Powers by Calling

Powers by Calling

Melee Defender Powers

Target: Each enemy in range
Effect: Enemies affected by Intercede make attacks at a disadvantage unless that attack includes you or one of your allies who also have Intercede or Deflect active as a target. Marked enemies are not affected by Intercede.
Trigger: An enemy you threaten shifts or moves.
Effect: Make an opportunity attack against the enemy that triggered Intercept. If you hit, the enemy stops moving immediately and is immobilized until the end of the round.

Ranged Defender Powers

Target: Each ally in range
Effect: Enemies affected by Deflect make attacks at a disadvantage unless that attack you or one of your allies who also has Intercede or Deflect active as a target. Marked enemies are not affected by Deflect.
Special: Provoke may be used as a free action during your turn in the Battle phase.
Target: One enemy
Effect: The target is marked until the end of next round.

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.

Skirmisher Powers

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