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Latest revision as of 00:51, 12 April 2012

Back to Main Page4e Homebrew4e Powers

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  • Return to dervish page by clicking "Dervish" (i.e. "Dervish Attack 3") in any power

Dervish Exploits[edit]

The following are Martial Powers for the Dervish base class.

Level 1 At-Will Exploits[edit]

Blade Flurry
Dervish Attack 1
Your steel flashes as you strike one foe, and suddenly his ally is bleeding too.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. Armor Class
Hit: 1[W] + Dexterity modifier damage, and each enemy adjacent to you other than the target takes damage equal to your Dexterity modifier.
Level 21: 2[W] + Dexterity modifier damage.


Overbalancing Strike
Dervish Attack 1
Even in the midst of combat, you can find an opening with a moment's analysis.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength + 2 vs. Armor Class
Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
Effect: Until the end of your next turn, the target grants combat advantage to you and your allies.


Overhand Assault
Dervish Attack 1
The most basic part of your training was to hit things really hard.
At-Will ✦ Martial
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Armor Class
Hit: 1[W] + Dexterity modifier + Wisdom modifier damage, and your next attack against the target before the end of your next turn deals extra damage equal to your Strength modifier.


Sirocco Slash
Dervish Attack 1
The fury of the desert wind flows through you, into your blades, and out to your foe.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 1[W] damage. Make a secondary attack.
    Level 21: 2[W] damage.
Secondary Target: One creature
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] damage.
    Level 21: 2[W] damage.


Spring Attack
Dervish Attack 1
With startling quickness, you leap into the fray to attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. Armor Class
Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
Effect: You may shift one square before or after the attack.
Special: This power counts as a melee basic attack.


Level 1 Encounter Exploits[edit]

Coordinated Attack
Dervish Attack 1
Your attack leaves your foe open for a followup strike from your ally.
Encounter ✦ Martial, Rattling, Weapon
Standard Action Melee
Target: One creature.
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage.
Sandstorm Form: 2[W] + Strength modifier + Dexterity modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Scorpion Form: The target cannot shift until the end of your next turn.
Shifting Dune Form: 1[W] + Strength modifier damage, and one ally adjacent to the target can make a melee basic attack against it as a free action, with a bonus to the damage roll equal to your Wisdom modifier.


Inspiring Strike
Dervish Attack 1
A ferocious battle cry escapes your lips as you attack, inspiring your allies to greater effort.
Encounter ✦ Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. Armor Class
Hit: 2[W] + Strength modifier, and you or one ally regains hit points equal to your Wisdom modifier.
    Shifting Dune Form: The creature healed can spend a healing surge.


Steel Flurry
Dervish Attack 1
Both of your blades find their mark as your foe howls in pain.
Encounter ✦ Invigorating, Martial, Weapon
Standard Action Melee
Requirement: You must be wielding two melee weapons.
Target: One creature.
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks.
Hit: 1[W] damage.
    Sandstorm Form: 1[W] + Strength modifier + Dexterity modifier damage.
    Scorpion Form: You mark the target until the end of your next turn.
Shifting Dune Form: Allies you can see gain temporary hit points equal to twice your Wisdom modifier.


Level 1 Daily Exploits[edit]

Cocky Taunt
Dervish Attack 1
"What, leaving myself open? Against these guys? They couldn't hit me if I held their hands."
Daily ✦ Martial, Rattling, Reliable, Weapon
Standard Action Melee 5
Target: One creature.
Attack: Strength vs. Will
Hit: You pull the target to a square adjacent to you, and one or two allies within 5 squares of you who have line of sight to you and can hear you can make charge attacks against the target as free actions. These allies gain a bonus to the damage rolls of their attacks equal to your Wisdom modifier.


Fox's Claws
Dervish Attack 1
Striking with the swiftness of a desert fox, you bury your blades in your foe.
Daily ✦ Invigorating, Martial, Weapon
Minor Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 1[W] + Strength modifier damage. Make a secondary attack.
Miss: Half damage. Make a secondary attack.
Secondary Target: One creature
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier damage.
Miss: Half damage.


Get in the Ring
Dervish Attack 1
A slash, a tumble, and a glare - these are what make the fighting rings of the desert.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. Armor Class
Hit: 3[W] + Strength modifier.
Miss: Half damage.
Effect: Until the end of your next turn, you can use a move action to shift your speed. During this shift, you can move through enemy spaces, but can't end in one. Any enemy whose space you exit takes 1[W] damage, but no enemy can take this damage more than once per round. If you only damage one enemy in this way, that enemy takes 2[W] damage instead.
    Shifting Dune Form: Instead of gaining the above move action, you can use a move action to allow an ally to shift up to a number of squares equal to your Wisdom modifier. The ally can move through enemy spaces. During this shift, he can use a free action to make a melee basic attack with a bonus to the attack roll equal to your Wisdom modifier.


Level 2 Utility Exploits[edit]

At-Will[edit]

Slippery Fighting
Dervish Utility 2
You twist and swerve as you fight, making you a hard target to hit.
At-Will ✦ Martial
Move Action Personal
Effect: Shift one square. At the end of your turn, you can shift one square as a free action.


Encounter[edit]

Crouching Badger
Dervish Utility 2
With a quick crouch, you launch into a brief but furious attack.
Encounter ✦ Martial
Minor Action Personal
Effect: Until the end of your next turn, you gain a +1 power bonus to attack rolls.
Sandstorm Form: Until the end of your next turn, once per turn when you hit with an attack, one target that you hit takes additional damage equal to your Dexterity modifier.
Scorpion Form: Until the end of your next turn, you can use the Badger Parry power.


Jeroba Hop
Dervish Utility 2
Like the tiny jeroba, you find your way through the narrowest of openings.
Encounter ✦ Martial, Healing
Move Action Personal
Effect: You shift a number of squares up to your Dexterity modifier. You can shift through enemy squares during this movement, but must end in an unoccupied space. You then regain hit points equal to your level + your Wisdom modifier.


Daily[edit]

Rally the Troops
Dervish Utility 2
With one fist in the air, you snarl a wordless battle cry that requires no translation.
Daily ✦ Martial
Minor Action Close burst 20
Target: You and each ally in the burst
Effect: Each target gains a +1 power bonus to attack rolls until the end of the encounter.
    Shifting Dune Form: One target gains temporary hit points equal to their healing surge value + your Wisdom modifier.


Level 3 Encounter Exploits[edit]

Crimson Sting
Dervish Attack 3
With your foe distracted, you strike at his legs, leaving him hobbled.
Encounter ✦ Martial
Immediate Reaction Personal
Trigger: An enemy subject to your mark makes an attack that targets an ally of yours that does not include you.
Effect: You make a melee basic attack against the triggering enemy. If you hit, he takes a penalty to speed equal to your Wisdom modifier and takes damage equal to your Dexterity modifier if it moves. These effects last until the end of your next turn.


Followup Strike
Dervish Attack 3
As your main weapon bites into your foe, you use your momentum to slide your other weapon into him as well.
Encounter ✦ Martial, Weapon
Minor Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier damage (off-hand weapon). You may to chose to have the target marked by you until the end of your next turn.


How It's Done
Dervish Attack 3
Your foe dodges an ally's attack, but leaves himself open to yours.
Encounter ✦ Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An ally misses with an attack
Target: One target of the triggering ally's attack that was not hit by the attack
Attack: Strength vs. Armor Class
Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to all defenses against the triggering attack. In addition, the target grants combat advantage until the end of your next turn.
Sandstorm Form: 2[W] + Strength modifier + Dexterity modifier damage.
Shifting Dune Form: The penalty to the target's defenses equals 1 + your Wisdom modifier.
Effect: You can shift up to 2 squares before or after the attack.
Scorpion Form: The number of squares you can shift equals 1 + your Dexterity modifier.


Whirling Dance
Dervish Attack 3
Your weapons whirl around you as you tumble through the battlefield, kicking up dust and debris as you go.
Encounter ✦ Martial, Weapon, Zone
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. Armor Class
Hit: 2[W] + Strength modifier damage.
Effect: Before the attack, you shift a number of squares equal to your Dexterity modifier. The squares through which you shift become a zone of swirling dust until the end of your next turn. Any creature that enters the zone or starts its turn there takes damage equal to your Wisdom modifier. A creature cannot take this damage more than twice per turn.


Level 5 Daily Exploits[edit]

Blood-Soaked Sands
Dervish Attack 5
Legends say the sands thirst for blood, and the desert is kinder to those who feed it.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. Fortitude (main weapon)
Hit: 1[W] + Strength modifier damage.
    Sandstorm Form: 2[W] + Strength modifier + Dexterity modifier damage.
    Scorpion Form: The target is slowed until the end of the encounter.
Effect: 1[W] damage (off-hand weapon).
Shifting Dune Form: Instead of dealing damage with your off-hand weapon, one ally you can see makes a basic attack against the target as a free action. The ally gains a +2 bonus to the attack roll and a bonus to the damage roll equal to your Wisdom modifier. Until the end of the encounter, whenever you use a dervish power to grant an attack to an ally, the ally gains a +2 bonus to the attack roll.


Steel Raccoon Stance
Dervish Attack 5
Like the raccoon, you scavenge what you need from others and horde it with your friends.
Daily ✦ Martial, Stance, Weapon
Minor Action Personal
Effect: You assume the steel raccoon stance. Until the stance ends, your dervish attack powers with the invigorating keyword heal you for an amount equal to your Constitution modifier, and all of your other dervish attack powers gain the invigorating keyword. Once per turn at the end of your turn, you can use a free action to grant an ally temporary hit points by reducing your own temporary hit points by an equal amount.


Sundering Parry
Dervish Attack 5
With a vicious chop, you bring your weapon down on your foe's weapon.
Daily ✦ Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy within range makes an attack
Target: The triggering enemy
Attack: Strength vs. Armor Class
Hit: 1[W] + Strength modifier damage, and the target takes a -3 penalty to attack rolls until the end of the encounter. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum penalty of 5 + your Wisdom modifier.
Miss: Half damage, and the target takes a -3 penalty to attack rolls until the end of its turn.



Level 6 Utility Exploits[edit]

At-Will[edit]

None

Encounter[edit]

Pull It Together
Dervish Utility 6
With the right words of support, you bring a flagging ally back into the fight.
Encounter ✦ Martial, Healing
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target spends a healing surge and regains additional hit points equal to 5 + your Wisdom modifier.
Shifting Dune Form: The target can spend an additional healing surge.


Stand Tall
Dervish Utility 6
Despite your weariness, you call on your training, pride, and determination to see you through the battle.
Encounter ✦ Martial
No Action Personal
Trigger: You start your turn dazed, immobilized, slowed, stunned, or weakened.
Prerequisite: You must have training in Endurance.
Effect: You make a saving throw with a +2 power bonus against one triggering effect. If the saving throw succeeds, the effect ends, even if it is not an effect that a saving throw can normally end. You can stand up.


Daily[edit]

Sudden Feint
Dervish Utility 6
Your swing goes wide, but it's ok - you've been setting him up for this.
Daily ✦ Martial
Free Action Personal
Trigger: You miss with an attack
Effect: You reroll the attack. You have combat advantage for the attack.


Level 7 Encounter Exploits[edit]

Feigned Weakness
Dervish Attack 7
You drop your guard for a moment - just long enough to make yourself an appealing target before parrying and countering.
Encounter ✦ Martial, Weapon
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Strength vs. Will
Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, and makes a melee basic attack against you. If he hits, you take half damage from the attack. Whether he hits or misses, you deal 1[W] damage to him.
Sandstorm Form: 1[W] + Strength modifier damage.
Scorpion Form: You have a +2 bonus to all defenses against the attack.
Shifting Dune Form: This power gains the Rattling keyword.


Pacing Lion Defense
Dervish Attack 7
Like the savannah lion, you tolerate no attacks upon your person without appropriate retaliation.
Encounter ✦ Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy in range hits or misses you with an attack
Target: The triggering enemy
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage.
Sandstorm Form: 3[W] + Strength modifier damage.
Scorpion Form: Choose one: you mark the target until the end of your next turn, or the target is marked by your Scorpion's Mark power.


Scrambling Tactics
Dervish Attack 7
Your strike lands true, buying you a moment to change your positioning.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage, and you shift two squares.
Scorpion Form: Instead of shifting, you may choose to gain a bonus to AC and Reflex equal to your Dexterity modifier against melee attacks until the end of your next turn.
Shifting Dune Form: Each ally that can see you can shift two squares. Until the end of your next turn, you and those allies gain a +1 bonus to attack rolls against targets against whom they have combat advantage.
Sandstorm Form: Make a secondary attack.
Secondary Target: One creature
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier, and you can shift one square.


Level 9 Daily Exploits[edit]

Desert Moon Strike
Dervish Attack 9
Your slash forms the crescent moon symbol of the desert tribes.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Attack: Strength vs. Reflex (main weapon)
Hit: 3[W] + Strength modifier damage, and the target is knocked prone.
Scorpion Form: The target is marked by your Scorpion's Mark power. Any creatures previously marked by your Scorpion's Mark power remain marked, and using Scorpion's Mark does not remove this mark. In addition, the target is weakened (save ends).
Sandstorm Form: 2[W] + Strength modifier + Dexterity modifier damage, and the target is knocked prone. You can shift a number of squares up to your Dexterity modifier and make a secondary attack.
Miss: Half damage, and the target is knocked prone.
Secondary Target: One creature
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] + Strength modifier damage, and the target is knocked prone. If the target was already prone, the target is dazed until the end of your next turn.
Miss: 1[W] + Dexterity modifier damage.
Effect: Shifting Dune Form: Each ally within 10 squares of you can spend a healing surge. Until the end of your next turn, those allies gain a bonus to all defenses equal to half your Wisdom modifier. This power gains the Healing keyword.


Furious Throw
Dervish Attack 9
Just when your foe thinks he can escape, you hurl your weapon end over end, stopping him in his tracks.
Daily ✦ Martial, Weapon
Standard Action Ranged 10
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage, and the target takes 15 ongoing damage (save ends) and is stunned until the end of your next turn.
Aftereffect: The target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
Miss: Half damage, and the target takes 5 ongoing damage (save ends) and is immobilized until the end of your next turn.


Garnet Sandstorm
Dervish Attack 9
With a sudden burst of speed, you whirl around the battlefield, kicking up sand the color of blood.
Daily ✦ Martial, Zone
Standard Action Personal
Effect: You shift your speed + 2. You can shift through enemy squares during this movement, but must end in an empty space. The squares through which you shift create a zone of blood-red sands until the end of your next turn. Any creature that enters the zone or starts its turn there takes 1[W] damage. A creature cannot take this damage more than twice per turn.



Level 10 Utility Exploits[edit]

At-Will[edit]

None

Encounter[edit]

Sneak Trick
Dervish Utility 10
Like the night hunter, you pad silently around your foe, preparing to strike.
Encounter ✦ Martial
Move Action Personal
Prerequisite: You must be trained in Stealth.
Requirement: You must be hidden.
Effect: You move your speed and remain hidden for this movement. The next attack you make before the end of your next turn deals 2[W] extra damage.
Special: You can use this power twice per encounter.


Strong as Stone
Dervish Utility 10
With a little inspiration, you and your allies can overcome anything.
Encounter ✦ Martial
Minor Action Close burst 10
Target: You or one ally in burst
Shifting Dune Form: One or two targets
Effect: The target makes a saving throw against one effect a save can end.
Shifting Dune Form: The targets gain a bonus to the saving throw equal to your Wisdom modifier.


Daily[edit]

None

Level 13 Encounter Exploits[edit]

Venomous Sting
Dervish Attack 13
As your foe lets his guard down, you strike one of his wounds, leaving him to bleed out.
Encounter ✦ Martial
Immediate Reaction Personal
Trigger: An enemy subject to your mark makes an attack that targets an ally of yours that does not include you.
Effect: You make a melee basic attack against the triggering enemy. If you hit, the next ally to attack this creature before the end of your next turn gains a +2 power bonus to one attack roll against it.


Level 15 Daily Exploits[edit]

Enraged Bobcat Stance
Dervish Attack 15
Your weapons flash with the speed and fury of the desert cats.
Daily ✦ Martial, Stance, Weapon
Minor Action Personal
Requirement: You must be wielding two melee weapons.
Effect: You assume the enraged bobcat stance. Until the stance ends, you can use the pounce of the enraged bobcat attack power.



Level 16 Utility Exploits[edit]

At-Will[edit]

None

Encounter[edit]

None

Daily[edit]

Stand Proud
Dervish Utility 16
Nothing can keep you down for long.
Daily ✦ Martial
No Action Personal
Trigger: You start your turn.
Prerequisite: You must have training in Endurance.
Effect: End one effect on you.


Level 17 Encounter Exploits[edit]

Maeasm Sting
Dervish Attack 17
With your foe distracted, you slash with the ferocity of a Maeasm's stinger, leaving him weak to your attacks.
Encounter ✦ Martial
Immediate Reaction Personal
Trigger: An enemy subject to your mark makes an attack that targets an ally of yours that does not include you.
Effect: You make a melee basic attack against the triggering enemy. If you hit, the target takes 1d6 ongoing damage (save ends).
Level 11: 2d6 ongoing damage.
Level 21: 3d6 ongoing damage.


Level 19 Daily Exploits[edit]

Raccoon Spirit Stance
Dervish Attack 19
The raccoon spirit guides your weapon and grants his bounty to your allies.
Daily ✦ Martial, Stance, Weapon
Minor Action Personal
Effect: You assume the raccoon spirit stance. Until the stance ends, your dervish attack powers with the invigorating keyword heal you for an amount equal to half your level + your Constitution modifier, and all of your other dervish attack powers gain the invigorating keyword. Your attacks with the invigorating keyword grant additional temporary hit points equal to half your level. Once per turn at the end of your turn, you can use a free action to grant an ally temporary hit points by reducing your own temporary hit points by an equal amount.



Level 22 Utility Exploits[edit]

At-Will[edit]

None

Encounter[edit]

Perfect Tumble
Dervish Utility 22
You bend forward to roll away from your foe, and in the blink of an eye, you're gone.
Encounter ✦ Martial, Teleportation
Minor Action Personal
Effect: Teleport your speed.


Daily[edit]

None

Level 23 Encounter Exploits[edit]

None

Level 25 Daily Exploits[edit]

None


Level 27 Encounter Exploits[edit]

None

Level 29 Daily Exploits[edit]

None



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RangeMelee +, Meleeweapon +, Melee5 +, Personal +, Closeburst 20 +, Closeburst 5 +, Closeburst 3 +, Ranged10 + and Closeburst 10 +