Once per battle

Archery

Once per battle
Effect: 

Once per battle, reroll one of your missed ranged attacks.

Adventurer Feat: 

Your Archery rerolls gain a +2 attack bonus and the attack's crit range expands by 1.

Champion Feat: 

Once per day, you can use Archery twice in the same battle.

Epic Feat: 

Once per day, you can turn a normal hit with a ranger ranged attack into a critical hit.

Battle Captain

Once per battle
Effect: 

Once per battle when you have 2 or more command points left after giving a command, you can use another interrupt action on a different ally’s turn before the start of your next turn.

Adventurer Feat: 

You now only need to have 1 or more command points left instead of 2.

Champion Feat: 

You can use this talent twice per battle.

Epic Feat: 

You gain an additional command point at the start of each round while the escalation die is 4+.

Breath Weapon

Effect: 

Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of an energy type that makes sense for your character.

Champion Feat: 

Your breath weapon attack targets 1d3 nearby enemies in a group instead.

Cleave

Effect: 

Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp.

Adventurer Feat: 

If you have your move action available, you can use it before making your Cleave attack to reach an enemy you are not already engaged with.

Champion Feat: 

You can use Cleave twice each battle, but only once a round.

Epic Feat: 

You gain a +4 attack bonus with your Cleave attacks.

Color Spray

Close-quarters spell
Cyclic (cast once per battle OR at-will when the escalation die is even)
Target: 
1d4 nearby enemies in a group
Attack: 
Intelligence + Level vs. MD
Hit: 
2d8 psychic damage, and if the target has 10 hp or fewer after the damage, it is weakened until the end of your next turn.
3rd Level Spell: 
4d6 damage, 20 hp or fewer.
5th Level Spell: 
6d8 damage, 30 hp or fewer.
7th Level Spell: 
10d6 damage, 40 hp or fewer.
9th Level Spell: 
10d12 damage, 60 hp or fewer.
Adventurer Feat: 

Increase the hit point threshold of the weakened effect by 5 hp.

Champion Feat: 

On a miss, the spell deals damage equal to your level.

Epic Feat: 

The spell now targets 1d4 + 1 nearby enemies in a group.

Comeback Strike

Effect: 

Once per battle as a free action, make another attack with a –2 penalty after your first fighter attack during your turn misses.

Adventurer Feat: 

You no longer take the –2 penalty to your Comeback Strike attacks.

Champion Feat: 

Once per day, you can use Comeback Strike twice in a battle.

Epic Feat: 

You gain a +4 attack bonus with your Comeback Strike attacks.

Confounding

Effect: 

Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.

Champion Feat: 

Instead of being dazed, the target of your confounding ability is weakened until the end of your next turn.

Counter-magic

Close-quarters spell
Once per battle
Action: 
Free action to cast
Trigger: 
A nearby creature you can see casts a spell.
Target: 
The nearby creature casting a spell.
Attack: 
Intelligence + Level vs. MD
Hit: 
The target's spell is canceled, and the caster loses the action they were using for the spell. If the spell had a limited use, that use is expended if your natural attack roll is even.
Champion Feat: 

You can now cast counter-magic twice per battle.

Epic Feat: 

You can now cast counter-magic in reaction to a creature using any magical ability, not just casting a spell.

Cruel

Effect: 

Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the damage. A critical hit doesn't double this ongoing damage.

Champion Feat: 

Once per day, you can instead use cruel to deal 5 ongoing damage per level against an enemy you miss or that you roll a natural odd attack against.

Curse of Chaos

Effect: 

Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly.

A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.

Champion Feat: 

Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use curse of chaos against them without expending it.

Evasive

Effect: 

Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty.

Champion Feat: 

The enemy’s reroll takes a –5 penalty instead.

Heal

Close-quarters spell
Special: 

You can use this spell twice per battle.

Action: 
Quick action to cast (1/round)
Target: 
You or one ally you are next to
Effect: 

The target can heal using a recovery.

Adventurer Feat: 

The target can now be a nearby ally instead of an ally you are next to.

Champion Feat: 

The target can now be a nearby ally insteadIf the target of your heal spell is an ally with 0 hp or below, that ally also adds hit points equal to 1d10 x your Charisma modifier to the recovery.

Epic Feat: 

When you cast heal on an ally you are next to, that ally adds +30 hp to the recovery.

Heavy Warrior

Once per battle
Action: 
Free action
Effect: 

Once per battle while wearing heavy armor, when you are hit by an attack that targets AC, as a free action, you can take half damage from that attack instead.

Adventurer Feat: 

Once per day, you can use Heavy Warrior twice in a battle (against different attacks).

Champion Feat: 

You can also use the power against an attack that targets PD.

Epic Feat: 

Once per day, you can reroll a recharge roll for a magic armor power.

Highblood Teleport

Effect: 

Once per battle as a move action, place yourself in a nearby location you can see.

Champion Feat: 

Deal damage equal to twice your level to one enemy engaged with you before or after you teleport.

Lethal

Effect: 

Once per battle, reroll a melee attack and use the roll you prefer as the result.

 

Champion Feat: 

If the lethal attack reroll is a natural 16+, you can use lethal again later this battle.

Lethal Hunter

Action: 
Free action
Effect: 

Once per battle as a free action, choose an enemy. The crit range of your attacks against that enemy expands by 2 for the rest of the battle. A mob of mooks counts as a single enemy.

Adventurer Feat: 

The crit range of your Lethal Hunter attacks expands by 1 (to +3).

Champion Feat: 

One battle per day, you can use Lethal Hunter against two different enemies.

Epic Feat: 

Your Lethal Hunter crits deal triple damage instead of double damage while the escalation die is 3+.

Never Say Die

Once per battle
Effect: 

Once per battle when an enemy scores a critical hit against you or a nearby ally, you can increase the escalation die by 1.

Adventurer Feat: 

Once per day, you can use this talent twice in the same battle.

Champion Feat: 

When you use this talent, the target of the critical hit can heal using a recovery.

Epic Feat: 

When you use this talent, you and each of your nearby allies gains a +2 bonus to all defenses until the end of your next turn.

Power Attack

Effect: 

Once per battle before you roll an attack, you can declare you're using Power Attack to deal additional damage with that attack roll. If the attack hits, you deal the following additional damage:

Deal 1d4 additional damage per level if you are using a one-handed weapon.

Deal 1d6 additional damage per level if you are using a two-handed weapon.

Adventurer Feat: 

You deal the additional Power Attack damage even if the attack misses.

Champion Feat: 

One battle per day, you can use Power Attack twice in the battle.

Epic Feat: 

One-handed weapon damage using Power Attack increases to 1d6 per level; two-handed weapon damage using Power Attack increases to 1d8 per level.

Quick to Fight

Effect: 

At the start of each battle, roll initiative twice and choose the result you want.

Champion Feat: 

If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it’s the start of the battle).

Rebuke

Ranged spell
Cyclic (cast once per battle OR at-will when the escalation die is even)
Target: 
One nearby enemy with 100 hp or fewer
Attack: 
Intelligence + Level vs. MD
Hit: 
The target is hampered (only makes basic attacks) until the end of your next turn.
5th Level Spell: 
Target with 160 hp or fewer.
7th Level Spell: 
Target with 266 hp or fewer.
9th Level Spell: 
Target with 400 hp or fewer.
Adventurer Feat: 

When you roll a natural even hit with the spell, you also deal psychic damage equal to double your level to the target.

Champion Feat: 

When you hit the target with the spell, you also daze it until the end of your next turn.

Epic Feat: 

When you roll a natural even miss against the target, you daze it until the end of your next turn.

Smite Evil

Effect: 

You can use this talent once per battle, plus an additional number of times per day equal to your Charisma modifier.

As a free action before you make a paladin melee attack roll, you can declare that you're using a Smite Evil attack. Add +1d12 to the damage roll AND deal half damage with the attack if it misses.

Adventurer Feat: 

Your Smite Evil attacks gain a +4 attack bonus.

Champion Feat: 

Add 2d12 to the damage roll instead of 1d12.

Epic Feat: 

Add 4d12 to the damage roll instead of 2d12.

Spirits of the Righteous

Ranged spell
Once per battle
Target: 
One nearby enemy
Hit: 
4d6 + Wisdom holy damage, and your nearby ally with the fewest hit points gains a +4 bonus to AC until the end of your next turn.
Miss: 
Your nearby ally with the fewest hit points gains a +2 bonus to AC until the end of your next turn.
3rd Level Spell: 
7d6 damage.
5th Level Spell: 
7d10 damage.
7th Level Spell: 
10d10 damage.
9th Level Spell: 
2d8 x 10 damage.
Champion Feat: 

You also gain the bonus to AC until the end of your next turn on a hit.

Swashbuckle

Effect: 

Once per battle as a quick action, you can spend your momentum to pull off a daring stunt the likes of which others could scarcely conceive. You may make an attack as part of the stunt, but you'll need to roll normally for the attack. This is an improvisational talent.

As a swashbuckler, you do not need a difficult skill check to pull the stunt off.

That's Your Best Shot

Effect: 

Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one!

Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.

Champion Feat: 

If the escalation die is 2+ when you use that’s your best shot, the recovery is free.

Tough as Iron

Effect: 

Once per battle, you can rally using a quick action instead of a standard action.

Adventurer Feat: 

Once per day, you can rally twice during a battle as a quick action, without needing to roll a save for the second rally.

Champion Feat: 

Increase your total number of recoveries by 2.

Epic Feat: 

When you roll a natural 20 with an attack, you gain an additional use of Tough As Iron this battle.

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