earthsoul: Your Noble Steed cannot be
Distracting Rivalry affected by forced movement while you are
Prerequisite: Bond of Rivalry, Cha 13 mounted and using the Earthsoul manifestation.
Benefit: When your bonded ally hits an enemy Firesoul: Your Noble Steed has resist 5 fire.
which is under the effect of your Bond of The resistance increases to resist 10 fire at 11th
Rivalry, the enemy grants combat advantage to level, and to resist 15 fire at 21st level.
you and that ally until the end of his or her next Windsoul: Once per encounter, your Noble
turn. Steed can fly its speed as a move action, but
Deadly Loyalty must end its move on solid ground.
Watersoul: Your Noble Steed can breathe
Prerequisite: Bond of Loyalty, Con 13
underwater, and can move across liquid surfaces
Benefit: When you slide an enemy under the
as if they were solid, as long as it begins and
effect of your Bond of Loyalty, that enemy gains
ends its move on a surface which can support it.
Vulnerable 5 to all damage from your bonded
Stormsoul: When your Noble Steed hits a target
ally until the end of your next turn.
with a charge attack, it can deal an additional
Fey Step Cavalier 1d6 thunder damage, and knock the target prone.
Prerequisite: Eladrin
Benefit: When you use your Fey Step racial
Dragon Rider
Prerequisite: Dragonborn
power to teleport while mounted on or adjacent
Benefit: When you use your Dragon Breath
to your Noble Steed, you may teleport your
racial power while mounted or adjacent to your
Noble Steed the same number of squares to a
Noble Steed, its next successful attack before the
square which must be adjacent to you.
end of your next turn does extra damage equal to
Little Rider, Big Horse your Charisma modifier, of the same damage
Prerequisite: Halfling type as your Dragon Breath.
Benefit: When you are adjacent to your Noble
Steed, but not mounted, you have cover from
Celestial Mount
Prerequisite: Deva
ranged or melee attacks made against you.
Benefit: Your Noble Steed gains resist 5 radiant
Stubborn Courser and resist 5 necrotic. At 11th level, both
Prerequisite: Dwarf, Con 13 resistances increase to 10, and your Noble Steed
Benefit: When your Noble Steed would be gains a +1 bonus to all defenses against bloodied
subject to a push, pull, or slide, you may reduce targets. At 21st level, both resistances increase to
the distance of that forced movement by 1 15, and your Noble Steed gains the Immortal
square. In addition, your Noble Steed may make keyword, if it didn’t already have that keyword.
a saving throw to avoid being knocked prone.
Shifting Loyalties
Hell’s Ride Prerequisite: Shifter, Bond of Loyalty
Prerequisite: Tiefling Benefit: When you first become bloodied during
Benefit: Your Noble Steed gains Resist 5 fire an encounter, you may use a free action to switch
(Resist 10 at 11th level, and Resist 15 at 21st your Bond of Loyalty to a different ally.
level). In addition, it does extra fire damage
equal to your Charisma modifier until the end of
Shadowy Rival
Prerequisite: Gnome, Bond of Rivalry
your next turn when you use Infernal Wrath.
Benefit: When you use your Fade Away racial
Underdark Charger power to turn invisible, your bonded ally may
Prerequisite: Drow also become invisible until the end of his or her
Benefit: Your Noble Steed gains Darkvision and next turn, or until he or she attacks.
is unaffected by your Cloud of Darkness racial
power. In addition, it has a +2 bonus to Stealth
Hunter of the Mountain Pass
Prerequisite: Goliath
checks, increasing to +4 when you are mounted.
Benefit: While you are mounted, your Noble
If you are mounted on your Noble Steed, you
Steed ignores difficult terrain as a result of
also gain this bonus to your Stealth checks.
rubble, loose earth or rock, earthen construction,
and similar terrain (earth walk). In addition, you
Paragon tier Feats
take no penalty to your base overland speed Persistent Boon
when traveling through mountainous terrain, Prerequisite: Champion’s Boon, Cha 15
hills, natural caves, or similar terrain. Benefit: Your Champion point total resets to 1
Unshakable Bond instead of 0 after a short rest or an extended rest.
Prerequisite: Half-Elf At 21st level, your Champion point total instead
Benefit: You may choose not to have the effect resets to 2 after a short rest or extended rest.
of your Dragoon’s Bond end when you or your Improved Bond of Rivalry
bonded ally is reduced to 0 hit points or fewer. If Prerequisite: Bond of Rivalry, Cha 15
so, that ally remains your bonded ally until the Benefit: When your bonded ally hits a target
end of the encounter, or until you choose to end under the effect of your Bond of Rivalry, he or
the effect the next time it would normally end. she has a +2 power bonus to the attack roll. The
Strategic Withdrawal bonus increases to +3 at 21st level.
Prerequisite: Elf, Dex 13 Improved Bond of Loyalty
Benefit: When you use Elven Accuracy to reroll Prerequisite: Bond of Loyalty, Con 15
an attack roll and you still miss, you may shift 1 Benefit: When your bonded ally hits a target
square after that attack as a free action. under the effect of your Bond of Loyalty, your
Reckless Rider bonded ally may mark the target until the end of
Prerequisite: Human, Dex 13 your ally’s next turn. This does not affect your
Benefit: When you spend an action point to take bonded ally’s ability to mark other creatures.
an extra action, you may take a -2 penalty to Living Weapon
your AC to gain a +2 bonus to attack rolls and Prerequisite: Superior Steed feat
damage rolls until the end of your next turn. Benefit: Your Noble Steed gains a +2
Loyal Construct proficiency bonus with any natural weapons it
Prerequisite: Warforged possesses (such as horns or claws), and does
Benefit: When you use your Warforged Resolve +1d6 damage per plus when it scores a critical
racial power, you may choose to have your hit with its natural weapon(s). You may enchant
bonded ally also gain the benefits of that power. your Noble Steed’s natural weapon like a normal
weapon of its type (see below). If your Noble
Clever Cavalier Steed has multiple weapons (such as horns and
Prerequisite: Changeling claws), you may enchant them each separately,
Benefit: When you use your Changeling Trick but each weapon in a set (such as four claws or
racial power to gain combat advantage, you may two horns) must share the same enchantment. In
also shift your Noble Steed 3 squares as long as such cases, make sure to note which weapon is
you are not mounted. Your Noble Steed also has its “main” weapon, and which are its “off-hand”
combat advantage until the end of your next turn. weapons. Consult the following table for the
weapon group of natural weapons, or consult
Rider of the Dreamscape your DM for additional options or rulings.
Prerequisite: Kalashtar
Benefit: Your mount gains Resist 5 Psychic Natural Weapon -----------Weapon Type
(Resist 10 at 11th level and Resist 15 at 21st Claws -------------------------- Heavy Blade
level). In addition, you and up to one other Bite ---------------------------- Light Blade
person may travel through the Realm of Dreams Horns/tusks ------------------- Pick or Light Blade
by riding on your Noble Steed. Travel in this Tail ---------------------------- Flail
way allows you to reach any spot in the mortal Tail (bladed) ----------------- Axe or Heavy Blade
world in 1/10th the time it would normally take. Tail (Heavy) ----------------- Mace
However, you are not necessarily safe from Hooves ------------------------ Mace
attack while traveling through the Realm of Spikes ------------------------ Pick or Light Blade
Dreams in this way.
Double Bond
Brutal Steed Prerequisite: Dragoon’s Bond
Prerequisite: Half-Orc Benefit: When you use your Dragoon’s Bond
Benefit: When your Noble Steed rolls damage power, you may target one or two allies in the
for a basic attack, a Dragoon power, or Dragoon burst. Each becomes your bonded ally until you
paragon path power, it may reroll any 1s or 2s. or that ally drops to 0 hit points or fewer. You do
not regain the use of Dragoon’s Bond until both Benefit: When you reduce a non-minion enemy
targets are no longer your bonded ally. to 0 hit points, you gain 1 Champion Point. You
may accumulate any number of Champion
Epic tier Feats points, but your total resets to 0 at the end of a
short rest or extended rest. As a free action, you
Devastating Rivalry may spend the required number of points to gain
Prerequisite: Bond of Rivalry, Cha 19 a specified benefit on certain Dragoon powers
Benefit: When your bonded ally scores a critical and paragon path powers. You are considered to
hit against a target under the effect of your Bond have the Champion’s Boon class feature with
of Rivalry, your first successful attack against respect to qualifying for feats or paragon paths.
that target before the end of your next turn deals
maximum damage as if it were a critical hit. If
the attack is actually a critical hit, the extra
critical hit damage is maximized.
Undying Loyalty
Prerequisite: Bond of Loyalty, Con 19
Benefit: When your bonded ally scores a critical
hit against a target under the effect of your Bond
of Rivalry, your ally gains temporary hit points
equal to his or her healing surge value.
Eternal Fame
Prerequisite: Champion’s Boon, Cha 19
Benefit: Your Champion Point total resets only
after an extended rest, not after a short rest.
Unbreakable Bond
Prerequisite: Dragoon’s Bond
Benefit: When you or your bonded ally is
reduced to 0 hit points or fewer, you may choose
not to end the effect of your Dragoon’s Bond. If
so, you do not regain the use of Dragoon’s Bond.

Multiclass Feats
Bonds of Friendship [Dragoon]
Prerequisite: Dex 13, Cha or Con 13
Benefit: Choose a Dragoon’s Bond power. You
may use that power once per encounter, but you
do not regain the use of your Dragoon’s Bond
when you or your bonded ally are reduced to 0
hit points. In addition, you may use one weapon
you are proficient with as an Implement. You
may retrain this feat to choose another weapon.
Mounted Cavalry [Dragoon]
Prerequisite: Dex 15
Benefit: You may use your Mount’s mount
ability as if you had the Mounted Combat feat,
and any mount you ride gains a +1 feat bonus to
attack rolls, speed, and all defenses. This bonus
increases to +2 at 11th level, and +3 at 21st level.
In addition, you may use a bow as an implement.
Courageous Champion [Dragoon]
Prerequisite: Any class specific multiclass feat,
paragon multiclassing as a Dragoon.