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Fortune Cards are a set of collectible cards meant to augment the possible actions a player can make during a given round. They were introduced for use during March of the Phantom Brigade, which had several sets of cards to augment actions.

There were five sets of cards released: Shadow over Nentir Vale, Neverwinter, Fury of the Feywild, Spiral of Tharizdun, and Drow Treachery. They were sold in booster packs of 8 cards each, containing 5 commons, 2 uncommons, and 1 rare.

Fortune Card rules

You can use all the cards of one or more Dungeons & Dragons Fortune Cards boosters as your deck. Each player brings his or her own deck to the game.[Rules pdf]

At the start of each encounter, shuffle your deck and draw a card.

You can play one card per round. It requires no action to play. The rules on each card state when you play it and what effect it has. A card takes effect just once unless it states otherwise, and you discard the card when its effect ends.

You can have only one Fortune Card in your hand at a time. At the start of each of your turns, you can do one of the following:

  • Discard the card in your hand and draw a new one.
  • Draw a new card if you don't have one in your hand.
  • Keep the card that's in your hand if you haven't played it.

Build your own deck

Initial deck building rules

You can also build and play with your own customized deck of Dungeons & Dragons Fortune Cards. Each card in the Shadow over Nentir Vale set belongs to one of three categories: Attack, Defense, or Tactics. The card's face displays its category.

A custom Fortune Card deck can contain any multiple of 10 cards (10, 20, 30, and so on). For every 10 cards in your deck, you must have at least 3 cards of each of the three categories (Attack, Defence, Tactics), as shown in the table below.

Deck size Minimum Cards per Category
10 3
20 6
30 9

And so on.

Deck building rules after the Drow Treachery expansion

The Drow Treachery expansion introduced cards with the Treachery category, and the rules for these cards say that no more than two cards could be duplicated in a deck, without clarifying what the rules for minimum cards per category would be when combining Treachery cards with other fortune cards with Attack, Defence and Tactics cards (as it would be weird if one could only have one Treachery card per 10 total cards).

List of Fortune Cards

Shadow over Nentir Vale cards

The following list was compiled from the Dungeons & Dragons Fortune Cards Lists and Price Guide.

Nr. Name When to play Effect Type Rarity
01 Careful Aim Play when you use a Close or Area Attack Power. Omit one creature from the power's area of effect Attack C
02 Crafty Strike 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 the enemy. Attack U
03 Exposed Target Play when you make a ranged attack. You gain a +2 bonus to the attack roll against any target that does not have cover. Attack U
04 Fair Fight 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 powers. Attack U
05 Full Speed Ahead! Play when you charge on your turn. You gain combat advantage against the target of the charge attack. Attack C
06 Gambler's Effort 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 Attack R
07 Grim Determination 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. Attack R
08 I will avenge you! Play when ally drops to 0 HP. You make a Melee or Range Basic as a Free Action Attack R
09 Keep at it! Play on your turn when you miss with an attack roll. Reroll the missed attack roll. You take damage equal to your level. Attack R
10 Loose Rocks 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 turn. Attack U
11 Mano A Mano 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. Attack R
12 Measured Cut 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. Attack R
13 Mind over Metal 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. Attack R
14 Outnumbered, Undaunted 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. Attack R
15 Overbear Play when your at-will power hits a target granting combat advantage. You also knock that target prone. Attack R
16 Phantom Ally Play at the start of your turn. During this turn, you gain combat advantage against the targets of your at-will powers. Attack C
17 Reckless Onslaught 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. Attack C
18 Reckless Swing Play when you make an attack on your turn. You gain a +2 bonus to to the attack rolls and damage rolls of that attack against targets adjacent to you. Making that attack provokes opportunity attacks. Attack R
19 Reckless Violence 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. Attack C
20 Stronger Together 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 adjacent to you. Attack R
21 Skulking Strike Play when you attack a target while hidden. If the attack hits, you also slide the target 1 square. After the attack, you can make a Stealth check to remain hidden. Attack U
22 Sucker Punch 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. Attack R
23 Surprise! 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. Attack R
24 To the ground Play on your turn when you hit a target adjacent to you. You knock the target prone. You then fall prone. Attack R
25 Touch of Fate 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. Attack R
26 Wave of Fate Play when you miss every target with an encounter attack power. You gain a Stroke of Luck, which you can use any time before the end of the encounter Attack R
27 Balance of Fate 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. * Defense R
28 Beat Feet Play at the start of your turn. During this turn, you can take a move action up to your speed+2. You cannot end this movement adjacent to an enemy. Defense C
29 Coward's Boon Play at the end of your turn if you did not make an attack on that turn. You gain temporary hit points equal to 3 + one-half your level. Defense U
30 Eye for Danger Play at the start of your turn. Until the start of your next turn, being flanked doesn't cause you to grant combat advantage. Defense C
31 Gamblers Dodge 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. Defense C
32 Gambler's Sidestep Play at the start of turn. Roll a d20 to determine effect. The effect last until the start of your next turn. 1-9 take a -2 penalty on all defenses. If 10-20 take a +2 bonus to all defenses. Defense R
33 Gambler's Solace Play a 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. Defense R
34 Hang In there Play at the start of your turn. Each bloodied ally within 5 squares of you gain temporary hitpoints equal to 1+One-half your level. Defense R
35 Hold Steady 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. Defense R
36 Inner Strength Play either when you spend a healing surge or take the total defense action. You make a saving throw. Defense C
37 Live and Let Live Play at the end of your turn if you did not make an attack on that turn. You gain a +4 to all defenses until the start of your next turn. Defense C
38 Not in the Face! Play when an enemy attacks you with combat advantage. You do not grant combat advantage for that attack. Defense U
39 Only a flesh wound Play when you make a death saving throw. You gain a +5 bonus to that death saving throw. Defense U
40 Opportunistic Fate 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. Defense R
41 Painful Escape Play when you take damage from an attack. You shift up to 3 squares as a free action. Defense U
42 Reinvigorate 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. Defense R
43 Rejuvenating Fate 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 Defense R
44 Stand by me 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. Defense U
45 Stand Firm Play when you are pulled, pushed, slid, or teleported. You negate that movement. Defense C
46 Stave off death Play when you are dropped to 0 hit points or fewer. You lose one healing surge. You are instead reduced to 1 hit point. Defense U
47 Unwavering 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 the end of your next turn. Defense R
48 Wary Shot Play when you make a ranged or area attack. That attack does not provoke opportunity attacks. Defense C
49 Whoops! Play when an attack knocks you prone. One creature adjacent to you also falls prone. Defense C
50 Defiant Stand Play when an ally end 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 grant combat advantage until the start of his or her next turn. Tactic R
51 Dependability 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. Tactic C
52 Distracting Banter Play at the start of your turn. Once during your 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. Tactic U
53 Fate of the Reckless 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. Tactic R
54 Free Passage 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. Tactic U
55 Gambler's Stride 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. Tactic R
56 Gang Up 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. Tactic U
57 Get a Grip Play when you or an ally adjacent to you fails a saving throw. That character rerolls the saving throw. Tactic C
58 Go for It!! 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. Tactic R
59 Hold It! 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. Tactic U
60 It's a Trap! 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. Tactic R
61 Kip Up Play when you or an ally is knocked prone by an enemy. That player can use a minor action on to stand up on his or her next turn. Tactic R
62 Look at me 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. Tactic U
63 Lucky Fall Play when you or any ally takes falling damage. That character takes half damage from the fall and lands standing. Tactic C
64 Might Makes Right 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. Tactic U
65 Mounting Trepidation 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) Tactic R
66 One for the Team 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. Tactic R
67 Push Through the Crowd 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 for those attacks. Tactic C
68 Quick Feet Play when an ally adjacent to you shifts. That ally shifts 1 additional square. Tactic R
69 Reinforcement 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. Tactic U
70 Resurgent Fate 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. * Tactic R
71 Risky Move 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 Tactic C
72 Self-Preservation Play when an ally adjacent to you takes damage from a melee attack. You shift up to 2 squares. Tactic U
73 Self Sacrifice Play when an ally adjacent to you is hit by a melee or ranged attack. That attack hits you instead. Tactic U
74 Shared Fate 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 Tactic R
75 Shifty Moves Play at the start of your turn. During this turn, you can shift 1 square as a minor action. Tactic R
76 Trained Advance Play when an ally within 5 squares of you takes a move action to shift. You shift 1 square as a free action. Tactic C
77 Unfair Advantage Play when you or an ally knocks an enemy prone. One ally makes a basic attack against the prone enemy as a free action. Tactic R
78 Watchful Approach Play at the start of your turn. During this turn, you can take a standard action to shift up to your speed. Tactic C
79 Wear them Down Play when an ally misses an target with an at-will attack power. That target takes damage equal to 2+one-half your level. Tactic R
80 Why Me? 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. Tactic R
Promo 1 One more chance Play this at the start of your turn. If you have no encounter powers remaining, the first enemy you hit this turn takes 5 extra damage. Attack R
Promo 2 Cautious Maneuver Play at the start of your turn. Until the end of your turn you take half damage from Opportunity attacks against you. Defense C
Promo 3 Impervious Play when a critical hit is scored against you. The critical hit is a normal hit instead. Defense U
Promo 4 Enduring Focus 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. Tactic C
Promo 5 Gambler's Eye Play at the start of your turn. Roll a d20 to determine this cards effect. The effect last until the end of this turn. Roll: 1-9 Effect: You take a -2 penalty to attack rolls. Roll: 10-20 Effect: You gain a +2 bonus to attack rolls. Attack R
Promo 6 Countering Fate Play when a bloodied ally is hit by an enemy. That ally gains a Stroke of Luck.* Tactic R
Promo 7 Cunning Plan Play when you shift on your turn. One ally within 5 squares of you shifts 1 square as a free action. Tactic C
Promo 8 Lack of Scruples Play when you make an attack. You gain combat advantage against one target of that attack if any ally is adjacent to that target. Tactic U
Promo 9 Stay With Me! Play when a bloodied ally is hit by an enemy. That ally gains temporary hit points equal to 3 + one-half your level. Tactic C
Extra Stroke of Luck Use a Stroke of Luck to reroll one attack roll, saving throw, or skill check you make. You can only have one Stoke of Luck at a time, and you cannot use it to affect the event that granted it to you. (For example, if a Fortune Card grants you a Stoke of Luck for failing a saving throw, you cannot use the Stroke of Luck to reroll that saving throw.) -

Neverwinter cards

The following list was compiled from the Dungeons & Dragons Fortune Cards Lists and Price Guide.

Nr. Name When to play Effect Type Rarity
1 And Stay Down! Play when an enemy stands up. The enemy must succeed at a saving throw or fall prone. Attack U
2 Brutal Take Down Play when you daze a target with an attack power. The target also falls prone. Attack C
3 Bull's Charge Play when you hit a target with a charge attack. After the attack is resolved, you push the target up to 2 squares. Attack C
4 Charge! 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. Attack R
5 Deadly Charge 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. Attack R
6 Deadly Opportunity Play when you make an opportunity attack. You can use a daily melee attack power against the provoking target instead of an opportunity attack. Attack R
7 Dire Charge 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. Attack R
8 Dire Opportunity Play when you make an opportunity attack. You can use an encounter melee attack power against the provoking target instead of an opportunity attack. Attack R
9 Fearsome Charge Play 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. Attack R
10 Fearsome Opportunity 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. Attack R
11 Go for the Eyes! 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. Attack R
12 Hamstring Play when you hit with an opportunity attack. The target is also slowed until the start of your next turn. Attack C
13 Immobilizing Strike 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. Attack R
14 Inconceivable Failure 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. Attack R
15 Lucky Blow 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. Attack U
16 Recall Power Play when you use a daily attack power. The power is not expended. Expend a higher level daily attack power instead. Attack C
17 Relentless Effort Play when you roll a 1 on an attack roll. Reroll the attack roll. You lose a healing surge. Attack R
18 Seize the Moment Play when an enemy leaves a square adjacent to you due to forced movement. You make an opportunity attack against that enemy. Attack R
19 Shall We Dance? Play when a Medium or Small enemy enters a square adjacent to you. As a free action, you and the enemy swap positions. Attack U
20 Signature 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. Attack C
21 Slowing Strike Play when you deal 10 damage or more to an enemy with an attack. That enemy is also slowed until the start of your next turn. Attack R
22 Stopped in Your Tracks 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). Attack R
23 Stupefying Strike 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. Attack R
24 Tremendous Shove Play when you push a target. You push the target up to 2 additional squares. Attack C
25 Unbalancing 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. Attack R
26 Vicious Damage Play when an enemy succeeds on a saving throw to end ongoing damage. The enemy must reroll the saving throw. Attack C
27 Vicious Shove Play when an enemy succeeds on a saving throw to avoid forced movement into hindering terrain. The enemy must reroll the saving throw. Attack U
28 Weakening Strike 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. Attack R
29 Braced to Move 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. Defense R
30 Breathing Room Play when you use your second wind. You can shift up to 2 squares as a free action. Defense C
31 Building Confidence 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. Defense U
32 Dwarven Stubborness Play when you fall prone. Roll a saving throw. If you succeed, you do not fall prone. Defense U
33 Extra Exertion Play when you start your turn dazed. You can take an extra minor action this turn. Defense R
34 Fighting Spirit 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. Defense R
35 Give No Ground Play when you or an ally is subjected to forced movement. That character is not affected by the forced movement. Defense R
36 Good Fall Play when you are knocked prone. Before you fall prone, you shift 1 square as a free action. Defense U
37 Hidden Reserves Play when you spend your last healing surge. You gain a healing surge. Defense R
38 Hit the Dirt! 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. Defense R
39 I'm Done with This Play when you fail a saving throw. You instead succeed on the saving throw. You lose a healing surge. Defense R
40 Inured to Pain 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. Defense U
41 It Could Be Worse Play when an attack hits you. You take only half damage from the attack and fall prone as a free action. Defense U
42 Keep Up Your Guard 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. Defense C
43 Mentally Braced 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. Defense R
44 Moment of Clarity 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. Defense U
45 On Your Guard Play when you become bloodied. You gain a +2 bonus to all defenses until the start of your next turn. Defense C
46 Physically Braced 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. Defense R
47 Quick Switch Play at any time. As a free action, you can stow one item and draw another. Defense C
48 Resolute Mind Play when an effect dominates or stuns you. You are instead dazed until the effect would normally end. You lose a healing surge. Defense R
49 Silver Lining Play when you fail a saving throw. You can spend a healing surge. Defense U
50 Silver Tongue 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. Defense U
51 Slip Away Play when you start your turn and are grabbed. You make a check to escape the grab as a free action. Defense C
52 Swift Recovery Play when you use your second wind. The second wind requires a minor action instead of a standard action. Defense U
53 Take Cover! 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. Defense R
54 Walk It Off 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. Defense R
55 Watchful Rashness 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. Defense C
56 Allow Me Play when an ally within 10 squares of you spends a healing surge. You lose a healing surge instead of that ally. Tactic U
57 Behind You! 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. Tactic R
58 Deft Charge Play when you or an ally charges. The character can take further actions after the charge. Tactic C
59 Double Team 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. Tactic U
60 Ever Ready Play after you take an immediate action. You can take another immediate action before the start of your next turn. Tactic U
61 Extra Step Play when you shift. You shift 1 additional square. Tactic C
62 Fight Me! 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. Tactic R
63 Leap Into Action 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. Tactic U
64 Now Is the Time to Strike Play when an enemy adjacent to your ally shifts. The ally can make a melee basic attack against that enemy as an immedihe following list was compiledd from ate interrupt. Tactic R
65 QuickstTack. After the attack, you can shift 1 square as a free action. Tactic U
66 Ready for Anything 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. Tactic R
67 Roll Away Play when you stand up. You can shift up to 2 squares as a free action. Tactic C
68 Roll with the Blow Play when an attack hits you or an ally. That character shifts up to 3 squares as an immediate reaction. Tactic C
69 Set for the Charge 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. Tactic R
70 Share the Load 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. Tactic U
71 Snap Out of It! 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. Tactic R
72 Some Good Will Come of It 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. Tactic R
73 Steel Your Nerves 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. Tactic U
74 Sure Footing Play when you move during your turn. During your move, entering a square of difficult terrain does not cost 1 square of extra movement. Tactic C
75 Tactical Retreat 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. Tactic R
76 Take Heart, Friends! Play when you spend a healing surge. Each ally that can see you gains 5 temporary hit points. Tactic R
77 Thread the Needle 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. Tactic R
78 True Confidence 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. Tactic R
79 Useful Power Play when you use a utility power. The power is not expended. Expend a higher level daily utility power instead. Tactic C
80 Where Are You Going? 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. Tactic C
Promo 1 Bowl Over Play when you hit a target with a charge attack. You also knock the target prone. Attack C
Promo 2 Spellplague Surge 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. Attack R
Promo 3 Great Confidence Play when you gain temporary hit points. The amount of temporary hit points you gain increases by 5. Defense U
Promo 4 Over Bold 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. Defense U
Promo 5 Right Behind You Play when a creature adjacent to you moves. You shift 1 square into the space the creature left as a free action. Defense C
Promo 6 Not Dead Yet 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. Defense C
Promo 7 Pile It On 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. Tactic U
Promo 8 Rallying Cry 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. Tactic R

Fury of the Feywild cards

The following list was compiled from the Dungeons & Dragons Fortune Cards Lists and Price Guide.

Nr. Name When to play Effect Type Rarity
1 Capricious Advantage 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. 10–20: After the attack, one ally adjacent to the target of your attack makes an opportunity attack against it. Attack U
2 Capricious Gravity 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 movement. Attack U
3 Catseye 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. Attack U
4 Cold Iron Play at the start of your turn. Until the end of your turn, you gain a +1 bonus to weapon attack rolls and a +2 bonus to weapon damage rolls against fey creatures. Attack C
5 Entwining Fronds 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. Attack U
6 Cyclops's Retort Play when an enemy you can see hits one of your allies with a melee attack. As a free action, you shift up to 2 squares toward that enemy and make an opportunity attack against it. Attack R
7 Fey Bewilderment Play at the start of your turn. The first attack roll you make this turn targets Reflex instead of the defense the attack normally targets. Attack R
8 Fey Trickery 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. Attack C
9 Firbolg's Fury Play when a critical hit is scored against you or an ally. That character makes a basic attack as a free action. Attack C
10 Flesh is Weak 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. Attack R
11 Flickering Charge Play when you charge during your turn. You are insubstantial during the charge. Attack U
12 Focused Charge Play when you charge during your turn. You ignore difficult terrain during the charge. Attack C
13 Frost Prince's Offering 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. Attack R
14 I Mean It! 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. Attack R
15 Kiss of the Long Night 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. Attack R
16 Maze of Fathaghn 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. Attack R
17 Moonbeam Lance Play when you hit an enemy within 10 squares of you. That enemy grants combat advantage until the end of your next turn. Attack R
18 Murkendraw Hag Blight Play when you bloody an enemy. That enemy is weakened until the start of your next turn. You lose a healing surge. Attack R
19 Pixie's Laughter 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 thee fey origin, every target grants combat advantage to you instead. Attack U
20 Pointed Remark 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. Attack C
21 Redcap's Feast Play when you drop an enemy below 1 hit point. You regain hit points equal to your healing surge value. Attack R
22 Shifting Fortunes Play when you hit a creature adjacent to you with a melee attack power. After the attack, you and that creature swap places. Attack C
23 The Shakes 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. Attack U
24 Uncanny Knowledge 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. Attack R
25 Blink of an Eye Play when you become bloodied. You teleport up to 2 squares as a free action. Defense C
26 Blood in your Eye 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. Defense U
27 Capricious Dodge Play when you or an ally adjacent to you takes damage from an attack. Roll a d20. 1–9: That character also falls prone. 10–20: That character gains temporary hit points equal to 3 + one-half his or her level and can shift 1 square as a free action. Defense R
28 Capricious Ground 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. Defense R
29 Clear the Cobwebs 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. Defense C
30 Clever Retort 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, that enemy is dazed until the end of your next turn. Defense R
31 Cloak of Dusk Play when you use your second wind. You gain partial concealment until the start of your next turn. Defense C
32 Cut That Out! Play when a non-adjacent enemy hits you with an attack. You shift up to 2 squares toward that enemy as a free action. Defense C
33 Defiance of Shinaelestra 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. Defense R
34 Emptiness of Cendriane 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. Defense R
35 Fey Majesty 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. Defense R
36 Grig's Fiddle Play when an enemy's attack pulls, pushes, or slides you. You slide that enemy up to 2 squares as a free action. Defense C
37 Icy Ground 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. Defense U
38 Imperious Demand 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. Defense R
39 Keen Analysis Play when an enemy targets you with an attack. Roll a d20, with a +4 bonus is you have training in Insight. 1–9: You take a -4 penalty to all defenses against that attack. 10–20: You gain a +4 bonus to all defenses against that attack. Defense U
40 Miasma of the Feydark Play when an enemy attacks you while you have partial concealment against it. You have total concealment against that enemy for that attack. Defense R
41 Murkendraw Curse 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. Defense R
42 Not So Fast! 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. Defense R
43 Oh, Really? 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. Defense U
44 Redcap's Refreshment Play when an enemy adjacent to you becomes bloodied. You use your second wind as a free action. If you have already used your second wind, you instead gain temporary hit points equal to your healing surge value. Defense U
45 Same to You! Play when an enemy attacks you with combat advantage. That enemy grants combat advantage to your allies until the start of your next turn. Defense C
46 Saw It Coming Play when an enemy attacks you. That attack targets your highest defense instead of the defense it normally would target. Defense U
47 Steady Footing Play when you fall prone. You do not fall prone. Defense C
48 Stutter Step Play when you move during your turn. You gain a +4 bonus to all defenses against opportunity attacks you provoke with that move. Defense U
49 Unstable Form Play when you hit an enemy with an implement attack power. The enemy is weakened until the start of your next turn. You are dazed until the start of your next turn. Defense R
50 Capricious Step 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. Defense U
51 Capricious Words 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. 10–20: You gain a +5 bonus to the check. Tactic C
52 Crazy Legs 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. Tactic C
53 Cruel Forbearance 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. Tactic U
54 Dream Blossoms 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. Tactic R
55 Dream Partner 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. Tactic R
56 Faerie Ring 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. Tactic R
57 Fey Passage 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. Tactic R
58 Fluid Form Play when you use a conjuration, summoning, or polymorph power during your turn. As a free action, you shift up to one-half your speed before or after using that power. Tactic R
59 Frost's Touch Play when an enemy adjacent to you moves. That enemy is slowed until the start of your next turn. Tactic C
60 Give 'em the Slip Play while you are grabbed and have an unexpended racial power. You expend your racial power to escape automatically. Tactic R
61 Glimmer of Astrazalian 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. 10–20: You are insubstantial and phasing during that move. Tactic R
62 Gloaming 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 to –5 if you are running. If you have the fey origin, you instead take no penalty to the Stealth check. Tactic U
63 Goodberry Bushes 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. Tactic R
64 Grab Grass 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. Tactic R
65 Heat Shimmer Play at the start of your turn. Until the start of your next turn, allies gain partial concealment while adjacent to you. Tactic C
66 Into Thin Air Play during your turn as a move action. You move up to 2 squares and are phasing during this move. Tactic R
67 Leaves of Mithrendain 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. Tactic R
68 Let's Try That Again 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. Tactic U
69 Lightfoot Spring Play when you move during your turn. Treat each Athletics check you make during the move as if you had rolled a 10. Tactic C
70 Luck of the Fey 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. Tactic R
71 Mag Tureah Bloodlust 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. Tactic R
72 Moonglow Moss 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. Tactic R
73 Poisonous Thorns 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. Tactic R
74 Song of Senaliesse 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 turn 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. Tactic R
75 Sprightly Step Play when you move during your turn. During that move, you can make Acrobatics checks instead of Athletics checks to climb, jump, or swim. Tactic C
76 Starlight Grove 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. Tactic R
77 Summer Court Pavane 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. Tactic R
78 Thick Air Play when an enemy adjacent to you moves, shifts, or teleports. During the movement, that enemy moves 2 fewer squares (minimum 1 square). Tactic C
79 Twinkle Toes 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. Tactic U
80 Unbearable Insult 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 its next turn. Tactic U
Promo 1 Cavern Oracle Play when you make a knowledge check. Treat the result of the check as if you had rolled a 10. Tactic C
Promo 2 Crystalbrook Blood Feud 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). Attack U
Promo 3 Glittering Crystals 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. Tactic R
Promo 4 Devotion Play when an attack targets an ally adjacent to you but does not include you as a target. You make a Charisma check, with a +4 bonus if you have training in Diplomacy. If the check result is at least equal to the attacker’s Will, the attack targets you instead. Tactic  ?

Spiral of Tharizdun cards

The following list was compiled from the Dungeons & Dragons Fortune Cards Lists and Price Guide.

Nr. Name When to play Effect Type Rarity
1 Frightening Display 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. Attack C
2 Driven Before You 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. Attack C
3 Demoralizing Aggression 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. Attack C
4 Wrenching Success Play when you hit an enemy with an attack. You slide that enemy 1 square as a free action. Attack C
5 Collateral Damage 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. Attack C
6 Bloodlust Play when you make an opportunity attack. You gain a +3 bonus to damage rolls until the start of your next turn. Attack C
7 Today Is a Good Day to Die Play at the start of your turn if you are bloodied. Attack C
8 Strength in Numbers 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. Attack C
9 This Will Never Work 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. Attack C
10 Death Wish 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. Attack U
11 Kick the Hornet's Nest 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. Attack U
12 Desperate Gamble 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. Attack U
13 Driven by Pain 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. Attack U
14 Roaring Rebuke Play when you hit an enemy with an opportunity attack. You knock the enemy prone. Attack U
15 Kill Them All 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. Attack U
16 Wild Swing 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. Attack U
17 Whispered Threat Play when an ally attacks an enemy adjacent to you. The ally gains combat advantage for the attack. Attack U
18 Erratic Behaviour 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. Attack U
19 Blood in the Water Play when you reduce an enemy to 0 hit points. You can charge as a free action. During the charge, you grant combat advantage. Attack R
20 Heedless Charge Play when you make a charge attack. Reroll the attack roll and use the lower result. On a hit, the attack deals maximum damage. Attack R
21 Mad Certainty 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. Attack R
22 Violent Rebirth Play when you drop below 1 hit point while you are adjacent to at least one creature. Make a melee basic attack against a randomly determined creature adjacent to you as an immediate interrupt. On a hit, you can spend a healing surge. Attack R
23 We Have You Now 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. Attack R
24 Unraveled Mind 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. Attack R
25 Off With its Head 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. Attack R
26 Capable of Anything 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. Attack R
27 Unnerving Focus 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. Attack R
28 Shattered Loyalties 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. Attack R
29 Break the Chains 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. Attack R
30 Get Over It 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. Attack R
31 Uncontrolled Anger Play when you make an attack that misses every target. Make a melee basic attack against a randomly determined creature in your reach as a free action. Attack R
32 Seize the Opening 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. Attack R
33 Sundered Confidence 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.* Attack R
34 Finish Him 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. Attack R
35 Turn the Tide Play when an ally you can see saves. You shift 1 square as a free action. Tactic C
36 Seal the Breach 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. Tactic C
37 Follow the Leader 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. Tactic C
38 Unconventional Tactics Play when you hit with an attack. You slide one ally within 5 squares of you up to 2 squares as a free action. Tactic C
39 A Little Help? Play when you miss with an attack. You and the target grant combat advantage until the start of your next turn. Tactic C
40 Hue and Cry 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. Tactic C
41 Erratic Distraction 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. Tactic C
42 Triumphant Will 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. Tactic U
43 Masochistic Glee 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. Tactic U
44 False Comfort 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. Tactic U
45 Surprising Rebound 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. Tactic U
46 Unraveling Fortunes Play when an ally misses with an attack. One enemy adjacent to the ally grants combat advantage until the start of your next turn. Tactic U
47 Clear a Path Play when an ally you can see shifts. Push one enemy adjacent to you up to 2 squares as a free action. Tactic U
48 Watch Out! Play when an enemy makes a ranged attack. 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. Tactic U
49 Run, Fool, Run! 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. Tactic U
50 Insane Clarity 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. Tactic R
51 Advancing Fortress 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. Tactic R
52 Deft Maneuver 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. Tactic R
53 Misfortune's Laughter Play when an ally drops below 1 hit point. You gain temporary hit points equal to your level. Tactic R
54 Stick Together 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. Tactic R
55 Cover Me 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. Tactic R
56 Back on Your Feet Play when an ally you can see falls prone. You and that ally can each stand up as a free action. Tactic R
57 Is That All You Got? 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. Tactic R
58 Wriggle Free 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. Tactic R
59 Deranged Assault 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. Tactic R
60 Crab Crawl 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. Tactic R
61 No Path Too Rough Play at the start of your turn. You ignore difficult terrain until the end of this turn. Tactic R
62 Hallucinations 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. Tactic R
63 Mercy Killing 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. Tactic R
64 Imminent Defeat 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.* Tactic R
65 We Can Do This Play when an ally you can see spends a healing surge. You regain hit points equal to half the ally's healing surge value. You then grant combat advantage until the start of your next turn. Tactic R
66 Think Again Play when an enemy makes an opportunity attack against you. You gain a +4 bonus to defenses against the attack. Defense C
67 Guard My Back Play when you spend a healing surge while adjacent to an ally. You and the ally swap positions as a free action. Defense C
68 Take Heart! 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. Defense C
69 Erratic Evasion 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. Defense C
70 They're out to Get Me! Play at the end of your turn. Until the start of your next turn, enemies cannot gain combat advantage by flanking you. Defense U
71 Delusions of Grandeur 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. Defense U
72 Cringing Retreat 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. Defense U
73 Wary Posture Play at the start of your turn. Until the end of this turn, you can use the total defense action as a move action. Defense R
74 Dubious Recovery 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. Defense R
75 Deny Death 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. Defense R
76 Surging Confidence 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. Defense R
77 Raise the Walls 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. Defense R
78 Unexpected Reversal 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. Defense R
79 Trapped Like a Rat 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.* Defense R
80 Weaving Defense Play when you use your second wind or take the total defense action. Until the start of your next turn, whenever an enemy hits or misses you with an attack, you can shift 1 square as a free action. Defense R
Promo 1 Worth the Price Play at the start of your turn. One willing ally adjacent to you takes damage equal to one-half your level. You then gain a +2 bonus to attack rolls until the end of this turn. Attack R
Promo 2 Demented Assault Play when you make an attack roll. Roll a d10. If you rolled an even number, add half the result to the attack roll. If you rolled an odd number, take damage equal to twice the result. Attack U
Promo 3 Questionable Intent Play when you attack an enemy adjacent to at least one creature. If you roll an even number on the attack roll and hit, the attack deals extra damage equal to your level. If you roll an odd number, the attack instead targets a randomly determined creature adjacent to the enemy. Attack U
Promo 4 Covered Retreat 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. Defense R
Promo 5 Carnage Play when you miss with an attack while you are within 5 squares of an enemy. You and one enemy within 5 squares of you each make a basic attack as a free action. Attack R
Promo 6 Bloodcurdling Scream Play when an enemy bloodies you or hits you while you are bloodied. You can push each enemy within 2 squares of you 1 square. Each enemy pushed is also deafened until the start of your next turn. Tactic U
Promo 7 Insane Defiance Play when an enemy attacks your Fortitude, Reflex, or Will. Roll a d10. On an even number, add half the result to the defense targeted by the attack until the end of the attacker's turn. On an odd number, you grant combat advantage for the attack and take extra damage equal to your level if you are hit. Defense U
Promo 8 Cunning Misdirection Play when an ally hits an enemy with an attack. One ally within 5 squares of the enemy marks it until the start of your next turn. Tactic R
Extra Panicked Reaction 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.10-20: Make a basic attack as a free action. You can have only one Panic Reaction at a time, and you cannot use it to affect the event that granted it to you. *

Drow Treachery cards

Nr. Name When to play Effect Worth Rarity
1 Beefy Opponent Play after your ally makes an attack roll against an enemy's AC. That enemy gains a +2 bonus to AC against that attack. That ally gains a +2 bonus to AC against the next attack against his or her AC before the start of your next turn. 1 C
2 Friend or Foe? Play after an enemy makes an attack roll against your ally. That enemy gains a +1 bonus to attack and damage rolls with the attack. That ally gains a +1 bonus to attack and damage rolls with his or her next attack before the start of your next turn. 1 C
3 Hey, Wait Up! Play a the start of your turn. Each bloodied creature within 5 square of you gains 5 temporary hit points. 1 C
4 Hit the Dirt! Play when an adjacent ally makes a ranged attack. That ally falls prone after making the attack roll. 1 C
5 I'll Handle This Play when you and an ally roll initiative. That ally takes a penalty to the initiative check equal to your Dexterity modifier. You gain a bonus to the initiative check equal to your Dexterity modifier. 1 C
6 I Need a Swig Play when an adjacent ally drinks a a healing potion. That ally regains 1d4 fewer hit points (minimum 1). You regain that many hit points. 1 C
7 Kindness Is Weakness Play when an ally heals another ally of yours. The ally performing the healing takes 5 damage. This damage cannot reduce the ally below 1 hit point. The healed ally regains 5 additional hit points. 0 C
8 Malevolence Play when you drop to 0 hit points or fewer. Make a basic attack against one enemy and one ally as a free action. If you can't make both attacks, you can't make either. 1 C
9 Mocking Echo Play when an ally speaks. That ally is deafened until the end of your next turn. 1 C
10 My Bad Play after an adjacent ally makes an attack roll. That ally takes a -1 penalty to the attack roll. You gain a +1 bonus to your next attack roll before the end of your next turn. 1 C
11 No Thanks Needed Play when an adjacent enemy enters a square adjacent to your ally. That ally can make a melee basic attack against that enemy as a free action, with a -2 penalty to the attack roll. -1 C
12 Point and Laugh Play when an adjacent ally fails a saving throw. You gain 5 temporary hit points. 0 C
13 Schadenfreude Play when an ally is hit by an attack. You gain a +2 bonus to the next attack roll you make before the end of your next turn. 1 C
14 Slap Some Sense Play when an adjacent ally fails a saving throw. That ally takes 1d4 damage but gains a +2 bonus to the saving throw. -1 C
15 Coattail Rider Play when an ally regains hit points. You regain hit points equal to half the amount that ally regains (minimum 1). -1 C
16 Take the Fall Play when you fall prone. One adjacent ally falls prone instead. 1 C
17 What a Loser! Play when an ally succeeds on a Charisma-based skill check. The check instead fails. You gain a +5 bonus to your next Charisma-based skill check before the end of your next turn. 1 C
18 Worth More Alive Play when an adjacent ally drops to 0 hit points or fewer. That ally instead has 1 hit point. You gain 5 temporary hit points. -1 C
19 You Need a Challenge Play when an enemy adjacent to one of your allies regains hit points. That enemy regains 5 additional hit points. That ally regains 5 hit points. 1 C
20 You're Doing It Wrong Play when an adjacent ally fails a skill check. You make that skill check as a free action. Treat your result as the result of that ally's check. 1 C
21 All Fall Down Play when an enemy knocks you prone. Each creature adjacent to you falls prone. 2 U
22 Annoying Distraction Play when an adjacent ally rolls damage for an attack that hits. That ally takes a -2 penalty to the damage roll of that attack. You gain a +2 bonus to your next damage roll before the end of your next turn. 2 U
23 Aw, Too Bad Play when an ally scores a critical hit. The critical hit becomes a regular hit, and your next hit before the end of your turn becomes a critical hit. 2 U
24 Bad Influence Play when an ally makes a Charisma-based skill check. That ally gains a +2 bonus to that check, but takes a -2 penalty to his or her next attack roll before the end of his or her next turn. 2 U
25 Belittle Play when an ally makes a Charisma-based skill check. That ally takes a -2 penalty to the check, or a -4 penalty if he or she has training in Bluff, Diplomacy, or Charisma. You gain a +2 bonus to the next Charisma-based skill check you make. 2 U
26 Don't Distract Me! Play when you fail a Charisma-based skill check. Reroll that check with a +2 bonus. One ally within 5 squares of you takes a -2 penalty to the next attack roll he or she makes before the end of his or her next turn. 2 U
27 Downplay the Threat Play when an enemy enters a square adjacent to your ally. Until the start of its next turn, that enemy does not provoke opportunity attacks from that ally. 1 U
28 Duck and Cover Play when an enemy makes a close or area attack against you while at least one of your allies is adjacent to you. You gain a +2 bonus to all defenses against that attack. 2 U
29 Elbow Bump Play when an adjacent ally makes a damage roll. The damage is halved. 1 U
30 Give Me a Taste Play when an ally heals another ally who is adjacent to you. You also regain the same number of hit points. -1 U
31 Hey, Now Play when an ally causes another ally to lose Worth. Reduce the Worth loss by 1, and reduce any Worth gain by the acting ally by 1. 0 U
32 How It's Done Play when an adjacent ally misses an enemy with an attack. You make a basic attack against that enemy as a free action. 0 U
33 Kill Steal Play when your ally reduces an enemy adjacent to you to 0 hit points. The enemy instead has 1 hit point. You can make a basic attack against that enemy as a free action. 2 U
34 Offering to Lolth Play when an ally takes damage. You gain a +5 bonus to the damage rolls of the next divine attack power you use before the end of your next turn. 2 U
35 Splinters Play when an enemy's ranged attack damages you. Each creature adjacent to you also takes half damage from that attack. 1 U
36 Stumble Bum Play when an ally shifts. That shift provokes opportunity attacks. 1 U
37 Vicious Smear Play when an ally gains Worth. That ally gains 1 less Worth. 0 U
38 Watch My Back Play when an enemy moves adjacent to you. You and one adjacent ally swap positions, with you shifting 1 square and sliding the ally 1 square. 2 U
39 Withering Sarcasm Play when an adjacent ally misses with an attack. That ally and one creature that was a target of the attack area dazed until the end of your next turn. 1 U
40 You're Too Sensitive Play when ongoing damage ends on an ally. That ally takes damage equal to the ongoing amount. 1 U
41 Incite Chaos Play when two or more enemies are adjacent to your ally. That ally and all creatures adjacent to that ally grants combat advantage until the start of your next turn. 2 U
42 Loud Humming Play when your group takes an extended rest. Each ally in your group regains 1 fewer healing surge. Your healing surge total is increased by 1 until the end of your next extended rest. Only 1 Loud Humming card can be played per extended rest. 1 U
43 Maybe It's Contagious Play when an enemy takes ongoing damage while adjacent to on of your allies. That enemy makes a saving throw against the ongoing damage. If It saves, each creature adjacent to that enemy is subjected to the ongoing damage instead. 2 U
44 Meat Shield Play when you take damage from an attack while an ally is adjacent to you. You take only half of the damage and that ally takes the same amount of damage. 1 U
45 Mistaken Identity Play when an ally uses a Treachery card against you. Choose another ally to be affected by that card instead. If no other eligible ally exists, that card has no effect. 1 U
46 Mud in Your Eye Play when your ally deals damage to an enemy with a melee attack. That ally and that enemy are blinded until the start of that ally's next turn. 2 U
47 Rubber and Glue Play when an ally causes you to lose Worth. That ally also loses Worth equal to the amount you lost. 0 U
48 Share and Share Alike Play when an ally uses a Treachery card against you. That ally is also subjected to the card's effect if possible. 0 U
49 Shhh, Go to Sleep Play when an adjacent ally is subjected to a dazing or stunning effect. The effect ends, and that ally is unconscious until the end of his or her next turn. 2 U
50 Spider Legs Play when you start your turn in a square of spiderweb or enter it. You gain spider climb for the rest of your movement this turn. Each ally adjacent to you at the end of this movement is immobilized until the start of your next turn. 1 U
51 Spiked Drinks Play when your group takes a short rest. One ally in your group loses a healing surge. You regain hit points equal to your healing surge value. Only 1 Spiked Drinks card can be played per short rest. 2 U
52 Spreading Webs Play at the start of your turn. You create a zone of spiderwebs in a 2-square-by3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the the battle map to mark the squares of the zone. Any creature that starts its turn in the zone is immobilized until the start of its next turn. -2 U
53 Sticky Fingers Play when an adjacent ally falls prone. You steal a small nonmagical object carried by that ally as if you had made a successful Thievery check. 1 U
54 Tattletale Play when an ally plays a Treachery card on you. That ally gains 1 less Worth from that card. 0 U
55 What a Neat Trick! Play when an adjacent ally uses a non-attack at-will or encounter power in a magic item. You are also considered to have used the power. -1 U
56 Unfortunate Jostle Play when your group takes a short r est. One ally of your choice does not regain an expended encounter attack power of the ally's choice. Only 1 Unfortunate Jostle card can be played per short rest. 1 U
57 You Owe Me One Play when an adjacent ally drops to 0 hit points or fewer. That ally instead has 1 hit point, and you gain a +5 bonus to the damage rolls of the next attack you make before the end of your next turn. -1 U
58 Bad Dog! Play when an ally summons a creature that has an at-will melee attack. The summoned creature makes the melee attack against a creature adjacent to it as a free action. 1 R
59 Blasphemy! Play when an ally misses with a divine attack power. That ally can lose 1 Worth to re-roll that attack with a +2 bonus, and must use the second result. 1 R
60 Cave Eyes Play when you willingly enter a heavily or totally obscured square. You gain blindsight with a range of 3 squares until the end of your next turn. One ally adjacent to you is blinded until the end of your next turn. 2 R
61 Cling to Life Play when you drop to 0 hit points or fewer and you are adjacent to an ally who can take actions. You instead have 1 hit point, and that ally is immobilized until the end of his or her next turn. 1 R
62 Communal End Play when a melee or ranged attack damages you. Each creature within 2 squares of you also takes half damage from that attack. -1 R
63 Demoralize Play when you hit with an attack that slows or dazes an enemy. One ally of your choice who is within the attack's range is also subjected to the slowing or dazing effect. 1 R
64 Enemy of My Enemy Play when an enemy hits you with an attack while an ally of yours is adjacent to that enemy. That ally makes a melee basic attack against that enemy as a free action. If the attack hits, you regain hit points equal to half the damage dealt by that ally's attack. -2 R
65 Faerzress Overload Play when your ally deals damage to an enemy with an arcane attack power. That enemy takes extra damage equal to half the damage dealt by the power, and that ally takes damage equal to the extra damage. 1 R
66 Have a Nice Trip Play when an ally willingly leaves a square adjacent to you. That ally's movement ends immediately, and he or she falls prone. 2 R
67 Hold on There! Play when you roll initiative and your result is lower than the results of all your allies. Reroll your initiative. If the result is higher than the results of all your allies, one ally of your choice also loses 1 Worth. 2 R
68 I Could Do Better Play when an ally uses an arcane attack power that deals damage. The damage dealt by that power is reduced by your Intelligence modifier. You gain bonus to damage rolls equal to your Intelligence modifier until the end of your next turn. 3 R
69 Insidious Poisoning Play when an ally makes an Endurance check against a disease. The check fails, and you regain hit points equal to your healing surge value. 2 R
70 I Think Not Play when you are surprised and conscious. You are not surprised. One ally within 3 squares of you who was not surprised becomes surprised. 2 R
71 I Won't Tell a Soul Play when an ally takes damage from a trap or a hazard. That ally can reduce the damage by 10 for each 1 Worth he or she loses. 1 R
72 Kiss Up Play when an ally gains Worth. You gain half the Worth gained by that ally (minimum 1). 0 R
73 Misery Loves Company Play when you are subjected to a dazing or stunning effect. Each creature adjacent to you is also subjected to that effect. 2 R
74 Need Some Help? Play when an ally fails a saving throw. That ally can lose 1 Worth to reroll the saving throw, and must use the second result. 1 R
75 Salt in the Wound Play when an ally loses Worth. That ally loses 1 more Worth. 1 R
76 Smarten Up! Play when an ally fails an Intelligence-, Wisdom-, or Charisma-based skill check. That ally loses 1 Worth. 1 R
77 Such Weakness Shames You Play when an ally fails a Strength, Constitution., or Dexterity-based skill check. That ally can lose 1 Worth to reroll the check with a +2 bonus, and must use the second result. 2 R
78 Smoke Gets in Your Eyes Play when an ally fails to disable a trap or a hazard. That ally is subjected to the trap or the hazard as if that check had failed by 5 or more. The trap or the hazard is disabled. 2 R
79 Watch Out! Play when an ally who can hear you takes damage. That ally takes 10 less damage, and he or she is weakened until the end of his or her next turn. 1 R
80 You Could Put an Eye Out Play when an ally hits with a weapon attack. That ally also takes half damage from that attack, and deals that much extra damage to one target hit by that attack. 1 R
Promo 1 I See What You Did Play when an ally cancels the effect of a Treachery card. That ally loses 1 Worth. 1 R
Promo 2 Hands Off! Play when an ally willingly enters a square adjacent to you. You slide that ally up to 2 squares, and you shift up to 2 squares. 1 C
Promo 3 Overextended Play when an enemy's attacks deals damage to your ally adjacent to it. That ally takes 5 extra damage. That enemy grants combat advantage until the end of its next turn. 1 C

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