Melee Leader

Powers for the Melee Leader

This is a reference sheet for all the inherent powers available to melee leaders.

Leader Powers

Trigger: You hit an enemy with an attack during your turn.
Target: One ally that can see or hear you and is within 5 squares of you or the target of the attack that triggered Tactician's Orders.
Special: You may choose one of the following effects.
Effect: Your ally may shift up to one square per tier. This movement does not provoke opportunity attacks.
Effect: Your ally gains advantage on their next attack against the target of the attack that triggered Tactician's Orders, before the end of the next round.
Special: You may only use this power once per round, during either the Movement phase or the Battle phase.
Target: One ally in range that can see or hear you.
Effect: Target may immediately use a movement action during the Movement Phase or an attack power during the Battle Phase. The target gains advantage on the attack granted by Warlord's Command.

Combat Powers

Special: This power may be used as an opportunity attack
Target: One creature or object
Hit: 1d6+4 damage
Special: Increase damage to 2d6+4 at 3rd level, 3d6+4 at 6th level, and 4d6+4 at 9th level
Target: All enemies in squares that you threaten
Hit: 1d6 damage
Special: Increase damage to 2d6 at 5th level and 3d6 at 9th level
Target: Self
Effect: Spend a point of Vitality to heal for one-half of your maximum health. All attacks against you are at a disadvantage until the end of the next round.