Fortune Cards Index

Although I was skeptical about Fortune Cards at first, I’ve accepted them as a part of modern D&D, and have come to enjoy using them. Therefore, I offer this resource to help those playing in games that use the cards. Since I have not yet seen all of the cards personally, even in scans (especially the promotional cards and the Spiral of Tharizdun set), some cards may have blank entries in the index. I’ll patch those holes as soon as I can!

arrowheadShadow over Nentir Vale (Noble Knight offers boxes and individual packs)

# Frq Name Type Effect
1 C Careful Aim Attack Play when you use a close or area attack power. Omit one creature from the power’s area of effect.
2 U Crafty Strike Attack Play when your at-will or encounter attack power hits an enemy granting you combat advantage. You gain a +4 bonus to the power’s damage roll against that enemy.
3 U Exposed Target Attack Play when you make a ranged attack. You gain a +2 bonus to the attack roll against any target of that attack that does not have cover.
4 U Fair Fight Attack Play at the start of your turn. Until the end of this turn, you gain a +2 bonus to the attack rolls of at-will attack powers.
5 C Full Speed Ahead Attack Play when you charge on your turn. You gain combat advantage against the target of the charge attack.
6 R Gambler’s Effort Attack Play at the start of your turn. Roll a d20 to determine this card’s effect. 1-9 your attacks deal half damage. 10-20 your attacks gain a bonus to damage rolls equal to 2 + one-half your level.
7 R Grim Determination Attack Play at the start of your turn. You gain a bonus to your first attack roll this turn equal to the number of bloodied allies within 5 squares of you.
8 R I Will Avenge You! Attack Play when ally drops to 0 hit points. You make one melee or ranged basic attack as a free action.
9 R Keep at It! Attack Play on your turn when you miss with an attack roll. Reroll the missed attack roll. You take damage equal to your level.
10 U Loose Rocks Attack Play when you knock an enemy prone with an attack. The enemy also takes damage equal to 2 + one-half your level. You fall prone the next time you take damage before the start of your next turn.
11 R Mano a Mano Attack Play at the start of your turn. Until the end of this turn, you gain a bonus to damage rolls against enemies that have no creatures adjacent to them other than you. The bonus equals 1 + one-half your level.
12 R Measured Cut Attack Play at the start of your turn. Once during your turn, you can take a minor action to gain a +2 to your next attack roll.
13 R Mind over Metal Attack Play at the start of your turn. The first attack roll you make this turn targets Will instead of the defense the attack normally targets.
14 R Outnumbered, Undaunted Attack Play at the start of your turn. You gain a bonus to your next damage roll this turn equal to the number of enemies within 2 squares of you.
15 R Overbear Attack Play when your at-will attack power hits a target granting you combat advantage. You also knock that target prone.
16 C Phantom Ally Attack Play at the start of your turn. During this turn, you gain combat advantage against the targets of your at-will attack powers.
17 C Reckless Onslaught Attack Play when you miss with an attack. Reroll the attack roll. You must use the second roll, even if it’s lower. You then fall prone and take damage equal to your level.
18 R Reckless Swing Attack Play when you make an attack on your turn. You gain a +2 bonus to the attack rolls and damage rolls of that attack against targets adjacent to you. Making that attack provokes opportunity attacks.
19 C Reckless Violence Attack Play when you make an attack on your turn. You take a -2 penalty to the attack rolls and gain a +4 bonus to the damage rolls of that attack. You grant combat advantage until the start of your next turn.
20 R Stronger Together Attack Play when you make an attack on your turn. You gain a bonus to the attack roll of that attack equal to the number of allies adjecent to you.
21 U Skulking Strike Attack Play when you attack a target while hidden. If the attack hits, you also slide that target 1 square. After the attack, you can make a Stealth check to remain hidden.
22 R Sucker Punch Attack Play when you deal damage to an enemy granting you combat advantage. That enemy takes 1d6 extra damage. On a roll of 6, you also take 6 damage.
23 R Surprise! Attack Play at the start of your turn. You gain combat advantage with your next attack this turn against an enemy that is adjacent to your ally.
24 R To the Ground Attack Play on your turn when you hit a target adjacent to you. You knock the target prone. You then fall prone.
25 R Touch of Fate Attack Play when you miss every target with an at-will attack power. You gain a Stroke of Luck*, which you can use any time before the end of the encounter
26 R Wave of Fate Attack Play when you miss every target with an encounter attack power. You gain a Stroke of Luck*, which you can use at any time before the end of the encounter.
27 R Balance of Fate Defense Play either when you are bloodied by an attack or when you are hit by an attack while bloodied. You gain a Stroke of Luck*, which you can use any time before the end of the encounter.
28 C Beat Feet Defense Play at the start of your turn. During this turn, you can take a move action to move up to your speed + 2. You cannot end this movement adjacent to an enemy.
29 C Coward’s Boon Defense Play at the end of your turn if you did not make an attack that turn. You gain temporary hit points equal to 3 + one-half your level.
30 C Eye for Danger Defense Play at the start of your turn. Until the start of your next turn, being flanked doesn’t cause you to grant combat advantage.
31 C Gambler’s Dodge Defense Play when you take damage. Roll a d20. On a roll of 10 or higher, you take half the normal damage. On a 9 or lower, you take extra damage equal to your level.
32 R Gambler’s Sidestep Defense Play at the start of your turn. Roll a d20 to determine this card’s effect. 1-9 Take a -2 penalty on all defenses. 10-20 take a +2 bonus to all defenses.
33 R Gambler’s Solace Defense Play at the start of your turn. Roll a d10 or a d20. If the result is even, you gain that many temporary hit points. If it is odd, you lose that many hit points.
34 R Hang in There Defense Play at the start of your turn. Each bloodied ally within 5 squares of you gains temporary hit points equal to 3 + one-half your level.
35 R Hold Steady Defense Play at the end of your turn if you did not move on that turn. You gain temporary hit points equal to 3 + one half your level.
36 C Inner Strength Defense Play either when you spend a healing surge or when you take the total defense action. You make a saving throw.
37 C Live and Let Live Defense Play at the end of your turn if you did not make an attack on that turn. You gain a +4 bonus to all defenses until the start of your next turn.
38 U Not in the Face! Defense Play when an enemy attacks you with combat advantage. You do not grant combat advantage for that attack.
39 U Only a Flesh Wound Defense Play when you make a death saving throw. You gain a +5 bonus to that death saving throw.
40 R Opportunistic Fate Defense Play when an enemy makes an opportunity attack against you. You gain a Stroke of Luck*, which you can use at any time before the end of the encounter.
41 U Painful Escape Defense Play when you take damage from an attack. You shift up to 3 squares as a free action.
42 R Reinvigorate Defense Play when you hit an enemy with an at-will attack power while you are bloodied. You regain hit points equal to 5 + one-half your level.
43 R Rejuvenating Fate Defense Play when you fail a saving throw. You gain a Stroke of Luck which you can use at any time before the end of the encounter.
44 U Stand By Me Defense Play during your turn. Until the start of your next turn, you gain a bonus to AC equal to the number of allies adjacent to you.
45 C Stand Firm Defense Play when you are pulled, pushed, slid, or teleported. You negate that movement.
46 U Stave Off Death Defense Play when you drop to 0 hit points or fewer. You lose one healing surge. You instead are reduced to 1 hit point.
47 R Unwavering Defense Play when you drop to 0 hit points or fewer. Until the end of your next turn, you remain conscious but are still dying. You cannot regain hit points until after the end of your next turn.
48 C Wary Shot Defense Play when you make a ranged or area attack. That attack does not provoke opportunity attacks.
49 C Whoops! Defense Play when an attack knocks you prone. One creature adjacent to you also falls prone.
50 R Defiant Stand Defense Play when an ally ends his or her turn adjacent to two or more enemies. That ally gains temporary hit points equal to 3 + one-half your level. That ally does not gain combat advantage until the start of his or her next turn.
51 C Dependability Tactic Play when you or an ally makes a skill check or an ability check. Treat the check result as if the player had rolled a 10.
52 C Distracting Banter Tactic Play at the start of your turn. Once during this turn, you can take a move action to allow one ally within 5 squares of you to shift up to 3 squares as a free action.
53 R Fate of the Reckless Tactic Play when an enemy makes an opportunity attack against an ally. That ally gains a Stroke of Luck*, which he or she can use at any time before the end of the encounter.
54 U Free Passage Tactic Play at the start of your turn. Whenever you move during this turn, entering squares occupied by your allies costs you no squares of movement.
55 R Gambler’s Stride Tactic Play at the start of your turn. Roll a d20 to determine the card’s effect. The effect lasts until the end of this turn. Roll 1-9 You are immobilized. 10-20 You gain a +4 to speed.
56 U Gang Up Tactic Play at the start of your turn. Until the start of your next turn, allies gain a +2 bonus to damage rolls against enemies that are adjacent to you.
57 C Get a Grip Tactic Play when you or an ally adjacent to you fails a saving throw. That character rerolls the saving throw.
58 R Go for It! Tactic Play at the start of your turn. Choose one enemy adjacent to you. Until the start of your next turn, your allies gain combat advantage with charge attacks against that enemy.
59 U Hold It! Tactic Play when an enemy makes a ranged or melee attack against an ally adjacent to you. That ally gains a +2 bonus to all defenses against that attack.
60 R It’s a Trap! Tactic Play when an enemy ends its turn adjacent to you. One ally within 3 squares of you shifts up to 2 squares as a free action to a square adjacent to that enemy.
61 R Kip Up Tactic Play when you or an ally is knocked prone by an enemy. That character can use a minor action to stand on his or her next turn.
62 U Look at Me! Tactic Play at the start of your turn. Until the start of your next turn, enemies that are adjacent to you grant combat advantage to your allies, and you grant combat advantage to enemies that are adjacent to you.
63 C Lucky Fall Tactic Play when you or any ally takes falling damage. That character takes half damage from the fall and lands standing.
64 U Might Makes Right Tactic Play when you make an Intimidate or Diplomacy check. You gain a bonus to the check equal to the number of unbloodied allies adjacent to you.
65 R Mounting Trepidation Tactic Play when you make an attack that targets Will or Fortitude. You gain a bonus to the attack roll equal to the number of bloodied enemies within 10 squares of you (maximum +5).
66 R One for the Team Tactic Play when you are targeted by a close or area attack. That attack automatically misses its other targets and scores a critical hit against you.
67 C Push Through the Crowd Tactic Play at the start of your turn. Until the end of this turn, you can move through enemies’ spaces. Enemies that make opportunity attacks against you on this turn gain combat advantage with those attacks.
68 R Quick Feet Tactic Play when an ally adjacent to you shifts. That ally shifts 1 additional square.
69 U Reinforcement Tactic Play at the start of your turn. Once as a move action during this turn, you can shift up to 3 squares to a square adjacent to an ally.
70 R Resurgent Fate Tactic Play when a critical hit is scored against you or an ally. That character gains a Stroke of Luck*, which he or she can use at any time before the end of the encounter.
71 C Risky Move Tactic Play at the start of your turn. Once as a move action during this turn, you can shift up to your speed. At the end of this shift, roll d20. On a result of 9 or lower, you fall prone.
72 U Self-Preservation Tactic Play when an ally adjacent to you takes damage from a melee attack. You shift up to 2 squares.
73 U Self-Sacrifice Tactic Play when an ally adjacent to you is hit by a melee or ranged attack. That attack hits you instead.
74 R Shared Fate Tactic Play when one enemy attacks you and at least two allies on the same turn You or one of those allies gains a Stroke of Luck which that character can use at any time before the end of the encounter.
75 R Shifty Moves Tactic Play at the start of your turn. During this turn, you can shift 1 square as a minor action.
76 C Trained Advance Tactic Play when an ally within 5 squares of you takes a move action to shift. You shift 1 square as a free action.
77 R Unfair Advantage Tactic Play when you or an ally knocks an enemy prone. One ally makes a basic attack against the prone enemy as a free action.
78 C Watchful Approach Tactic Play at the start of your turn. During this turn, you can take a standard action to shift up to your speed.
79 R Wear Them Down Tactic Play when an ally misses an target with an at-will attack power. That target takes damage equal to 2 + one-half your level.
80 R Why Me? Tactic Play when an enemy’s attack damages you. You take maximum damage from the attack. One ally within 5 squares of you makes a basic attack against that enemy.
P1 R One More Chance Attack Play at the start of your turn. If you have no encounter attack powers remaining, the first enemy you hit this turn takes 5 extra damage.
P2 U Cautious Maneuver Defense Play at the start of your turn. Until the end of this turn, you take half damage from opportunity attacks made against you.
P3 U Impervious Defense Play when a critical hit is scored against you. The critical hit is instead a normal hit.
P4 C Enduring Focus Tactic Play at the start of your turn. Until the start of your next turn, allies within 2 squares of you gain a +2 bonus to saving throws.
P5 R Gambler’s Eye Attack Play at the start of your turn. Roll a d20 to determine this card’s effect. The effect lasts until the end of this turn. 1–9 You take a –2 penalty to attack rolls. 10–20 Your [sic] gain a +2 bonus to attack rolls.
P9 C Stay with Me! Tactic Play when a bloodied ally is hit by an enemy. That ally gains temporary hit points equal to 3 + one-half your level.

* Use a Stroke of Luck to reroll any one attack roll, saving throw, or skill check you make. You can have only one Stroke of Luck at a time, and you cannot use it to affect the event that granted it to you.

arrowheadNeverwinter (Noble Knight offers boxes and individual packs)

# Frq Name Type Effect
1 U And Stay Down Attack Play when an enemy stands up. The enemy must succeed at a saving throw or fall prone.
2 C Brutal Take Down Attack Play when you daze a target with an attack power. The target also falls prone.
3 C Bull’s Charge Attack Play when you hit a target with a charge attack. After the attack is resolved, you push the target up to 2 squares.
4 R Charge! Attack Play at the start of your turn. Until the end of the turn, you gain a +2 bonus to speed when charging and a +2 bonus to the attack rolls of charge attacks.
5 R Deadly Charge Attack Play when you charge on your turn. You can use a daily melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.
6 R Deadly Opportunity Attack Play when you make an opportunity attack. You can use a daily melee attack power against the provoking target instead of an opportunity attack.
7 R Dire Charge Attack Play when you charge on your turn. You can use an encounter melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.
8 R Dire Opportunity Attack Play when you make an opportunity attack. You can use an encounter melee attack power against the provoking target instead of an opportunity attack.
9 R Fearsome Charge Attack Plaly when you charge on your turn. You can use an at-will melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.
10 R Fearsome Opportunity Attack Play when you make an opportunity attack. You can use an at-will melee attack power against the provoking target instead of an opportunity attack.
11 R Go for the Eyes! Attack Play before you use an attack power that deals damage. Expend a daily attack power. Each creature hit by the attack is also blinded until the end of your next turn.
12 C Hamstring Attack Play when you hit with an opportunity attack. The target is also slowed until the start of your next turn.
13 R Immobilizing Strike Attack Play when you deal 10 damage or more to an enemy with an attack. The attack deals 5 less damage to that enemy, and that enemy is also immobilized until the start of your next turn.
14 R Inconceivable Failure Attack Play when you miss every target with an encounter attack power. You regain the use of the power. You are also dazed until the start of your next turn.
15 U Lucky Blow Attack Play when you roll a 1 on a damage die. Reroll any dice from the damage roll that have a result of 1. You must take the second roll.
16 C Recall Power Attack Play when you use a daily attack power. The power is not expended. Expend a higher level daily attack power instead.
17 R Relentless Effort Attack Play when you roll a 1 on an attack roll. Reroll the attack roll. You lose a healing surge.
18 R Seize the Moment Attack Play when an enemy leaves a square adjacent to you due to forced movement. You make an opportunity attack against that enemy.
19 U Shall We Dance? Attack Play when a Medium or Small enemy enters a square adjacent to you. As a free action, you and the enemy swap positions.
20 C Signature Attack Attack Play when you use an encounter attack power. The power is not expended. Expend a higher level daily attack power or encounter attack power instead.
21 R Slowing Strike Attack Play when you deal 10 damage or more to an enemy with an attack. The attack deals 5 less damage to that enemy, and that enemy is also slowed until the start of your next turn.
22 R Stopped in Your Tracks Attack Play before you use an attack power that deals damage. Expend a daily attack power. Creatures hit by the attack are also immobilized (save ends).
23 R Stupefying Strike Attack Play when you deal 10 damage or more to an enemy with an attack. The attack deals 5 less damage to that enemy, and that enemy is also dazed until the start of your next turn.
24 C Tremendous Shove Attack Play when you push a target. You push the target up to 2 additional squares.
25 R Unbalancing Attack Attack Play before you use an attack power that deals damage. Expend an encounter attack power. Creatures hit by the attack are also dazed until the end of your next turn.
26 C Vicious Damage Attack Play when an enemy succeeds on a saving throw to end ongoing damage. The enemy must reroll the saving throw.
27 U Vicious Shove Attack Play when an enemy succeeds on a saving throw to avoid forced movement into hindering terrain. The enemy must reroll the saving throw.
28 R Weakening Strike Attack Play when you deal 10 damage or more to an enemy with an attack. The attack deals only half damage to that enemy, and that enemy is also weakened until the start of your next turn.
29 R Braced to Move Defense Play when an attack targets your Reflex. You gain a +4 bonus to Reflex against that attack. You are then dazed until the end of your next turn.
30 C Breathing Room Defense Play when you use your second wind. You can shift up to 2 squares as a free action.
31 U Building Confidence Defense Play before you make a saving throw. You gain a +2 bonus to that saving throw. If you succeed, you gain a +2 bonus to all defenses until the start of your next turn.
32 U Dwarven Stubbornness Defense Play when you fall prone. Roll a saving throw. If you succeed, you do not fall prone.
33 R Extra Exertion Defense Play when you start your turn dazed. You can take an extra minor action this turn.
34 R Fighting Spirit Defense Play when an attack hits you. After the attack is resolved, you spend a healing surge. You also grant combat advantage until the start of your next turn.
35 R Give No Ground Defense Play when you or an ally is subjected to forced movement. That character is not affected by the forced movement.
36 U Good Fall Defense Play when you are knocked prone. Before you fall prone, you shift 1 square as a free action.
37 R Hidden Reserves Defense Play when you spend your last healing surge. You gain a healing surge.
38 R Hit the Dirt! Defense Play when you or an ally is the target of a ranged attack. The target falls prone as a free action and gains a +2 bonus to all defenses against the ranged attack.
39 R I’m Done with This Defense Play when you fail a saving throw. You instead succeed on the saving throw. You lose a healing surge.
40 U Inured to Pain Defense Play when you save against ongoing damage with a damage type. You gain resist 5 to that damage type until the end of your next turn. This resistance increases to 10 at 11th level and 15 at 21st level.
41 U It Could Be Worse Defense Play when an attack hits you. You take only half damage from the attack and fall prone as a free action.
42 C Keep Up Your Guard Defense Play when you take the total defense action. Until the start of your next turn, enemies take a –2 penalty to attack rolls against you.
43 R Mentally Braced Defense Play when an attack targets your Will. You gain a +4 bonus to Will against that attack. You are then dazed until the end of your next turn.
44 U Moment of Clarity Defense Play when you start your turn dazed or stunned. You ignore the dazing or stunning effect until the end of your turn. If the effect requires a saving throw, you make it at the end of your turn as normal. You lose a healing surge.
45 C On Your Guard Defense Play when you become bloodied. You gain a +2 bonus to all defenses until the start of your next turn.
46 R Physically Braced Defense Play when an attack targets your Fortitude. You gain a +4 bonus to Fortitude against that attack. You are then dazed until the end of your next turn.
47 C Quick Switch Defense Play at any time. As a free action, you can stow one item and draw another.
48 R Resolute Mind Defense Play when an effect dominates or stuns you. You are instead dazed until the effect would normally end. You lose a healing surge.
49 U Silver Lining Defense Play when you fail a saving throw. You can spend a healing surge.
50 U Silver Tongue Defense Play when you make a Bluff check, Diplomacy check, or Intimidate check and dislike the result. Reroll the check You must take the second result.
51 C Slip Away Defense Play when you start your turn and are grabbed. You make a check to escape the grab as a free action.
52 U Swift Recovery Defense Play when you use your second wind. The second wind requires a minor action instead of a standard action.
53 R Take Cover! Defense Play when you or an ally is the target of a blast or burst attack. You and each ally in the blast or burst gain a +2 bonus to all defenses against that attack.
54 R Walk It Off Defense Play when you take damage. After you take the damage, you can spend a healing surge. You are dazed until the end of your next turn.
55 C Watchful Rashness Defense Play when you are the target of an opportunity attack. You gain a +4 bonus to all defenses against opportunity attacks (including the triggering opportunity attack) until the start of your next turn.
56 U Allow Me Tactic Play when an ally within 10 squares of you spends a healing surge. You lose a healing surge instead of that ally.
57 R Behind You! Tactic Play when an enemy enters a square to flank one of your allies. As a free action, the flanked ally can shift up to 2 squares.
58 C Deft Charge Tactic Play when you or an ally charges. The character can take further actions after the charge.
59 U Double Team Tactic Play when you miss with an attack against an enemy you flank. One ally with which you flank that enemy can make a basic attack against that enemy as a free action.
60 U Ever Ready Tactic Play after you take an immediate action. You can take another immediate action before the start of your next turn.
61 C Extra Step Tactic Play when you shift. You shift 1 additional square.
62 R Fight Me! Tactic Play at the start of your turn. Until the start of your next turn, enemies gain a +2 bonus to attack rolls against you and take a –2 penalty to attack rolls against your allies.
63 U Leap into Action Tactic Play at the start of your turn. You can move up to your speed as a free action but must end the move adjacent to an enemy.
64 R Now Is the Time to Strike Tactic Play when an enemy adjacent to your ally shifts. The ally can make a melee basic attack against that enemy as an immediate interrupt.
65 U Quickstep Tactic Play when you hit a creature with an at-will attack. After the attack, you can shift 1 square as a free action.
66 R Ready for Anything Tactic Play when you ready an action. You can ready a second action and trigger. You can take only one of the readied actions if both trigger.
67 C Roll Away Tactic Play when you stand up. You can shift up to 2 squares as a free action.
68 C Roll with the Blow Tactic Play when an attack hits you or an ally. That character shifts up to 3 squares as an immediate reaction.
69 R Set for the Charge Tactic Play when an enemy charges you or an ally adjacent to you. As an immediate reaction, the target of the charge attack can make a melee basic attack against the charging enemy when it moves adjacent to that character.
70 U Share the Load Tactic Play when an attack hits an ally adjacent to you. Your ally takes half of the damage from the attack, and you take the other half. You are both subject to any additional effects of the attack.
71 R Snap out of It! Tactic Play when an ally is subjected to an effect that a save can end. The ally makes a saving throw against that effect with a +2 bonus. If that character saves, you gain 5 temporary hit points.
72 R Some Good Will Come of It Tactic Play when you miss every target with an at-will attack power. An ally within 10 squares of you can make a basic attack against a target of that attack power as a free action.
73 U Steel Your Nerves Tactic Play when you or an ally uses second wind. Each ally within 10 squares of that character gains a +2 bonus to all defenses until the start of your next turn.
74 C Sure Footing Tactic Play when you move during your turn. During your move, entering a square of difficult terrain does not cost 1 square of extra movement.
75 R Tactical Retreat Tactic Play at the start of your turn. You and each ally adjacent to you can use a free action to shift up to 3 squares. Each square a character moves cannot bring him or her closer to a visible enemy.
76 R Take Heart, Friends! Tactic Play when you spend a healing surge. Each ally that can see you gains 5 temporary hit points.
77 R Thread the Needle Tactic Play when you move adjacent to an ally flanked by enemies. As a free action, you push the ally 1 square (if he or she is willing) and shift 1 square into the square the ally left.
78 R True Confidence Tactic Play when you gain temporary hit points. You do not gain the temporary hit points. Instead, you regain hit points equal to the temporary hit points.
79 C Useful Power Tactic Play when you use a utility power. The power is not expended. Expend a higher level daily utility power instead.
80 C Where Are You Going? Tactic Play when an enemy adjacent to you moves. The enemy takes a –2 penalty to attack rolls against any target other than you until the start of its next turn.
P1 C Bowl Over Attack Play when you hit a target with a charge attack. You also knock the target prone.
P2 R Spellplague Surge Attack Play at the start of your turn. Until the start of your next turn, all attacks made by you and creatures within 5 squares of you deal 5 extra fire and psychic damage.
P3 U Great Confidence Defense Play when you gain temporary hit points. The amount of temporary hit points you gain increases by 5.
P4 C Right Behind You Defense Play when a creature adjacent to you moves. You shift 1 square into the space the creature left as a free action.
P5   Rallying Cry Attack Play at the start of your turn. As a free action, each ally within 5 squares of you can shift 1 square, or up to 3 squares if that ally moves closer to you.
P6 C Not Dead Yet Defense Play when you drop below 1 hit point. You are dying but do not fall unconscious from that condition until the end of your next turn or until you take additional damage. You cannot regain hit points until the end of your next turn.
P7   Over Bold Defense Play when you spend a healing surge. You also gain 10 temporary hit points. You grant combat advantage until the start of your next turn.
P8   Pile It On Tactic Play when you spend an action point. Any ally that spends an action point before the start of your next turn gains a +2 bonus to attack rolls and to all defenses. The bonus lasts until the start of your next turn.

arrowheadFury of the Feywild (Noble Knight offers boxes and individual packs)

# Frq Name Type Effect
1 U Capricious Advantage Attack Play when you attack with combat advantage. Roll a d20.
1–9: After the attack, you become dazed until the start of your next turn.
10+: After the attack, one ally adjacent to the target of your attack makes an opportunity attack against it.
2 U Capricious Gravity Attack Play when you pull, push, or slide an enemy 1 square or more. Roll a d20.
1–9: You fall prone and cannot stand up until the start of your next turn.
10+: That enemy falls prone after the forced move.
3 U Catseye Attack Play when you make a melee or a ranged attack against a creature that has partial or total concealment against you. You ignore the penalty to attack rolls for attacking a creature that has concealment for that attack.
4 C Cold Iron Attack Play at the start of your turn. Until the start of your turn, you gain a +1 bonus to weapon attack rolls and a +2 bonus to weapon damage rolls against fey creatures.
5 U Entwining Fronds Attack Play when you hit an enemy with an attack. That enemy is also immobilized until the start of your next turn. If it is already immobilized, it is restrained instead.
6 R Cyclops’s Retort Attack Play when an enemy you can see hits one of your allies with a melee attack. As an opportunity action, you shift up to 2 squares toward that enemy and make a melee basic attack against it.
7 R Fey Bewilderment Attack Play at the start of your turn. The first attack you make this turn targets Reflex instead of the defense the attack normally targets.
8 C Fey Trickery Attack Play when you use a melee or ranged attack power. You gain a +1 bonus to attack rolls with that power. If it is a charm or illusion power, the bonus increases to +2.
9 C Firbolg’s Fury Attack Play when a critical hit is scored against you or an ally. That character makes a basic attack as a free action.
10 R Flesh Is Weak Attack Play at the start of your turn. The first attack roll you make this turn targets Fortitude instead of the defense the attack normally targets.
11 U Flickering Charge Attack Play when you charge during your turn. You are insubstantial during the charge.
12 C Focused Charge Attack Play when you charge during your turn. You ignore difficult terrain during the charge.
13 R Frost Prince’s Offering Attack Play when you hit a creature with an attack. You and the creature you hit each take cold damage equal to 3 + one-half your level.
14 R I Mean It! Attack Play when you miss every target with an at-will or encounter attack power. Reroll the attack roll against one target of the power. You must use the second roll. If you have the fey origin, you can reroll the attack roll against one additional target of the power.
15 R Kiss of the Long Night Attack Play during your turn as a standard action. Choose an enemy within 5 squares of you and make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy’s Will, that enemy cannot make attacks against you until it takes damage or until the start of your next turn.
16 R Maze of Fathaghn Attack Play when you hit a creature with an attack. Until the start of your next turn, that creature is deafened and has line of sight only to the creature closest to it that it could normally see.
17 R Moonbeam Lance Attack Play when you hit an enemey within 10 squares of you. That enemy grants combat advantage until the end of your next turn.
18 R Murkendraw Hag Blight Attack Play when you bloody an enemy. That enemy is weakened until the start of your next turn. You lose a healing surge.
19 U Pixie’s Laughter Attack Play when you use a ranged or area attack power. One target of that power grants combat advantage to you for that attack. If you have the fey origin, every target grants combat advantage to you instead.
20 C Pointed Remark Attack Play when you use an attack power. One target hit by the attack takes 4 extra damage. If it is a charm or illusion power, every target hit by the attack takes 4 extra damage.
21 R Redcap’s Feast Attack Play when you drop an enemy below 1 hit point. You regain hit points equal to your healing surge value.
22 C Shifting Fortunes Attack Play when you hit a creature adjacent to you with a melee attack power. After the attack, you and that creature swap places.
23 U The Shakes Attack Play when you miss every target with an at-will or encounter attack power. One target of that power grants combat advantage until the start of your next turn. If you have the fey origin, every target grants combat advantage instead.
24 R Uncanny Knowledge Attack Play when you make an attack roll. If you are trained in the knowledge skill relevant to your target’s origin, you gain a +2 power bonus to the attack roll.
25 C Blink of an Eye Defense Play when you become bloodied. You teleport up to 2 squares as a free action.
26 U Blood in Your Eye Defense Play when a critical hit is scored against you. You are invisible to that attacker until the start of its next turn or until you hit or miss with an attack roll.
27 R Capricious Dodge Defense Play when you or an ally adjacent to you takes damage from an attack. Roll a d20.
1–9: That character also falls prone.
10+: That character gains temporary hit points equal to 3 + one-half his or her level and can shift 1 square as a free action.
28 R Capricious Ground Defense Play when an enemy’s attack knocks you prone. Roll a d20.
1–9: You take extra damage equal to 3 + one-half your level.
10+: You can make an opportunity attack against that enemy as a free action. You ignore the penalty to the attack roll for being prone.
29 C Clear the Cobwebs Defense Play before you make a saving throw. You gain a +2 bonus to that saving throw. If the saving throw is against a charm or illusion power, the bonus is instead +5.
30 R Clever Retort Defense Play when an enemy hits you with an attack. You make a Charisma check, with a +4 bonus if you are trained in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy’s Will, that enemy is dazed until the end of your next turn.
31 C Cloak of Dusk Defense Play when you use your second wind. You gain partial concealment until the start of your next turn.
32 C Cut That Out! Defense Play when a non-adjacent enemy hits you with an attack. You shift up to 2 squares toward that enemy as a free action.
33 R Defiance of Shinaelestra Defense Play when you take damage from an enemy’s attack. After you take the damage, you gain temporary hit points equal to 3 + one-half your level. If the enemy has the fey origin or the giant keyword, one ally adjacent to you also gains the same number of temporary hit points.
34 R Emptiness of Cendriane Defense Play when an attack drops you below 1 hit point. You are removed from play until the start of your next turn. When you return to play, you appear with 1 hit point in any unoccupied space within 5 squares of your previous position.
35 R Fey Majesty Defense Play when an enemy adjacent to you targets you with an attack power. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy’s Will, that attack instead targets another creature of your choice that is adjacent to that enemy.
36 C Grig’s Fiddle Defense Play when an enemy’s attack pulls, pushes, or slides you. You slide that enemy up to 2 squares as a free action.
37 U Icy Ground Defense Play when an enemy’s attack hits you. That enemy must make an Acrobatics check. The check DC is equal to your Reflex. If the check fails, you take half damage from that attack and the enemy falls prone.
38 R Imperious Demand Defense Play when an enemy adjacent to you targets one of your allies with an attack. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy’s Will, that attack targets you instead.
39 U Keen Analysis Defense Play when an enemy targets you with an attack. Roll a d20, with a +4 bonus if you have training in insight.
1–9: You take a –4 penalty to all defenses against that attack.
10+: You gain a +4 bonus to all defenses against that attack.
40 R Miasma of the Feydark Defense Play when an enemy attacks you while you have partial concealment against it. You have total concealment against that enemy for that attack.
41 R Murkendraw Curse Defense Play when you become bloodied from an enemy’s attack. After the attack, that enemy takes necrotic damage equal to 3 + one-half your level. If you have the fey origin, you gain that number of temporary hit points.
42 R Not So Fast! Defense Play when an enemy leaves a square adjacent to you. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy’s Will, that enemy is immobilized until the end of its turn.
43 U Oh, Really? Defense Play when an enemy hits you with an attack. You make a Charisma, check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy’s Will, you take only half damage from the attack.
44 U Redcap’s Refreshment Defense Play when an enemy adjacent to you becomes bloodied. You use your second win as a free action. If you have already used your second wind, you instead gain temporary hit points equal to your healing surge value.
45 C Same to You! Defense Play when an enemy attacks you with combat advantage. That enemy grants combat advantage to your allies until the start of your next turn.
46 U Saw It Coming Defense Play when an enemy attacks you. That attack targets your highest defense instead of the defense it normally would target.
47 C Steady Footing Defense Play when you fall prone. You do not fall prone.
48 U Stutter Step Defense Play when you move during your turn. You gain a +4 bonus to all defenses against opportunity attacks you provoke with that move.
49 R Unstable Form Defense Play when you hit an enemy with an implement attack power. That enemy is weakened until the start of your next turn. You are dazed until the start of your next turn.
50 U Capricious Step Tactic Play during your turn as a move action. Roll a d20.
1–9: You are immobilized until the start of your next turn.
10+: You teleport up to your speed.
51 C Capricious Words Tactic Play when you make a Bluff check, Diplomacy check, or Intimidate check. Roll a d20.
1–9: You take a –5 penalty to the check, and you grant combat advantage until the start of your next turn.
10+: You gain a +5 bonus to the check.
52 C Crazy Legs Tactic Play when you hit with an attack. After the attack, you can shift 1 square as a free action, or up to 2 squares if the attack targets Will.
53 U Cruel Forbearance Tactic Play when an enemy provokes an opportunity attack from you. You do not make the opportunity attack. That enemy instead grants combat advantage to your allies until the start of your next turn.
54 R Dream Blossoms Tactic Play at the start of your turn. You create a zone of dream blossoms in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures grant combat advantage while in the zone.
55 R Dream Partner Tactic Play when an enemy hits you or an ally adjacent to you with an attack. The attack misses instead. You are weakened until the end of your next turn.
56 R Faerie Ring Tactic Play at the start of your turn. You create a zone of faerie ring mushrooms in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that starts its turn in the zone can make a saving throw.
57 R Fey Passage Tactic Play during your turn as a move action. You teleport up to 2 squares, or up to your speed if you have the fey origin.
58 R Fluid Form Tactic Play when you use a conjuration, polymorph, or summoning power during your turn. As a free action, you shift up to one-half your speed before or after using that power.
59 C Frost’s Touch Tactic Play when an enemy adjacent to you moves. That enemy is slowed until the start of your next turn.
60 R Give ‘em the Slip Tactic Play while you are grabbed and have an unexpended racial power. You expend your racial power to escape automatically.
61 R Glimmer of Astrazalian Tactic Play before you move during your turn. Roll a d20.
1–9: You grant combat advantage and are immobilized until the start of your next turn.
10+: You are insubstantial and phasing during that move.
62 U Gloaming Tactic Play when you make a Stealth check while moving during your turn. The penalty to the Stealth check for moving is lessened to –2, or –5 if you are running. If you have the fey origin, you instead take no penalty to the Stealth check.
63 R Goodberry Bushes Tactic Play at the start of your turn. You create a zone of goodberry bushes in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone gains 3 temporary hit points.
64 R Grab Grass Tactic Play at the start of your turn. You create a zone of grab grass in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that starts its turn in the zone is slowed until the start of its next turn.
65 C Heat Shimmer Tactic Play at the start of your turn. Until the start of your next turn, allies gain partial concealment while adjacent to you.
66 R Into Thin Air Tactic Play during your turn as a move action. You move up to 2 squares and are phasing during this movement.
67 R Leaves of Mithrendain Tactic Play when you hit a creature with an attack. After the attack, you and the creature you hit are removed from play. At the start of your next turn, you and that creature return to play, each in its previous space, or in the nearest unoccupied space. You are then dazed until the end of your next turn.
68 U Let’s Try That Again Tactic Play when you or an ally adjacent to you fails a skill check. That character rerolls the skill check but must use the second result.
69 C Lightfoot Spring Tactic Play when you move during your turn. Treat each Athletics check you make during the move as if you had rolled a 10.
70 R Luck of the Fey Tactic Play at the start of your turn. Put this card into play in front of you. It stays in play until the start of your next turn. You can discard this card to let an ally within 5 squares of you reroll one attack roll, saving throw, or skill check.
71 R Mag Tureah Bloodlust Tactic Play when you hit a creature with an attack. You take damage equal to 3 + one-half your level and deal that amount of extra damage to one target of the attack.
72 R Moonglow Moss Tactic Play at the start of your turn. You create a zone of moonglow moss in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures cannot benefit from concealment while in the zone.
73 R Poisonous Thorns Tactic Play at the start of your turn. You create a zone of poisonous thorns in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone takes 3 poison damage.
74 R Song of Senaliesse Tactic Play when an ally starts his or her turn adjacent to you. That ally can move through enemies’ spaces during his or her turn, but cannot end his or her movement there. If the ally has the fey origin, he or she also gains a +4 bonus to all defenses against opportunity attacks provoked by that movement.
75 C Sprightly Step Tactic Play when you move during your turn. During that move, you can make Acrobatics checks instead of Athletics checks to climb, jump, or swim.
76 R Starlight Grove Tactic Play at the start of your turn. You create a zone of starlight grove trees in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures gain partial concealment while in the zone.
77 R Summer Court Pavane Tactic Play at the start of your turn. Each of your allies gains a +2 bonus to speed until the start of your next turn. You are immobilized until the start of your next turn.
78 C Thick Air Tactic Play when an enemy adjacent to you moves, shifts, or teleports. During the movement, that enemy moves 2 fewer squares (minimum 1 square).
79 U Twinkle Toes Tactic Play when an ally you can see moves. After the move, you teleport up to 3 squares as a free action, or up to 5 squares if you have the fey origin. You cannot end this movement adjacent to an enemy.
80 U Unbearable Insult Tactic Play when an enemy you can see moves. If that enemy does not end its movement closer to you, it grants combat advantage until the end of the next turn.
P1 C Cavern Oracle Tactic Play when you make a knowledge check. Treat the result of the check as if you had rolled a 10.
P2 U Crystalbrook Blood Feud Attack Play when you hit an enemy with an attack during your turn. The attack deals extra damage equal to 3 + one-half your level. If you have the fey origin and the target doesn’t, or vice versa, the attack deals extra damage equal to 3 + your level instead. You gain vulnerability to all damage until the start of your next turn. The vulnerability equals one-half your level (minimum 1).
P3 R Glittering Crystals Tactic Play at the start of your turn. You create a zone of glittering crystals in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone is dazed until the start of its next turn.

arrowheadSpiral of Tharizdun (Noble Knight offers boxes and individual packs)

# Frq Name Type Effect
1 C Frightening Display Attack Play when you use a close or area attack power. One creature that can see the power’s area of effect takes a –2 penalty to attack rolls until the start of your next turn.
2 C Driven before You Attack Play when you reduce an enemy to 0 hit points. You push an enemy adjacent to you 1 square. You can then shift 1 square as a free action.
3 C Demoralizing Aggression Attack Play when you bloody an enemy with an attack. Enemies adjacent to you when you make the attack cannot use opportunity actions or immediate actions until the end of your turn.
4 C Wrenching Success Attack Play when you hit an enemy with an attack. You slide that enemy 1 square as a free action.
5 C Collateral Damage Attack Play when you use a close or area attack power. Increase the size of the power’s blast or burst by 1. You grant combat advantage until the start of your next turn.
6 C Bloodlust Attack Play when you make an opportunity attack. You gain a +3 bonus to damage rolls until the start of your next turn.
7 C Today Is a Good Day to Die Attack Play at the start of your turn if you are bloodied. You gain a +2 bonus to the first attack roll you make this turn. You then take a –2 penalty to all defenses until the start of your next turn.
8 C Strength in Numbers Attack Play at the start of your turn. You gain a bonus to damage rolls equal to the number of creatures adjacent to you now. This bonus lasts until the end of this turn.
9 C This Will Never Work Attack Play at the start of your turn. You take a –2 penalty to the first attack roll you make this turn. On a hit, the attack deals extra damage equal to your highest ability modifier.
10 U Death Wish Attack Play at the start of your turn if you are bloodied. Until the end of this turn, you gain a bonus to damage rolls equal to 1 + one-half your level, but your melee and close attack powers provoke opportunity attacks.
11 U Kick the Hornet’s Nest Attack Play when you hit with an attack. The attack deals extra damage equal to 1 + one-half your level. Each enemy within 2 squares of you can then shift 1 square as a free action.
12 U Desperate Gamble Attack Play when an adjacent enemy damages you. Make an opportunity attack against that enemy. If this attack misses, you take damage equal to 1 + one-half your level.
13 U Driven by Pain Attack Play when you start your turn subject to an effect that a save can end. Shift 1 square as a free action. You gain a +2 bonus to the next saving throw you make this turn.
14 U Roaring Rebuke Attack Play when you hit an enemy with an opportunity attck. You knock the enemy prone.
15 U Kill Them All Attack Play when you make a close or area attack that includes an ally as a target. You gain a +2 bonus to attack rolls until the end of this turn. Each ally hit by the attack takes extra damage equal to your highest ability modifier.
16 U Wild Swing Attack Play when you miss all targets with a melee attack while you are adjacent to two or more creatures. Make a melee basic attack against a randomly determined creature adjacent to you as a free action. This attack deals half damage.
17 U Whispered Threat Attack Play when an ally attacks an enemy adjacent to you. The ally gains combat advantage for the attack.
18 U Erratic Behavior Attack Play when an enemy adjacent to you bloodies you with an attack. Roll a d20. 1–9: You fall prone. 10+: You make an opportunity attack against the enemy.
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20 R Heedless Charge Attack Play when you make a charge attack. Reroll the attack roll and use the lower result. On a hit, the attack deals maximum damage.
21 R Mad Certainty Attack Play when you roll damage. You treat any roll of a 1 or 2 on the damage die as if you had rolled a 3. If the attack does not reduce its target to 0 hit points, you are dazed until the start of your next turn.
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23 R We Have You Now Attack Play when you hit an enemy that is flanked by your allies with an attack. The enemy is immobilized until the start of your next turn.
24 R Unraveled Mind Attack Play when you hit an enemy’s Will with an attack. The enemy charges or makes a basic attack against a creature you choose as a free action. You grant combat advantage until the start of your next turn.
25 R Off with Its Head Attack Play when you use the aid attack action. The chosen enemy takes extra damage equal to your level from each attack that hits it before the start of your next turn.
26 R Capable of Anything Attack Play when you hit an ally with an attack. Each enemy that can see you takes a –2 penalty to attack rolls and all defenses until the start of your next turn.
27 R Unnerving Focus Attack Play when you attack a creature benefiting from any concealment or cover. Your attack ignores all concealment and cover. Until the start of your next turn, all creatures other than the target of your attack have partial concealment from you.
28 R Shattered Loyalties Attack Play when you bloody an enemy with an attack. Until the start of your next turn, that enemy regards all creatures as enemies and must make opportunity attacks if able to do so.
29 R Break the Chains Attack Play when you hit a slowed or immobilized creature with an attack. The creature is dazed until the start of your next turn, and the creature is no longer slowed or immobilized.
30 R Get over It Attack Play when you damage a dazed, dominated, or stunned ally with an attack. The ally makes a saving throw to end the effect even if a save would not normally end the effect. The ally gains a +2 bonus to the saving throw.
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32 R Seize the Opening Attack Play when an ally adjacent to you misses with an attack. You can shift 1 square and make a basic attack as a free action. If your attack misses, the ally takes damage equal to your level.
33 R Sundered Confidence Attack Play when you or an ally you can see rolls a 1 on an attack roll. You gain a Panicked Reaction, which you can use at any time before the end of the encounter. You can have only one Panicked Reaction at time. This card need not be discarded to draw another at the start of your turn. You can use a Panicked Reaction when you take damage from an attack. When you do so, roll a d20. 1–9: Move your speed away from the attacker as a free action. 10+: Make a basic attack as a free action.
34 R Finish Him Attack Play when you hit a prone creature. The creature takes extra damage equal to your level. You and the creature grant combat advantage until the start of your next turn.
35 C Turn the Tide Tactic Play when an ally you can see saves. You shift 1 square as a free action.
36 C Seal the Breach Tactic Play when an ally you can see takes damage. You and one ally within 5 squares of you can shift 1 square toward the damaged ally as a free action.
37 C Follow the Leader Tactic Play when an ally hits with an attack. You shift up to your speed as a free action. During your next turn, you lose your move action.
38 C Unconventional Tactics Tactic Play when you hit with an attack. You slide one ally within 5 squares of you up to 2 squares as a free action.
39 C A Little Help? Tactic Play when you miss with an attack. You and the target grant combat advantage until the start of your next turn.
40 C Hue and Cry Tactic Play at the end of your turn. Until the start of your next turn, enemies adjacent to you cannot benefit from partial concealment or partial cover.
41 C Erratic Distraction Tactic Play when a willing ally starts his or her turn. Roll a d20. 1–9: The ally falls prone. 10+: The ally’s movement doesn’t provoke opportunity attacks until the start of your next turn.
42 U Triumphant Will Tactic Play when an enemy attacks your Fortitude or Reflex. The attack instead targets your Will. On a hit, you are dazed until the start of your next turn.
43 U Masochistic Glee Tactic Play at the end of your turn if you are bloodied. You gain a +2 bonus to opportunity attack rolls, and you grant combat advantage until the start of your next turn.
44 U False Comfort Tactic Play when an ally starts his or her turn. The ally gains a +2 bonus to damage rolls against enemies that are adjacent to at least one enemy until the end of his or her turn.
45 U Surprising Rebound Tactic Play when an enemy pulls, pushes, or slides an ally you can see. After resolving the forced movement, that ally can charge and use bull rush as a free action.
46 U Unravelling Fortunes Tactic Play when an ally misses with an attack. One enemy adjacent to the ally grants combat advantage until the start of your next turn.
47 U Clear a Path Tactic Play when an ally you can see shifts. Push one enemy adjacent to you up to 2 squares as a free action.
48 U Watch Out! Tactic Play when an enemy makes a ranged attack. You and one ally within 5 squares of you can each drop prone as a free action.
49 U Run, Fool, Run! Tactic Play when a bloodied ally starts his or her turn. The ally gains a +2 bonus to speed until the end of his or her turn.
50 R Insane Clarity Tactic Play when you start your turn subject to an effect that a save can end. Make a saving throw as a minor action. If you fail, you take a –2 penalty to saving throws until the start of your next turn.
51 R Advancing Fortress Tactic Play when you take the total defense action. As a free action, you can slide one creature adjacent to you 1 square and then shift up to half your speed.
52 R Deft Maneuver Tactic Play when an adjacent enemy of your size or smaller misses you with an attack. You and the enemy swap positions as a free action.
53 R Misfortune’s Laughter Tactic Play when an ally drops below 1 hit point. You gain temporary hit points equal to your level.
54 R Stick Together Tactic Play when an ally willingly or unwillingly moves. As a free action, you can move a number of squares equal to 1 + half the distance the ally moved.
55 R Cover Me Tactic Play when an ally starts his or her turn adjacent to an enemy. You can shift up to 3 squares as a free action. If the ally misses the enemy or does not attack the enemy this turn, you grant combat advantage until the end of your next turn.
56 R Back on Your Feet Tactic Play when an ally you can see falls prone. You and that ally can each stand up as a free action.
57 R Is That All You Got? Tactic Play when you or an ally adjacent to you saves. One enemy adjacent to you grants combat advantage until the start of your next turn.
58 R Wriggle Free Tactic Play when an enemy grabs you. Attempt an escape as a free action. On a success, you shift up to half your speed. On a failure, you take damage equal to your level.
59 R Deranged Assault Tactic Play at the start of your turn. You can shift 2 squares as a minor action before you take any other actions this turn. After the shift, roll a d20. 1–9: You grant combat advantage until the start of your next turn. 10+: Enemies adjacent to you grant combat advantage until the end of this turn.
60 R Crab Crawl Tactic Play when you start your turn prone. You crawl up to half your speed as a free action before you take any other actions on this turn. This movement does not provoke opportunity attacks.
61 R No Path Too Rough Tactic Play at the start of your turn. You ignore difficult terrain until the end of this turn.
62 R Hallucinations Tactic Play at the start of your turn. Shift 1 square as a free action. After the shift, roll a d20. 1–9: You are slowed until the end of this turn. 10+: Shift up to your speed as a move action.
63 R Mercy Killing Tactic Play at the start of your turn. Until the end of this turn, you gain a +3 bonus to damage rolls against any creature subject to an effect that a save can end.
64 R Imminent Defeat Tactic Play when an ally you can see drops below 1 hit point. You gain a Panicked Reaction, which you can use at any time before the end of the encounter. You can have only one Panicked Reaction at time. This card need not be discarded to draw another at the start of your turn. You can use a Panicked Reaction when you take damage from an attack. When you do so, roll a d20. 1–9: Move your speed away from the attacker as a free action. 10+: Make a basic attack as a free action.
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66 C Think Again Defense Play when an enemy makes an opportunity attack against you. You gain a +4 bonus to defenses against the attack.
67 C Guard My Back Defense Play when you spend a healing surge while adjacent to an ally. You and the ally sawp positions as a free action.
68 C Take Heart Defense Play when you spend a healing surge. One ally within 5 squares of you gains a +1 bonus to all defenses until the start of your next turn.
69 C Erratic Evasion Defense Play when an enemy misses you with an attack. Roll a d20. 1–9: You grant combat advantage until the start of your next turn. 10+: You gain a +2 bonus to all defenses until the start of your next turn.
70 U They’re Out to Get Me! Defense Play at the end of your turn. Until the start of your next turn, enemies cannot gain combat advantage by flanking you.
71 U Delusions of Grandeur Defense Play at the start of your turn if you are bloodied. Until the start of your next turn, you gain a +2 bonus to Will and to saving throws.
72 U Cringing Retreat Defense Play when you take a move action to walk or run. Until the end of this turn, enemies take a –4 penalty to attack rolls that include you as a target.
73 R Wary Posture Defense Play at the start of your turn. Until the end of this turn, you can use the total defense action as a move action.
74 R Dubious Recovery Defense Play when you spend a healing surge. As a free action, shift 1 square to a square not adjacent to any creature. After the shift, roll a d20. 1–9: You take damage equal to your level. 10+: You gain temporary hit points equal to your level.
75 R Deny Death Defense Play when you drop below 1 hit point. You regain 1 hit point. Until the start of your next turn, you gain a +2 bonus to all defenses.
76 R Surging Confidence Defense Play when you start you turn subject to an effect that a save can end. Make a saving throw. If you succeed, you can also shift 1 square as a free action before you take any other actions.
77 R Raise the Walls Defense Play when an enemy attacks you while you are prone. You gain a +4 bonus to all defenses against that attack. If the enemy misses you, you stand up and can shift 1 square as a free action.
78 R Unexpected Reversal Defense Play when an enemy attacks you while you are adjacent to at least one other creature. The enemy grants combat advantage until the start of your next turn. Roll a d20. 1–9: You grant combat advantage for this attack. 10+: Switch the target of the enemy’s attack from you to a creature adjacent to you that is not the enemy.
79 R Trapped Like a Rat Defense Play when you start your turn grabbed, immobilized, restrained, or prone. You gain a Panicked Reaction, which you can use at any time before the end of the encounter. You can have only one Panicked Reaction at time. This card need not be discarded to draw another at the start of your turn. You can use a Panicked Reaction when you take damage from an attack. When you do so, roll a d20. 1–9: Move your speed away from the attacker as a free action. 10+: Make a basic attack as a free action.
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P4 R Covered Retreat Defense Play when you take the aid defense action. Until the start of your next turn, whenever an enemy misses the ally you aided, the ally can shift up to half his or her speed as a free action.

5 Comments

  1. I see how the rules as written work for these, but I think I will use them as a “reward” of some type for player characters.

    I’m also considering using them for NPC henchmen or allies as a full-time or rotating “daily power” substitute in order to make an NPC more than just a “red-shirt” type of character.

    I might even add them to an occasional minion monster just to keep the players honest and on their toes.

  2. Brandon, I don’t know whether you’ve read my long post on “RAW vs. cooked” uses of Fortune Cards, but if you do (or have done so), you’ll find that in my opinion your suggested alternate uses of the cards have the potential to create significant problems. I’ll refer you to that post and the subsequent comments for specific attention to the “DM Rewards” strategy, which I personally think is a bad idea. Also, if your NPCs are coming off as bland “redshirts,” I’d recommend changing the inherent design of the NPCs rather than using Fortune Cards. They simply aren’t designed for NPCs or monsters, and the DM has enough to do already without messing around with Fortune Cards for NPCs and monsters.

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