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"Ill fortune follows in your wake."[PH2:172]

Prerequisite: 21st

Doom Fulfilled: You are drawn irresistibly to fulfill some ultimate doom — usually the catastrophic destruction of a great creature, a mighty realm, or a legendary artifact. When you triumph, fate repairs itself around you, and a new skein of destiny takes shape. In such a weaving, you no longer have a place, and you are hurled out of existence. Nothing remains of you, but you are remembered in the world’s myths and legends as an agent of change and destruction. In some future time and place, you awaken with the dreadful knowledge that once again you must serve as doom’s harbinger.

Shield of Ill Fortune (21st level): Whenever you roll a natural 1 on an attack roll, you can reroll it. If you roll a second natural 1, you can’t reroll it. In addition, when any enemy rolls a natural 1 on an attack roll against you, that enemy is stunned until the end of your next turn, and you can slide the enemy 3 squares as an immediate reaction.

Master of Ill Fortune (24th level): Once per encounter, when a creature within 10 squares of you drops to 0 hit points or fewer, you can make a saving throw or spend a healing surge.

Doom’s Reward (30th level): Whenever you make an attack and miss every target, you gain temporary hit points equal to one-half your level.

 Inexorable Advance Harbinger of Doom Utility 26
A storm of disaster surrounds you, bringing doom to your foes.
 Minor Action  Personal
 Effect: Until the end of the encounter, any enemy within 3 squares of you grants combat advantage to your allies, cannot teleport, and takes 5 damage whenever it misses with an attack.