I
think that Half-Elf is one of the most under-rated races in 4.0.
They are without a doubt the most versitle. This is all of the
at-wills sorted by attack type:
Horrible - A different at-will is better Difficult This ability requires special circumstances or additional feats to be viable. So-so - Only usable for specific builds Good - A good choice for most. Great - A choice worth changing race to half-elf.
Str vs.
Dex vs.
Int vs.
Wis vs.
Cha vs.
Discussion Retraining There is some debate as to whether a halfelf can retrain his granted ability. Ask your DM. Dual Strike vrs Twin Strike While these abilities are very similar, I belive twin strike is better for a generalist, dual strike catches up with the Reckless Attacker feat. Also note that twin is 2 targets while dual is one only. Update This was all made rather moot by the July 2009 update found here HERE Twin is now the clear winner. Storm Pillar An area of effect with no attack roll, however it doesn't do much against ranged monsters. There is some debate about how forced movement interacts with it, I feel that RAI forced movement should not trigger the damage. Ask your DM. Brash Assault Quite a bit of debate about this one, its very situational, for both the player and the DM. If the DM opts to never having the free attack, its worse than a basic. If you are fighting a ton of undead or orcs, it might be worth it. Beastform and Spiritform For Druid and shaman, both of these keywords have been marked purple because you cannot use them without a multiclass feat. Eyebite Works well for some paladin builds, however the implement thing might be annoying.In detail here. Thanks to Gavinfox for helping with the more elusive at-wills.
Horrible - A different at-will is better Difficult This ability requires special circumstances or additional feats to be viable. So-so - Only usable for specific builds Good - A good choice for most. Great - A choice worth changing race to half-elf.
Str vs.
Show
- AC
- Priest's Shield (Cleric)[1] 1[W]+Str, and both you and an ally gain +1 AC
- Righteous Brand (Cleric)[1] 1[W]+Str, one ally gains your Str to his attack. Cleave (Fighter)[1] 1[W]+Str and adjacent target takes Str damage. Reaping Strike (Fighter)[1] 1[W]+Str, or Str on a miss.
- Sure Strike (Fighter) [1] +2 attack, 1[W] Hit and Run (Fighter) [1] 1[W]+Str and first movement doesn't provoke.
- Tide of Iron (Fighter) [1] 1[W]+Str and one square push. Brash Strike (Fighter) [1] +2 attack, 1[W]+Str, if axe, hammer, or mace, +Con. Grant combat advantage to target next turn
- Crushing Strike (Fighter) [1] 1[W]+Str, Gain temp con hp based off endurance. [invigorating] Dual Strike (Fighter) [1] Two attacks, 1[W] each. This has been downgraded after the errata HERE They must now be separate targets.
- Footwork Lure (Fighter) [1] 1[W]+Str, shift 1, opponent takes previous spot. Holy Strike (Paladin) [1] 1[W]+Str radiant. If marked, add +wis damage. Valiant Strike (Paladin) [1] + attack per adjacent enemy, 1[W]+Str
- Careful Attack (Ranger)[1 or ranged] +2 attack, 1[W]
- Circling Strike (Ranger) [1] 1[W]+Str, beast shifts one.
- Twin Strike (Ranger)[1 or ranged] 1[W], two targets. Viper's Strike (Warlord)[1] 1[W]+Str, if target shifts an ally can AoO Devastating Strike (Barbarian) [1] 1[W]+1d8+Str, you suffer -2 ac. 2 hander
- Howling Strike (Barbarian)[1] 1[W]+1d6+Str can use after charging 2 hander
- Pressing Strike (Barbarian) [1] Shift 2, 1[W]+Str and push 1 Recuperating Strike (Barbarian) [1] 1[W]+Str and gain Con temp hp.
- Brash Assault (Warlord)[1] 1[W]+Str, target can make a basic melee attack against you with combat advantage, if it does: an ally within 5 can do the same.
- Earth Shield Strike (Warden)[1] 1[W]+Str, +1 ac. Strength of Stone (Warden)[1] 1[W]+Str, and gain Con temp hp. Thorn Strike (Warden)[2] 1[W]+Str, pull 1
- Weight of Earth (Warden)[1] 1[W]+Str, and slowed.
- Furious Smash(Warlord)[1] Str, adjacent ally adds CHA to attack and damage.
- Rousing Assault (Warlord) [1] 1[W] + Str, add Cha to warlord healing used before next turn Challenging Strike (Paladin) [1] 1[W]+Str, target is marked until end of next turn or until you move away from the target.
- Foe to Foe (Barbarian) [1] 1[W]+Str If you have reduced at least one non-minion enemy to 0 hp during this encounter, add 1d8 extra damage. While raging, instead add 1d10 extra damage. Recovery Strike (Cleric, DP)[1] 1[W]+Str and the next ally who hits the target regains hp equal to your Cha
- Ardent Strike (Paladin, DP) [1] 1[W]+Str and the target is subject to divine sanction until the end of the turn. This counts as a basic attack for charging.
- Fort
- Knockdown Assault (Fighter) [1] str. Target knocked prone. Can be used as charge.
- REF
- Opening Smash (Warlord)[1]Push target one, one ally either shifts INT squares or makes a basic attack.
- AC
- Eldritch Strike (Warlock)[1] 1[W]+Con and slide target 1, counts as basic melee.
- FORT
- Dire Radiance(Warlock)[10] 1d6+Con radiant, if target moves, 1d6+con Rod, Wand
- REF
- Eldritch Blast(Warlock)[10] 1d10+con, counts as basic ranged. Rod, Wand
- Hellish Rebuke (Warlock)[10] 1d6+con fire, if you are damaged repeat. Rod, Wand [
Dex vs.
Show
- AC
- Careful Attack (Ranger)[1 or ranged] +2 attack, 1[W]
- Nimble Strike (Ranger) 1[W]+Dex, and shift 1.
- Twin Strike (Ranger)[1 or ranged] 1[W], two targets.
- Deft Strike (rogue)[1 or ranged] Shift 2 , 1[W]+Dex crossbow, light blade, or sling
- Riposte Strike (Rogue)[1] 1[W]+Dex, can counter strike, Str vs Ac, 1[W]+Str Light Blade
- Sky Flourish (Rogue)1[W]+Dex+Cha crossbow, light blade, or sling
- Disheartening Strike (Rogue)1[W]+Dex, if you are trained in intimidate, -2 ac also. crossbow, light blade, or sling
- Hunter's Teamwork (Ranger)[ranged] 1[w]+Dex, if target has 2 adjacent allies...gain combat advantage.
- REF
- Piercing Strike (Rogue) 1[W]+Dex Light Blade
- Probing Strike (Rogue) 1[W]+Dex, +1 attack to same target next turn.
Int vs.
Show
- Commander's Strike (Warlord)[10] Ally makes basic attack, + your int
- Storm Pillar (Wizard) [10]until next turn, all who enter burst 1 take 1d6+Int Orb, Staff, Wand
- AC
- Booming Blade (Swordmage)[1] 1[W]+Int, if target moves away 1d6+con Greenflame Blade (Swordmage)[1] 1[W]+Int, Str fire damage to enemies adjacent to target. Magic Weapon (Articifer)[1] +1 to attack, 1[W] +Int and each adjacent ally gaints +1 atk/dam equal to your CON or WIS bonus.
- Aggravating Force (Articifer)[1 or ranged] 1[W]+Int and the next ally to attack the target gains +2 atk.
- REF
- Cloud of Daggers (Wizard) [Area 1 within 10] 1d6+int, creatures who start in the area take Wis damage Orb, Wand, Staff
- Scorching Burst (Wizard)[Area 1 within 10] Orb, Wand, Staff Magic Missle (Wizard)[20] 2d4+int, counts as basic ranged. Orb, Wand, Staff
- Sword Burst (Swordmage) [close burst 1] 1d6+int force damage
- Static Shock (Articifer)[5] 1d8+Int lightning, targets next attack takes a negative equal to your con score. Rod, Staff, Wand
- FORT
- Ray of Frost (Wizard)[10]1d6+int, and target is slowed Orb, Wand, Staff
- Thunderwave (Wizard)[close blast 3]1d6+int, and targets pushed back wis squares Orb, Wand, Staff
- Lightning Lure (Swordmage)[3] 1d6+Int and pull target to you Blade
- Chilling Cloud (Wizard) [Area 1 within 10] Int and enemies in area take -2 to attack Orb, Wand, Staff
- Thundering Armor (Articifer) [10] Ally gains +1 AC, adjacent enemy takes 1d8+Int thunder and is pushed 1. Rod, Staff, Wand WILL
- Illusionary Ambush (Wizard) [10] 1d6+Int Psychic, -2 attack till next turn. Orb, Staff, Wand
- Phantom Bolt (Wizard)[10] 1d8+Int psychic, and slide 1 Orb, Staff, Wand
Wis vs.
Show
- AC
- Predator Strike (Ranger) [1] 1[b]+ beast's str +Wis AC Bond of Pursuit (Avenger) [1] 1[W]+Wis, if the target doesn't end his turn next to you, shift 1+Dex squares closer.
- Bond of Retribution (Avenger) [1] 1[W]+Wis, if someone else attacks you, it also takes int. Overwhelming Strike [1] 1[W]+Wis, switch places with target.
- Leading Strike (Avenger, DP) [1] 1[W]+Wis, adjacent ally gains INT to his attack
- REF
- Lance of Faith (Cleric)[5] 1d8+Wis, and one ally gains +2 to attack holy symbol
- Sacred Flame (Cleric)[5] 1d6+Wis, and one ally gains your Cha +1/2 level temp hp. Or makes a save. Radiant Vengeance (Avenger) [10] 1d8+Wis, gain Wis temp hp.
- Flame Seed (Druid) [10]1d6 fire, adjacent area does WIS damage to occupants Staff, Totem
- Grasping Claws (Druid) [1]1d8+Wis, slowed. Can be basic meleeStaff, Totem
- Pounce (Druid) [1] 1d8+Wis, and target grants combat advantage to next attacker. Can be used after charge. Staff, Totem
- Savage Rend (Druid) [1]1d8+Wis and slide target 1 Staff, Totem Storm Spike (Druid) [10]1d8+Wis lightning, if the target doesn't move 2. Wis lightning again. Staff, Totem
- Divine Bolts (Invoker) [10]2 targets take 1d6+Wis lightning Rod or Staff Sun Strike (Invoker) [10] 1d8+Wis radiant and slide 1 Rod or Staff
- Vangaurd's Lightning [burst 1 within 10] 1d6+Wis lightning, if tartget makes a AoO, Int lightning. Rod or Staff
- Defending Strike (Shaman) [1] 1d8+Wis, allies adjacent to spirit gain +1 ac. Totem
- Astral Seal (Cleric, DP) [5] +2 to attack, untill next turn, the target takes a -2 to all def. The next ally to hit it gains 2+ your cha hit points. Holy Symbol
- Hand of Radiance (Invoker, DP)[10] up to three targets take 1d4+Wis radiant. Rod, Staff
- WILL
- Call of the Beast (Druid) [Area 1 within 10] Target can't gain combat advantage, takes 5+Wis if it attacks anyone besides it's closest target. Staff, Totem
- Haunting Spirits (Shaman)[5] 1d6+Wis Psychic damage, target grants combat advantage to one ally Totem
- Protecting Strike (Shaman) [1] 1d8+Wis, alies adjacent to spirit gain CON temp hd. Totem
- Gaze of Defiance (Cleric) [5]1d8+Wis psychic damage, allies gain +1 to attack until the end of your next turn. If the target attacks you before the end of your next turn, the bonus increases to +3. holy symbol
- Bond of Censure(Avenger, DP) [5] If target is your oath, can attack twice and use the higher of the two, pull target INT squares, do 1d10 radiant if it ends up next to you. Holy Symbol
- Mark of the Infidel (Invoker, DP) [20]1d6+Wis radiant, if the target is marked, it takes an additional -2 from the mark. Rod, Staff
- Visions of Blood (Invoker, DP) [Blast 3] each creature taked 1d6+Wis psychic and takes a -1 to all def for a turn. Rod, Staff
- FORT
- Chill Wind (Druid) [Area 1 within 10]1d6 cold,slide 1 Staff, Totem
- Thorn Whip (Druid) [10]1d8+Wis, pull 2Staff, Totem
- Avenging Light (Invoker) [10] 1d10+Wis radiant, if a bloodied ally is adjacent, +Con radiant Rod or Staff
- Grasping Shards (Invoker) [burst 1 within 10] Wis, slowed. Rod or Staff
- Stalker's Strike (Shaman) [1] If target is bloodied, +1/2 INT to attack. 1d10+wis, spirit can flank for rest of turn. Totem
- Watcher's Strike (Shaman) [1] 1d8+Wis, allies adjacent to spirit gain +1 atk, +5 Per Totem
- Grasping Tide(Druid) [Area 1 within 10] 1d6+Wis, if target leaves the area, you can make seccond attack: Wis vs. Ref, Hit: Knock target prone.Totem
- Wrath of Winter (Druid) [5] 1d10+Wis cold, teleport spirit companion Totem
Cha vs.
Show
- AC
- Bolstering Strike (Paladin) [1] 1[W]+Cha and gain Wis temp hp.
- Enfeebling Strike (Paladin)[1] 1[W]+Cha, if marked target takes -2 attack. Guiding Strike (Bard)[1] 1[W]+Cha, target takes -2 to one def.
- War Song Strike (Bard)[1] 1[W]+Cha, any ally who hits the target gains your Con temp hp Jinx Shot(Bard) [ranged] 1[W]+Cha, and if the target misses this turn, it falls prone.
- Eldritch Strike (Warlock)[1] 1[W]+Cha and slide target 1, counts as basic melee.
- Ardent Strike (Paladin, DP) [1] 1[W]+Cha and the target is subject to divine sanction until the end of the turn. This counts as a basic attack for charging.
- Virtuous Strike (Paladin, DP)[1] 1[W]+Cha radiant, and you gain a +2 to saving throws for a turn. Counts as basic melee
- REF
- Eldritch Blast(Warlock)[10] 1d10+Cha, counts as basic ranged. Rod,Wand
- Misdirected Mark (Bard) [10] 1d8+Cha, and the target is marked by an ally within 5. Wand, Songblade
- Blazing Starfall (Sorcerer) [Burst 1 within 10]1d5+Cha radiant Dagger, Staff
- Lightning Strike (Sorcerer)[10] 1d8+Cha lightning, second target within 10 takes DEX Dagger, Staff
- Arcing Fire (Sorcerer) [10] 1d8+Cha fire, Any enemy giving the target cover takes Cha fire. Dagger, Staff
- Burning Spray (Sorcerer) [Close Blast 3] 1d8+Cha Dagger, Staff
- WILL
- Eyebite (Warlock)[10]1d6+Cha psychic and you are invis to target. Rod, Wand
- Spiteful Glamor(Warlock frcs)[10] 1d8+Cha, or 1d12+Cha to a full health target Rod,Wand
- Vicious Mockery (Bard) [10] 1d6+Cha psychic, -2 attack Wand, Songblade
- Cutting Words(Bard)[10] 1d8+cha, pull target 2. Wand, Songblade
- Acid Orb(Sorcerer)[10] 1d10+Cha, counts as basic ranged. Dagger, Staff
- Chaos Bolt (Sorcerer) [10]1d10+Cha psychic damageDagger, Staff
- FORT
- Dragonfrost(Sorcerer)[10] 1d8+Cha cold,+push 1, can be used as a basic ranged. Dagger, Staff
- Storm Walk (Sorcerer)[10]1d8+Cha thunder, shift 1 before or after attack Dagger, Staff
Discussion Retraining There is some debate as to whether a halfelf can retrain his granted ability. Ask your DM. Dual Strike vrs Twin Strike While these abilities are very similar, I belive twin strike is better for a generalist, dual strike catches up with the Reckless Attacker feat. Also note that twin is 2 targets while dual is one only. Update This was all made rather moot by the July 2009 update found here HERE Twin is now the clear winner. Storm Pillar An area of effect with no attack roll, however it doesn't do much against ranged monsters. There is some debate about how forced movement interacts with it, I feel that RAI forced movement should not trigger the damage. Ask your DM. Brash Assault Quite a bit of debate about this one, its very situational, for both the player and the DM. If the DM opts to never having the free attack, its worse than a basic. If you are fighting a ton of undead or orcs, it might be worth it. Beastform and Spiritform For Druid and shaman, both of these keywords have been marked purple because you cannot use them without a multiclass feat. Eyebite Works well for some paladin builds, however the implement thing might be annoying.In detail here. Thanks to Gavinfox for helping with the more elusive at-wills.