+2 1x/encounter (Piecemeal Armor)
Add your Con mod to your surge value
Gain the Dragon Breath encounter power
+1 racial bonus to attacks when bloodied
Gain Divine Mettle and Divine Strength Channel Divinity powers. You may only use one Channel Divinity power per encounter
Minor, mark one creature in burst 5. The first time it makes an attack that doesn’t include you, it takes 3+Chamod radiant damage. Each round you must attack the target or end your turn next to it or the mark fades.
Lay on Hands
Use Lay on Hands a number of times equal to your Wis mod.
When an enemy under your Divine Sanction makes an attack that doesn’t include you, it takes 3+Chamod radiant damage.
Weapon Expertise (Heavy Blade)
+1 to attacks with heavy blades
+5 HP per tier
When you or your target is adjacent to a bloodied ally, gain a +1 to attack rolls
When you use Dragon Breath, each enemy you target is subject to divine sanction until SOYNT
Enlarged Dragon Breath
May choose to make Dragon Breath burst 5
Add Intimidate to class skill list, gain +3 bonus to Intimidate checks
Melee weapon, Cha vs AC, 1[W]+Cha. If you marked the target, it takes a -2 to attack rolls until EOYNT
Melee weapon, Cha vs AC, 1[W]+Cha, and the target is subject to divine sanction until EOYNT
Special: Can use on a charge.
Lay on Hands
Minor action. You spend a surge but gain no HP. Target regains HP as if it had spent a surge.
Special: You can use this power a number of times per day equal to your Wis mod
Implement, ranged 5. Cha vs Ref, 2d8+Cha, target takes a -2 to attack rolls until EOYNT
Melee weapon, Cha vs Will, 2[W]+Cha. You if you are bloodied and all bloodied allies within 5 regain HP equal to 5+Wismod.
Implement, Close burst 1, enemies. Cha vs Will, 1d8+Cha radiant, and the target is dazed until EOYNT
Teleport 10 squares to a square adjacent to an ally attuned to the Amulet of Power
On Pain of Death
Implement, ranged 5. Cha vs Will, 3d8+Cha. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends)
Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends)
Name of Might
Implement, close blast 3, enemies. Cha vs Fort, 3d8+Cha thunder, target is slowed (save ends).
Miss: Half damage, target is slowed until EOINT.
Minor. Until the end of the encounter, one weapon you wield gains a +1 power bonus to attack rolls and +1d6 radiant damage on hit. You can score a critical hit on 18 or higher against creatures vulnerable to radiant.
Minor action, ranged 5, ally. You take half the ally’s damage until the end of the encounter or until you end this effect as a free action. No power or effect can reduce the damage you take from this power.
Teleport your speed.
+13 vs AC
+10 vs NAD
+9 vs AC
+2 prof, 1d10 damage. Can create light up to 6 squares. Can convert all damage to radiant as a free action.
Daily power: Standard action, close burst 1, enemies, Str vs Ref, 1d8 radiant
Challenge Seeking Javelin
+2 Prof, 1d6, ranged 10/20.
Property: 1d6 extra damage vs enemies at maximum HP.
Encounter power: Immediate Interrupt, +2 to AC against an attack that hits you.
Amulet of Passage (Artifact)
+2 to Acrobatics or Athletics to escape. Grants bonus powers to you and attuned allies with concordance.
Dragon Skull shield
No powers but looks badass
Boots of Eagerness
Encounter power: Free action, gain an additional move action on your turn.