Not many miracle-workers these days are genuine, though even charlatans are welcome if they can lift a weary spirit.
Prerequisite: Trained in any two of Arcana, Bluff, History, Nature, or Religion, or training and Skill Focus in any one of these skills.
Description: You have a deep and innate knowledge of the secret rules that govern the world, allowing you to invoke many powerful and strange effects, or at least to rook rubes into believing you can. Your knowledge may have come from dusty old tomes, at granny’s knee, whispered in your dreams, or any number of other places, but it will one day make your a force to be reckoned with.
Benefit: You gain the Ritual Casting feat. You may add your enhancement bonus to attack rolls to any skill checks made to cast rituals. Whenever you gain a utility power from your class, you may learn a new ritual of the same level or lower for free. If your class already starts with Ritual Casting, you may master and cast rituals 1 level higher than your own level.
|Focus||Focus 1||Focus 2||Focus 3|
|Curses||Lingering Hex: Daily Power, Close burst 5, 1 enemy in burst, Minor Action, Effect: Until you hit or miss the target with an attack or it rolls a natural 20 on an attack, check, or saving throw, the target gets a -1 per tier to attack rolls and saving throws.||Stolen Strength: Daily Power, Immediate Reaction, Trigger: An enemy fails at a saving throw, Effect: The triggering enemy is weakened and you gain a +2 power bonus to damage rolls per tier (save ends both).||Mojo Protection: You gain damage resist against damage dealt by auras and zones equal to your highest ability modifier plus 1 per tier.|
|Elixirs||Restorative Elixir: Encounter Power, Healing, Free Action, Trigger: You or an ally within 5 spends a healing surge to regain hit points, Effect: The target regains an additional 1d8 hit points per tier. Special: Either You may discard any number of hero cards, and the target regains an additional +1d10 hit points for each card discarded.||Elixir of Excellence: Daily power, minor action, Close burst 5, 1 ally in burst, Effect: The target gains a +2 bonus to all attack rolls, skill checks, ability checks, and saving throws until the end of its next turn.||Grand Elixir: You prepare and consume a grand elixir. When you die, at the start of your next turn you benefit from a raise dead ritual. In order to prepare another grand elixir, you must spend half the gold of the component cost for raise dead and spend one day per tier in making preparations. You may only prepare a grand elixir for yourself.|
|Miracles||Unbelievable Luck: Encounter Power, Close Burst 5, Target: You or 1 ally in burst, Minor Action, Effect: If the next d20 roll made by the target before the end of your next turn comes up 15 or higher, it is treated as a natural 20 instead.||Ritual Celerity: Daily Power, Standard Action: Effect: Choose a ritual you know with a casting time of 10 minutes or less. You cast that ritual immediately, spending resources and making checks as normal.||Wholesale Miracles: Reduce the component cost for rituals you cast by 25%.|
|Prophecy||Foreshadow Fate: Encounter Power, Minor Action, Effect: Choose a number between one and six, and then roll a d6. If you picked that number, gain that amount as a bonus to a skill check or attack roll made before the end of your next turn. If you guessed incorrectly, gain a +1 to a skill check or attack roll made before the end of your next turn.||Ominous Warning: Daily Power, No Action, Trigger: You are reduced to 0 or fewer hit points by an attack or trap. Effect: You are reduced to 1 hit point instead.||Truth-Seeing: Whenever you roll a natural 20 on a saving throw, you may ask the DM one question about something important to your character. During your next long rest, you will receive a vision with clues regarding the answer.|
|Trickery||Brought to Life: Encounter Power, Close burst 5 – one small or medium object in burst, Minor Action, Effect: One object of small or medium size becomes a minion ally under your control. It acts at the end of your turn, has your defenses, speed 7, attack bonus equal to your level +3 vs. AC, and deals damage equal 1/2 your level +3. If you or your minion rolls a critical hit while this power is active, this power refreshes.||Master Trickster: You gain 2 cantrips from those available to wizards.||Disappearing Act: Daily Power, Illusion, Minor Action: You become invisible until the end of your next turn or you make an attack. Special: You can discard a hero card to refresh the use of this power.|