Enchanter

Description: You have a knack for bringing out the best in things, for anchoring the mysterious forces of the world into objects. Whether by actual enchantment, prayer, practice, or dumb luck, you can instill unusual powers and abilities into mundane things. This special affinity for magical objects lets you coax them to perform in unexpected ways.

Prerequisite: You must be trained in any one of Arcana, Religion, or Nature.
Benefit: Once per encounter, you may change one Badge, Jewel, or Pommelstone on an item you are wearing or holding for another one in your possession with a move action.

Apparel Imbue with Vigor: After completing a long rest, you cause your suit of clothes or armor to grant you a power bonus of +1 per tier to Athletics, Acrobatics, and Endurance checks. This effect last until you start a long rest or the garments are removed. Bags of Holding: You imbue a single bag you own and carry with the properties of a bag of holding, allowing it to contain up to 250 pounds of equipment per tier but only ever weighing 5 pounds itself. If you finish a long rest and this bag is not in your possession, its magic fades and it disgorges its contents into the nearest unoccupied square. Incanter’s Armor: Encounter Power, Immediate Interrupt, Trigger: You are hit by an attack, Effect: For each permanent magic item slot you wear from arms, feet, hands, head, and neck, you gain resist damage 5 per tier to all damage until the end of your next turn.
Armor Runes of Protection: After completing a long rest, you may give your armor resist 5 per tier to one of the following damage types: acid, cold, fire, lightning, or thunder. This effect lasts until you begin a long rest or the armor is removed. Power Sigils: Encounter Power, Immediate Reaction, Trigger: An enemy hits you with an attack, Target: The triggering enemy, Attack: Your level +3 vs. Reflex, Hit: The target takes 1d8 force damage per tier plus your highest ability modifier, and reduce the damage caused by the triggering attack by the same amount. Peerless Markings: You may attach a second badge to any suit of armor you are wearing and gain the benefits of both so long as they do not contradict each other.
Homunculi Hobby Horse: After completing a long rest, you may gain a magical steed crafted from local materials. The steed is identical to a riding horse in every respect save appearance. Special: You can grant a steed to any number of allies who completed the rest with you, but each ally must lose a healing surge to gain the benefits of this enchantment. Special: You may choose to lose a healing surge when you summon your steeds. If you do, the steeds gain the following benefits based on tier: Heroic: The steed ignores difficult terrain. Paragon: The steed can run on water as though it were solid ground. Epic: The steed gains a fly speed equal to its land speed with an altitude limit of 5. Guardian Homunculus: Encounter Power, Summoning, Standard Action, Effect: You summon a guardian minion in an unoccupied square within 5. The guardian has defenses equal to your unmodified defenses plus 1 per tier and 1 hit point, but it is never damaged by a missed attack. The guardian acts immediately after you in initiative and follows simple commands. It has speed 6 and can make a basic melee attack with an attack bonus equal to your level +3 versus Reflex that deals damage equal to half your level plus 2. If the minion is destroyed before the end of the encounter, you gain 5 temporary hit points per tier. Golem Hide: You gain resist 2 per tier to damage caused by attacks, and this resist damage increases to 3 per tier while you hold any Hero cards.
Wards Secure Meditations: When you begin a long rest, you may choose to invoke wards around your room or campsite no larger than a close burst 5 per tier. Those within a warded site gain a + 2 bonus per tier to Perception checks and a + 1 power bonus to defenses per tier. The ward persists while you are alive and inside the warded area or until the end of your long rest. If you ward a site, you lose a healing surge after completing the long rest. Pain Barrier: Encounter Power, Standard Action, Conjuration, Psychic, Area Wall 6 within 10, Effect: You create a wall of crackling colored light up to 4 squares high that lasts until the end of your next turn. Each of the wall’s spaces cost 2 extra squares of movement to enter, and any creature that enters any of the wall’s spaces or starts its turn there takes 5 psychic damage and a -2 penalty to attack rolls until the end of its next turn. Sustain minor: The wall persists until the end of your next turn. Protection From Outsiders: You gain a +1 bonus per tier to all defenses against attacks made by Elementals and Immortals, and your damage rolls against such creatures gain a +2 bonus per tier.
Weapons Battle Invocation: After completing a long rest, you may choose one weapon or implement you carry to gain a +1 power bonus to its damage rolls and +1 die to its corresponding critical pool. This effect lasts until the item is taken or given away or you start a long rest. Elemental Furies: Encounter Power, Minor Action, Type varies, Target: A weapon or implement you or an adjacent ally wields, Effect: Choose Acid, Cold, Fire, Lightning, or Thunder when you use this power. Until the end of your next turn, damage rolls made using the target deal +1d6 damage per tier of the chosen type in addition to its other types. If you hold any Hero cards, the damage increases to d8s . Wrathful Enchantment: Whenever you score a critical hit, you gain a pool of 3 Wrath d10s. Whenever you make a damage roll, you may add any or all of these Wrath dice until the end of the encounter or all your Wrath dice have been used.

Enchanter

Twilight Lands Throneworld