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"The Hidden Flame burns within us all. Draw on it for your fury, or I will call it out for your doom."[PH2:99]

Prerequisite: Druid

Keeper of the Hidden Flame Path Features

Keeper's Action (11th level): When you spend an action point to take an extra action, you can also reroll the next attack you make that misses before the end of your turn, and you must use the second roll.

Fury of the Hidden Flame (11th level): You gain a +1 bonus to ranged, area, and close attack rolls against the enemy nearest to you.

Leap to the Fray (16th level): Whenever an ally within 5 squares of you charges, you and each other ally within 5 squares of you can shift 1 square as a free action.

 Summon the Beast Keeper of the Hidden Flame Attack 11
Your foe howls with bestial rage, throwing itself into the fight and right into your trap.
 Encounter + Implement, Primal
 Standard Action  Ranged 5
 Target: One creature
 Attack: Wisdom vs. Will
 Hit: You pull the target 5 squares and knock it prone. In addition, the target is dazed until the end of your next turn.


 Spark of Fury Keeper of the Hidden Flame Utility 12
You call on the wellspring of wrath that burns within you and your allies. For a critical moment, all of you fight with the ferocity of cornered beasts.
 Encounter + Primal
 Minor Action  Close burst 5
 Target: You and each ally in burst
 Effect: Until the end of your next turn, each target gains a +1 power bonus to attack rolls and a +2 power bonus to damage rolls.


 Spirit of the Beast Keeper of the Hidden Flame Attack 20
The spirit of the beast overwhelms your foe, driving it into a reckless rampage.
 Daily + Implement, Primal
 Standard Action  Ranged 20
 Target: One creature
 Attack: Wisdom vs. Will
 Hit: The target is overwhelmed by a beast spirit (save ends). While overwhelmed by the spirit, the target grants combat advantage, can make melee attacks only, and must target your ally nearest to it when it attacks. In addition, it must make any opportunity attack it can. The target cannot make a saving throw against this effect if the target has hit with a melee attack since the end of its last turn.
 Miss: The target grants combat advantage and must target your ally nearest to it when it attacks (save ends both). The target cannot make a saving throw against this effect if the target has hit with a melee attack since the end of its last turn.
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