+1 Shield bonus to AC and Reflex when one hand is free.
Increase damage of Unarmed attacks by one die type.
When you hit with a melee or unarmed weapon, you treat the weapon as though it had the brutal 1 property: Reroll any damage die result of 1 until the die shows 2 or higher.
Whenever an enemy grabbed by you attempts to escape the grab and fails, it takes damage equal to your Secondary Modifier.
Increase ranged weapon range by 5 squares
While wielding a reach weapon, you gain a +1 shield bonus to AC and Reflex
Whenever you hit a prone target with a melee weapon, the targets takes 5 extra damage.
Whenever an enemy grabbed by you attempts to escape your grab, it must make its
escape check against your Fortitude even if it uses Acrobatics.
When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a reach weapon against that enemy, but you grant combat advantage to that enemy until the end of that enemy’s turn.
When making a melee attack, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).
You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a Patch) as part of the same action used to attack with the weapon or use the object. You also gain a +2 perk bonus to initiative checks.
Whenever you hit an enemy with a melee attack during your turn, you don’t provoke opportunity attacks from that enemy for moving away from it until the end of your turn.
While wielding a shield, your shield bonus also applies to your Reflex and Fortitude
You gain a +3 bonus to damage rolls with ranged weapon attacks if you haven’t moved since the end of your last turn.
While wielding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
While wielding a melee weapon in each hand, you gain a +2 bonus to damage rolls of weapon attacks that you make with a melee weapon.
Whenever you use the total defense action while wielding a shield, allies adjacent to you gain a +2 bonus to AC and Reflex until the start of your next turn or until they are no longer adjacent to you.
Choose a Weapon Group, such as light two-handed ranged or heavy unarmed. You gain a +1 perk bonus to the attacks rolls, using a weapon of that group.
Choose a Weapon Group, such as light two-handed or heavy unarmed. You gain a +3 perk bonus to the damage rolls, using a weapon of that group.
Whenever you miss an enemy with an attack that would allow you to grab it, you deal damage equal to your Secondary modifier to that enemy.