TEXT: by Aeryn “Blackdirge” Rudel
  
  1
  Heroes Handbook: Immortal Heroes
  IntroductIon
  Epic heroes travel roads that spiral through the cosmos like the spokes of a wheel; where the journey 
  begins is often unique and far-flung, but the destiny of great heroes has but one unavoidable conclusion 
  — immortality. Some reach the journey’s end by slaying mighty enemies, others by fulfilling epic quests 
  or discovering long lost secrets and ancient treasures. Still others turn the tide of history by leading great 
  armies or nations, and some even walk a darker path, reveling in infamy rather than heroic fame.  
  This book details nine epic destinies that lead down nine paths to immortality; they are individually 
  as unique as snowflakes, yet identical in their ultimate conclusions. These paths may lead a hero to the 
  radiant glory of the celestial realms or to the very depths of Hell itself. Some unlock the lost or hidden 
  potential of a hero’s race, while others reveal the brutal and everlasting truths of martial superiority.   
  But in the end, after a hero’s final quest has drawn to its earthshaking conclusion, he attains the one thing that 
  all great heroes have in common — he is remembered. This goes well beyond a simple footnote in a moldering 
  historical text; a great hero lingers in the hearts and minds of the generations that follow him, and serves as an 
  example to all who would seek out his particular path to legend. This is the heart of immortality; for great nations 
  are conquered and undone, stars gutter and burn out, and even the gods die in the fullness of eternity — but true 
  heroes are remembered forever. 
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are 
  trademarks of Wizards of the Coast, Inc. in the USA and other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and 
  all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, Inc., and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E 
  References are listed in the 4E System Reference Document, available at www.wizards.com/d20.
   DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and 
  MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt © 2008 Wizards of the Coast, Inc. All rights reserved.
   Hero’s Handbook is a trademark of Goodman Games, Inc. Hero’s Handbook: Immortals copyright 2009 Goodman Games, Inc.
  Table of Contents
  Archfiend ............................................................................ 2
  Bladewind Dancer ............................................................... 3
  Champion of Slaughter ........................................................ 4
  Chosen of Mother Hyena ..................................................... 6
  Knight of the Unfettered Path .............................................. 7
  Radiant Master .................................................................... 9
  Sidhe ................................................................................. 10
  Winterheart Warlock.......................................................... 11
  Wyrm Brother.................................................................... 13
  Credits
  Writer: Aeryn “Blackdirge” Rudel
  Editor: Aijalyn Kohler
  Cover Artist: Ben Wootten
  Interior Artists: Brad McDevitt
  Graphic Designer: Sean Glenn
  Publisher: Joseph Goodman
  Visit us online at www.goodman-games.com
  Originally released for Free RPG Day 2009. For more information on Free RPG Day, visit www.freerpgday.com
  
  ArchfIend 
  The taint of Hell is strong within you, and you have cho-
  sen to follow the diabolical path to its ultimate conclusion. 
  Prerequisites: 21st level, tiefling; evil or chaotic evil align-
  ment, Charisma 21, training in Bluff
  All your life, you have known that your blood is tainted 
  with a legacy of pain, tyranny, and power. Unlike many of 
  your fellows, who have chosen to forsake their inner devil, 
  you have embraced it. You have heeded the dark whispers 
  in your mind since childhood, and they have led you down a 
  path that promises absolute power.
  Although all tieflings can trace their lineage back to one of 
  the great devils, and acknowledge the patron of their legacy 
  in some regard, you have chosen to serve one of the lords of 
  Hell in a more direct fashion. You have risen to power with 
  the aid and tutelage of an archdevil, one of the great Sin 
  Lords, and in return for doing its bidding, you have been 
  shown the secret paths to power; paths that only one being 
  in a millennia has the courage and fortitude to tread upon. 
  You tread the path of the Archfiend. 
  As a favored servant of your patron arch-devil, you are 
  often called upon to spread its worship throughout the 
  known world. To do this, you rely upon a twisted tongue, 
  and an iron command over lesser evil creatures. Your com-
  panions, even though they may share different goals, are 
  part of your schemes, even if unwittingly. 
  There are many challenges along your road to immortal-
  ity, as the infernal rivals of your patron attempt to keep you 
  from your ultimate goal. However, this is but a taste of the 
  infernal politics that will one day rule your every action. If 
  you survive your time as a servant of Hell, a grand and dia-
  bolical reward is yours for the taking.
  Infernal ascensIon 
  The most common route to infernal ascension (becoming 
  an archdevil) is detailed below. However, your patron devil 
  might induce your apotheosis in a different manner, one 
  more in line with its own nature. 
  Excruciating Apotheosis: When you complete your final 
  quest, an exarch of your patron appears and gives you three 
  days to put your mortal affairs in order. At the end of the 
  three days, the exarch reappears and serves as your guide to 
  your patron’s hellish domain. There, you are placed in one 
  
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  Heroes Handbook: Immortal Heroes
  of the many spawning pits that dot the infernal landscape. 
  These pits are normally used to transform raw soul stuff into 
  new devils, but in your case, the pit triggers a final excruci-
  ating transformation.
  For one year and one day you linger within the spawning 
  pit, your flesh melting away in the vile, acidic effluvium as it 
  is slowly remade into something more suitable for the envi-
  rons of the Nine Hells. When you emerge from the pit, you 
  are a new creature, remade in the image of your patron. You 
  command a host of new powers and abilities related to the 
  vile sin from which your master draws his own power. 
  Once your apotheosis is complete, you join your master 
  in his infernal court, serving as a favored exarch. But this 
  is not the end of your ascension. One such as you cannot 
  be satisfied with an eternity of servitude. You step into the 
  whirlwind of infernal politics, and again begin to trace your 
  path to power – perhaps a hellish domain of your own, per-
  haps even godhood awaits you. With all eternity to scheme 
  and plan, nothing is beyond your reach…
  archfIend features
  All Archfiends have the following features.
  Twisted Tongue (21st level): You gain a +2 bonus to Bluff 
  checks. In addition, you can make a special Bluff skill challenge 
  against a target as a standard action. You fill your enemies 
  head with lies and suggestions, temporarily winning him to 
  your side. The complexity of the skill challenge is always 1 (4 
  successes before 2 failures), however the DC is based on the 
  target’s alignment and its relationship with you, as follows:
  Target is evil aligned and an ally ..................................DC 24
  Target is unaligned and an ally .....................................DC 26
  Target is good aligned and an ally ................................DC 28
  Target is evil aligned and an enemy ..............................DC 28
  Target is unaligned and an enemy ................................DC 30
  Target is good aligned and an enemy ...........................DC 32
  If you succeed on this special Bluff skill challenge in a non-
  combat situation, the target is charmed (considers you an ally, 
  +2 bonus on Bluff, Diplomacy, and Intimidate checks used 
  against the target) for a number of hours equal to your Cha-
  risma modifier. In a combat encounter, the target is dominated 
  (save ends). You may only make a Twisted Tongue skill chal-
  lenge on a particular target once per day. Creatures immune 
  to charm are not affected by this ability, and creatures with 
  bonuses to saving throws against charm effects, apply the 
  saving throw bonus to the DC of the skill challenge. 
  Fiendish Rebirth (24th level): The first time you are 
  reduced to 0 hit points or fewer each day, each enemy within 
  a number of squares equal to your Charisma modifier (mini-
  mum 1) loses a healing surge and suffers a –2 penalty on 
  all defenses until the end of its next turn. You, in turn, gain 
  a healing surge for each enemy that loses one, and you 
  must spend these extra healing surges immediately as a free 
  action, treating any hit points over your maximum as tem-
  porary hit points. 
  Infernal Majesty (30th level): Your apotheosis is nearly 
  at hand, and the grand, diabolical creature you will become 
  shines through. While this has little effect on the strong-
  willed, lesser evil creatures can do little but marvel (or 
  cower) when faced with your infernal majesty. Minions with 
  an evil or chaotic evil alignment must make a saving throw 
  with a penalty equal to your Charisma modifier whenever 
  they wish to take a hostile action against you. If the sav-
  ing throw fails, the minion cannot attack you, and loses the 
  action meant for the attack. 
  archfIend Power 
  InFERnAl SuMMonS 
  Archfiend Utility 26
  You summon a devil from the depths of Hell to serve you.
  Daily ✦ Conjuration
  Standard Action 
  Ranged 10
  Effect: You summon a single standard devil (not elite or 
  solo) of your level or lower to serve you. Additionally, 
  you may instead summon two standard devils that are at 
  least 10 levels below your own. The devils appear in any 
  square or squares of your choosing within range, and 
  attack on your initiative. The devil or devils serve you for 
  the duration of a single encounter, or for one hour out-
  side of combat, obeying your every command (free action 
  to command the devils). At the end of the encounter or 
  hour, if the devil or devils still live, they demand payment 
  equivalent to 10 gp per level they possess. If the devils 
  are not paid this sum, they immediately turn on you, and 
  fight to the death. 
  BlAdewInd dAncer     
  You weave in and out of combat, striking with nimble 
  precision and uncanny speed. You approach combat now 
  as a complicated dance, where the steps weave you through 
  your opponents in a scarlet blur.
  Prerequisites: 21st level, rogue, Fleet Footed, training in 
  Bluff
  To you, combat is elevated above the crude and visceral; 
  
  BladewInd dancer features
  All Bladewind Dancers have the following features.
  lethal Wind (21st level): Whenever you move your full 
  speed before attacking a target you have combat advantage 
  against in melee, the extra damage dice from your Sneak 
  Attack increases by two steps (d6 to d10, d8 to d12, etc.)
  nimble Feint (24th level): You may attempt to gain com-
  bat advantage against a target with the Bluff skill as a minor 
  action, and you may do so once per target in an encounter. 
  Also, when you successfully deal Sneak Attack damage via a 
  “feint,” you may shift a number of squares equal to one half 
  your Dexterity bonus (round down) as a free action. 
  nimble Strike (30th level): You may always choose to 
  attack an opponent’s Reflex defense with a melee attack if it 
  is advantageous to you.  
  BladewInd dancer Power 
  opportunistic Recovery 
  Bladewind Dancer Utility 26
  Your enemy strikes you with a telling blow; however, you 
  dance away from further attacks only to return invigorated 
  with the knowledge of your foe’s own weaknesses. 
  Encounter ✦ Martial, Healing
  Immediate Reaction 
   
  Personal
  Trigger: You are bloodied. 
  Effect: You may use your second wind, even if you’ve 
  already used it in the encounter, and shift a number of 
  squares equal to you full speed. In addition, you gain 
  combat advantage against the target that bloodied you for 
  a number of rounds equal to the number of Sneak Attack 
  damage dice you normally deal. 
  chAmpIon of SlAughter    
  “Show me your neck, maggot! My blade will end your 
  suffering.”
  Prerequisites: 21st level, fighter, two-handed fighter 
  weapon talent
  You’re a warrior without peer in your chosen fighting 
  style — big, heavy weapons that crush, cleave, and dis-
  member. You’ve stood victorious on countless battlefields, 
  savaging opponents with 6-foot swords, 12-pound axes, 
  and hammers heavy enough to crack a giant’s skull like 
  an egg. You have never looked for reward beyond a chance 
  to bathe in the gore of the slain, and offer their shattered 
  corpses up to the gods of slaughter. 
  To you, there is no finesse to melee, only brute strength 
  and the savage thrill of swinging massive weapons with 
  body-wrecking force. You have never had the inclination to 
  it is a complex dance that carries you, spinning and leap-
  ing, into the fray. You move with liquid grace, your blade 
  darting out like a serpent’s tongue to drink in the crimson 
  vitality of your foes. You eschew all encumberments beyond 
  your blade and the lightest of armor, viewing heavy armor 
  and weapons as little more than impediments to the deadly 
  dance of melee. 
  You have survived countless duels and battle, always 
  through speed, precision, and misdirection over brute 
  strength and raw power. Your extraordinary abilities have 
  made you a legend among fleet-footed slayers, and hun-
  dreds of would-be dancers struggle to follow the stagger-
  ingly difficult steps you long ago mastered. 
  ImmortalIty?
  Speed and precision define you as an icon of martial supe-
  riority; your enemies have learned that your lithe frame and 
  quick blade are far more dangerous than any armored brute 
  with a greataxe. Your allies have learned to count on your 
  swift feet, as they have carried you and your group to vic-
  tory many times over. 
  Quicker Than Death: You have proven that not even 
  the mightiest of foes can match your flickering blade, and 
  your final battle proved this beyond a shadow of a doubt. 
  You wove a murderous jigsaw path through the ranks of 
  your foes, twisting aside from lethal blows and delivering 
  death with a subtle thrust or a graceful cut. Your prob-
  ing blade exploited the chinks in your enemies’ armor, 
  the soft spots in the dragon’s hide, and even pierced the 
  unassailable defenses of mighty elementals, demons, and 
  extraplanar horrors. 
  Now the dance is done; and you can finally take a seat and let 
  others move to the melodious harmonies of battle. Your name 
  shall pass into legend and then to myth; your swift, intricate 
  fighting style becomes the standard to which all nimble fighters 
  strive to achieve. But perhaps your dancing days are not over, 
  perhaps there are still more challenges to overcome and mighty 
  foes to frustrate with liquid speed and flashing steel.
  Your skill is so great that even the gods have taken notice. 
  Deities concerned with agility, dueling, and skillful swordplay 
  may wish to gain your services as both a potent exarch and 
  a peerless teacher of martial skill. As you serve your godly 
  benefactor, your name and influence on the mortal plane con-
  tinue to grow, and the prayers of speedy duelists and swift-
  bladed rogues may one day reach your ears. This worship 
  may catapult you into the ranks of legendary sword saints or 
  even serve as a catalyst for an eventual divine apotheosis.   
  
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  Heroes Handbook: Immortal Heroes
  learn complicated fighting styles or rely on the protective 
  bulwark of a shield. There is no glory in hiding behind a 
  wall of metal, or dancing around a foe like an effete jester. 
  You prefer to stand toe-to-toe with the mightiest foe on the 
  field, and then chop, smash, and gore him into submission 
  with an avalanche of steel and blood.
  You are well known for your ruthless fighting style. Many 
  foes only have to see you stride onto the field of battle — 
  your massive weapon resting casually on one armored 
  shoulder — to flee in horror at the thought of facing you in 
  combat. However, to your allies, you are the unyielding eye 
  in the storm of melee, your great, reaving weapon keeping 
  the enemy at bay. Your inexorable ferocity serves to inspire 
  your allies, and the blood and bodies that pile up at your feet 
  spurn them to exult in the carnage of battle along with you.  
  ImmortalIty?
  The champion of slaughter strives to be the deadliest, 
  most brutal warrior on the battlefield. Your legacy is one lit-
  tered with broken bodies and slaughtered foes, and it shall 
  linger long after you are gone. Your skill and ferocity with 
  two-handed weapons may inspire entire legions of young 
  warriors to follow in your footsteps, invoking your name 
  each time steel meets flesh. 
  Avatar of Carnage: When you complete your final quest, 
  the world recognizes you as the epitome of the blood-soaked 
  slayer; a reaper that harvests flesh with each stroke of his 
  mighty blade. Every warrior that grips a two-handed sword 
  or hefts a greataxe fights in your shadow, fully aware that 
  you stand as the pinnacle of gore-drenched mayhem. 
  However, to become this legendary king of slaughter, you 
  must prove to the multiverse in your final battle that no foe 
  can stand against you, and that your weapon is an instrument 
  of horror and death unrivaled by any before it. You must not 
  fall in this final battle, and, at its end, you must confront the 
  mightiest foe of your long and storied career, and bring about 
  its destruction with a final blow from your own weapon. 
  Once you stand victorious over your greatest foe, your 
  legacy is complete. Your favored weapon becomes a symbol of 
  overcoming impossible odds with nothing but strength, grit, 
  and unbridled savagery. You become the patron of all warriors 
  that fight as you do, eschewing shield and nimble defense for 
  the heavy, crushing power of greatsword, greataxe, or maul. 
  Forever more, your name is synonymous with unrelenting 
  ferocity and an unslakable thirst for blood and carnage. 
  However, you need not fade into the mists of legend once 
  
  your fighting days are done; there are many powerful enti-
  ties that may have taken notice of your blood-soaked career. 
  Gods with dominion over war and skill at arms – especially 
  the brutally effective style you are known for – may wish to 
  bring you into their divine fold as an exarch or even a demi-
  god. In addition, if your blood thirst was tinged with evil, 
  then demon princes and dukes of hell may attempt to entice 
  you into their service. Either way, you can leave the battle-
  fields of the mortal realm behind, and spill the blood of an 
  endless line of foes across the multiverse. 
  chamPIon of slaughter features
  All Champions of Slaughter have the following features.
  Mighty Blow (21st level): When wielding a two-handed 
  weapon, you gain a bonus on damage rolls equal to the 
  weapon’s proficiency bonus. 
  unavoidable Assault (24th level): When armed with a 
  two-handed weapon, you ignore any resistances the target 
  possesses up to an amount equal to your Strength modifier. 
  Bloody Revival (30th level): Once per encounter, when 
  you reduce a target of your level or higher that is not a min-
  ion to 0 hit points, you may immediately spend a healing 
  surge and regain the use of one encounter power you used 
  in the current encounter.
  chamPIon of slaughter Power 
  Slaughtering Strike 
  Champion of Slaughter Utility 26
  Your wounded opponents are but sheep to the slaughter. 
  Daily ✦ Martial, Weapon
  Free Action 
  Personal
  Requirement: You must be wielding a two-handed weapon.
  Trigger: You score a critical hit against a bloodied target 
  at least one level lower than you. 
  Effect: The target must roll a saving throw with a penalty 
  equal to half your Strength modifier or be slain. If the tar-
  get succeeds on the saving throw, it still suffers full criti-
  cal hit damage.
  choSen of mother hyenA      
  You have been chosen by Mother Hyena to lead your 
  people away from darkness and onto the ancient path of the 
  hunter. 
  Prerequisites: 21st level, gnoll, ranger 
  Your people have become corrupted by demonic influ-
  ence, and they have left the path set before them by Mother 
  Hyena in the ancient days. But not all have forgotten the 
  teachings of the laughing crone. You have been chosen to 
  serve as an example to all gnolls that they need not dwell in 
  the darkness of the great demon prince to be a proud and 
  powerful race. 
  Long ago, when gnolls were hunters without peer roam-
  ing the trackless savannahs in search of game, Mother 
  Hyena kept her children well fed and satisfied, protected 
  them from enemies, and taught them how to survive in even 
  the harshest wilderness. Her chosen were mighty hunt-
  ers and warriors, and each led his or her pack to prosperity 
  and peace with other races. You are the last scion of one of 
  these ancient pack masters, and the task laid before you by 
  Mother Hyena is no less than the destruction of the corrupt-
  ing influence that has ruined your people and stolen their 
  pride and dignity. 
  Your allies are regarded as favored pack mates, whether 
  they are gnolls or not. They have come to rely and trust you 
  as a master of the wilderness and a warrior without peer. 
  You share the wisdom of Mother Hyena with your com-
  panions and those who will listen, and your noble example 
  serves as a redefining image of your race, assuring those 
  you meet that not all gnolls bow to the temptations of rapa-
  cious slaughter and unchecked villainy. 
  ImmortalIty?
  You are a legend among your people, and your example 
  has turned thousands of gnolls away from the evil of the 
  great demon prince that has corrupted your race. But your 
  legend carries farther than this; other races, even those who 
  have long considered gnolls an enemy, have come to see you 
  as a shining example of transformation and redemption.
  Scion of the Ancient Ways: Your final quest culminated 
  in an epic battle against the very demon prince that has so 
  corrupted your people. You led your adopted pack into the 
  heart of the fray, your keen hunter’s eye guiding your com-
  panions’ arrows, blades, and spells unerringly to their mark. 
  But it was your blade that dealt the final blow to the great 
  demon, ending its existence and its hold on your people 
  for all time. As your final enemy fell upon the scarred and 
  bloodied field of battle, you clearly heard the triumphant 
  laughter of Mother Hyena echo through your soul…and 
  likely through the souls of gnolls across the multiverse
  Now that the great enemy has been defeated, Mother 
  Hyena has swung wide the gates of her domain and invited 
  you to hunt its verdant pastures, trackless savannahs, and 
  deep jungles. Your nose fills with the scent of game never 
  before touched by arrow or fang, and you hear the wild 
  cackling of gnolls engaged in the reverent bliss of the hunt. 
  
  7
  Heroes Handbook: Immortal Heroes
  You ache to join them, and you shall…in time. 
  However, you are still needed here; for there are many 
  gnolls who still hold wickedness in their hearts and continue 
  to forsake their heritage. You must linger as an example to 
  your people, and stand fast lest another evil presence seek to 
  fill the void left by the great demon prince. You exist now as 
  an exarch of Mother Hyena, spreading her wisdom and teach-
  ings to gnolls across the world, and healing the wounds that 
  millennia of gnoll evil has inflicted on the land and its people.  
  When your work is done, you take your place in the great 
  pack led by Mother Hyena herself. It is you that welcomes 
  the souls of gnolls, redeemed from their wickedness, into the 
  paradise set aside for them eons ago. But even as you pass 
  into the next world, your name is remembered, and your 
  bravery and determination inspires members of other races, 
  twisted with hatred, to cast aside the lodestone of evil and 
  seek a brighter destiny.  
  chIld of mother hyena features
  All Chosen of Mother Hyena have the following features.
  Hyena’s Eye (21st level): Your allies deal additional 
  damage equal to your Wisdom modifier with all ranged and 
  melee attacks against any target that is currently marked as 
  your Hunter’s Quarry. 
  Hyena’s Fury (24th level): While you are bloodied, your 
  Hunter’s Quarry damage dice improve by two steps (d6 to 
  d10, d8 to d12, etc.). 
  Pack Frenzy (30th level): Once per encounter, when you 
  mark a target as your Hunter’s Quarry, all allies adjacent to 
  the target can make a melee basic attack against the target 
  as a free action. 
  chosen of mother hyena Power 
  Scavenger’s Soul Chosen of Mother Hyena Utility 26
  Like Mother Hyena, you scavenge every useful bit from a 
  fallen enemy.
  Daily ✦ Martial, Healing
  Free Action 
  Personal
  Effect: When you reduce a target of your Hunter’s Quarry 
  to 0 hit points, you may spend a healing surge and regain 
  one-quarter of your maximum hit point total or the tar-
  get’s maximum hit point total, whichever is higher (treat 
  any hit points over your maximum as temporary hit 
  points). In addition, you may choose one of the target’s 
  encounter powers and use it as your own until the end 
  of the current encounter. If you do not use the scavenged 
  power by the end of the encounter, you lose it. 
  KnIght of the unfettered pAth 
  You have learned the hidden truth that lies between 
  the inflexible philosophies of chaos, law, good, and evil. 
  You have reached a state of enlightenment that serves 
  as an unassailable bulwark against the powers of those 
  entrenched in dogmatic lies. 
  Prerequisites: 21st level, paladin, unaligned
  You walk a hidden path, that which lies between and 
  through the fourfold path of lies, otherwise known as the 
  tangled dogmas of law, chaos, good, and evil. In your mind, 
  these concepts only keep a soul from true enlightenment. 
  Once you drew power from a divine entity, but that too 
  became a crutch that slowed your ascent to enlightenment. 
  Now your power is derived from the greatest of cosmic 
  truths – there is no absolute truth. 
  Those that walk the fourfold path of lies, defined by the 
  rigid concepts of good and evil, law and chaos, must be 
  taught the error of their ways. The world has become fouled 
  with dogmatic corruption, and you, along with those few 
  who also walk the unfettered path, must bring the truth to 
  all. Some may be swayed with words and guided wisdom; 
  however, others must be returned to the void in hopes that 
  their next incarnation will be more open to the truth. In your 
  long career, you have set many upon the path to enlighten-
  ment, and places of learning, both martial and philosophical, 
  have been established in your name. To many, you are the 
  great bearer of truth, one who has freed thousands of souls 
  from the untruth of the fourfold path of lies. 
  But your journey to enlightenment has not been easy; you 
  have earned the undying enmity of many powerful crea-
  tures. From the celestial host and its rigid order of angels to 
  the seething chaos of the demonic hordes, you are viewed as 
  a great threat to the ancient, entrenched powers. However, 
  the ongoing conflicts with these great enemies only spur you 
  toward your ultimate destiny; for, in time, they too will come 
  to know the truth of the unfettered path.
  Your companions regard you and your views with either 
  open-minded criticism or wary dismissal. You do not judge 
  them, however. Whether they realize it or not, your allies 
  aid you on your way to enlightenment, and it is your sincer-
  est hope that they might join you at your journey’s end. For 
  know, you guide them as you are able, and aid them in their 
  own quests for truth, however misguided they may be. 
  ImmortalIty?
  Although immortality is not your ultimate goal, the truth 
  
  your actions and words represent is an eternal concept, and 
  its power resonates through you. The changes you have 
  wrought upon your companions and all those you come into 
  contact with spreads like a ripple on a still pond, carrying 
  freedom and enlightenment to thousands. 
  The Great Balancer: Your final quest involves undoing 
  the influence wrought by one of the major powers of the 
  fourfold path of lies. Your destiny has carried you unerringly 
  into this final confrontation, drawing your companions into 
  the conflict beside you. The power you must confront may 
  be any of the great archons that corrupt the world with dog-
  matic untruths. The world at large may see your final quest 
  as a great boon to the world and aid you in this most crucial 
  endeavor. You may even draw new allies to your cause based 
  on the nature of your ultimate foe; the powers of good and 
  lawful good may offer aid if your destiny is to end the exis-
  tence of a great demon prince; just as the forces of darkness 
  may very well rise up to aid your struggle against a member 
  of the celestial host. However, only you and those that seek 
  the unfettered path fully realize the nature of this final quest 
  – to bring the multiverse closer to balance and harmony. 
  Once your final quest is complete, and your great foe van-
  quished, your journey upon the unfettered path has reached 
  its conclusion. You transcend your mortal flesh in a blast of 
  withering light – the pure light of truth – and become a new 
  power in the cosmic order, an archon of balance who will 
  one day be joined by others that have reached enlighten-
  ment as you have. Your name and legend linger on in the 
  mortal realm, and you may even play a part in guiding those 
  who walk the unfettered path toward ultimate truth.   
  KnIght of the unfettered Path 
  features
  All Knights of the Unfettered Path have the following features.
  Truesoul Smite (21st level): When you use any smite 
  power against a target that has an alignment other than 
  unaligned, you deal an additional effect based on the target’s 
  alignment. 
  lawful Good: When you smite a lawful good target, you 
  reveal the restrictive nature of its unyielding dogma; the 
  target is restrained for a number of rounds equal to one-half 
  your Charisma modifier (round down).
  Good: When you smite a good target, you demonstrate 
  how the doctrine of unfettered altruism is ultimately dam-
  aging to friends and allies; the target makes a melee basic 
  attack against a random adjacent ally as an immediate reac-
  tion, dealing maximum damage on a successful hit. 
  Evil: When you smite an evil target, you reveal the illu-
  sion of tyranny for what it is – slavery to power; the target 
  is dominated for a number of rounds equal to one-half your 
  Charisma modifier (round down).
  Chaotic Evil: When you smite a chaotic evil target, you 
  fill the target’s mind with the awful truth of a life of chaos 
  and rapaciousness – madness and death; for a number of 
  rounds equal to one-half your Charisma modifier, the target 
  rolls a d4 at the beginning of its turn and follows the course 
  of action indicated by the die roll:
  1 The target acts normally.
  2  The target attacks the closest ally with a melee basic attack, 
  moving up to its full speed to reach the ally if necessary.
  3  The target attacks itself with a melee basic attack, deal-
  ing maximum damage on a successful hit. 
  4 The target is stunned until the beginning of its next turn. 
  Aura of Truth (24th level): You are surrounded by an aura 
  (aura 1) of white light that is painful to enemies that follow 
  the fourfold path of lies. When an enemy with an alignment 
  other than unaligned enters or begins its turn in the aura, it 
  takes psychic damage equal to your Charisma modifier. You 
  may suppress or resume this aura as a free action.   
  unassailable Enlightenment (30th level): You have 
  reached a state of purity so profound that those who follow 
  the fourfold path of lies cannot sever your connection to this 
  world. You cannot be reduced below 0 hit points by any attack 
  originating from an intelligent creature with an alignment 
  other than unaligned. If such an attack would bring you below 
  0 hit points, it brings you to 1 hit point instead, and further 
  attacks from enemies that are not unaligned do not effect your 
  hit points until they are raised above 1 hit point. You still suf-
  fer any effects from an attack the does not affect hit points 
  (dazed, stunned, weakened, etc.), and you suffer damage nor-
  mally from attacks originating from unintelligent or inanimate 
  sources (falling, traps and hazards, drowning, etc.). 
  KnIght of the unfettered Path Power 
  A Glimpse of Perfection 
  Knight of the 
  Unfettered Path Utility 26
  You momentarily lift the scales of dogmatic blindness from 
  your allies’ eyes, allowing them a glimpse of true enlight-
  enment.
  Daily ✦ Divine
  Standard Action 
  Close burst 5
  Targets: Each ally in burst
  
  9
  Heroes Handbook: Immortal Heroes
  Effect: All targets in the burst cannot be reduced below 
  0 hit points by any attack originating from an intel-
  ligent creature with an alignment other than unaligned 
  for a number of rounds equal to one half-your Charisma 
  modifier. If such an attack would bring the target below 
  0 hit points, it brings the target to 1 hit point instead, 
  and further attacks from enemies that are not unaligned 
  do not effect the target’s hit points until they are raised 
  above 1 hit point. The target still suffers any effects 
  from an attack the does not effect hit points (dazed, 
  stunned, weakened, etc.), and suffers damage normally 
  from attacks originating from unintelligent or inanimate 
  sources (falling, traps, drowning, etc.).
  rAdIAnt mASter     
  You are a great light shining in a world of darkness. 
  Your destiny is to bring the light into the blackest reaches 
  of the world, and to expose the horrors that live there to the 
  unyielding radiance of divine purity. 
  Prerequisites: 21st level, cleric, good or lawful good alignment
  The world is plagued with darkness and horror and the 
  powers of the night continue to push beyond the boundary 
  of their domain, eager to devour the few bastions of hope 
  and light that remain. You stand firmly between the dark-
  ness and the innocent souls it would consume; a blazing 
  beacon of divine radiance pushing back the shadow with 
  the channeled might of your god and the unyielding force of 
  your own will. 
  You are a champion of virtue, and the god you follow has 
  invested you with great power to turn aside the tide of evil. 
  The minions of darkness know you well, and fear the flam-
  ing brilliance of your soul and the burning stroke of your 
  blade. You are a legendary figure among those who strive to 
  make the world a safer place for the innocent; and among 
  your own order, you are considered nothing less than a saint 
  and the most holy of crusaders. 
  Although you frequently rely on the material strength of 
  weapons and armor, your true power comes from the invest-
  ment of divine might. You manifest this great gift in the form 
  of radiant energy, harnessing its more benign properties to 
  heal and aid your allies, while tapping into the destructive 
  force of pure good and light to smite your enemies. 
  ImmortalIty?
  Unshakable faith and virtue define you as a divine cham-
  pion. Throughout your long career you have stood fast 
  
  against the darkness, and your allies have learned that there 
  is no evil that cannot be overcome with your radiant power 
  by their sides, bolstering their abilities. The world has come 
  to rely on you and your allies to bring light to the darkness 
  and hope to those who stagger under its brutal rule.  
  A light in the Darkness: Your final battle is one that 
  defines the course of the world for millennia. You and your 
  allies stood against darkness personified; an evil so great 
  that its very existence corrupted and fouled all within its 
  tenebrous reach. But you did not fear this elder power of 
  the night; you and your allies strode onto the field of battle 
  surrounded by light so pure and bright that the minions of 
  the great evil were shriveled and destroyed by merely gaz-
  ing upon your divine radiance. The battle against the great 
  darkness is one that shall linger in the minds and hearts of 
  men for all time; for you and your companions fought the 
  elder evil with inhuman bravery, and when the battle was 
  over, evil was slain and the world is now brighter for it. 
  Now that your final quest is over, it is time to fight the 
  darkness elsewhere, for it grows unchecked in other worlds 
  and planes, and the innocent there cry out for a savior. How-
  ever, your shining example has inspired many, and the tiny 
  flames of light and purity that dwell within all men have 
  been kindled into raging fires. The world is a brighter place 
  than when you first entered it, and those who follow in your 
  footsteps shall invoke your name each time the darkness is 
  seared away with the faith, compassion, and light. 
  When your final battle is over, and your mortal affairs have 
  been put in order, it is time to join the ranks of your deity’s 
  favored servants. Your god has reserved a special place for 
  his most ardent mortal champion, and your ascension to the 
  heavenly realm shall herald the beginning of a far grander 
  purpose than even the vital role you played as a mortal. Along 
  with others chosen by your deity, you shall fight the dark-
  ness across the multiverse, beginning the crusade to bring the 
  shining purity of light and good to all of creation.   
  radIant master features
  All Radiant Masters have the following features.
  Radiant Healer (21st level): When you use healing word 
  on an ally, the ally deals additional radiant damage equal to 
  your Wisdom modifier with all melee attacks until the end of 
  your next turn. 
  Bane of the unliving (24th level): When you use chan-
  nel divinity: turn undead all affected undead gain additional 
  vulnerability to radiant damage equal to 5 + your Wisdom 
  modifier until the end of the encounter.   
  Radiant Rebirth (30th level): The first time you are 
  reduced to 0 hit points or fewer each day, you release a stag-
  gering blast of radiant energy that inflicts one-half your level 
  radiant damage to all enemies within 5 squares. Undead 
  enemies within 5 squares act as if affected by your channel 
  divinity: turn undead power instead, even if you have no 
  further uses of that power remaining. In addition, you regain 
  hit points equal to half your maximum hit point total. 
  radIant master Power 
  Radiant Sphere 
  Radiant Master Utility 26
  You enclose you and your allies in a sphere of crackling 
  radiant energy, driving back the darkness and the mon-
  sters that dwell within it. 
  Encounter ✦ Divine, Healing, Radiant
  Standard Action 
  Personal
  Effect: You gain a radiant aura with a radius equal to 
  your Wisdom modifier in squares until the end of your 
  next turn. The aura illuminates an area equal to double 
  your Wisdom modifier in squares with bright illumination. 
  When you use healing word on an ally in the aura, the 
  ally regains the maximum number of hit points possible. 
   In addition, creatures with the undead subtype may 
  not enter the aura unless they succeed at a saving throw 
  with a penalty equal to one-half your Wisdom modifier. 
  A failed saving throw stops the undead creature’s move-
  ment, and its move action ends. Undead creatures in the 
  radius of the aura when the power is activated suffer 10 
  points of radiant damage and are pushed the number of 
  squares necessary to place them outside the aura. 
  Sustain Standard: The aura persists. 
  SIdhe 
  You are sidhe, one of the noble eladrin born to rule other 
  fey. Your destiny lies within the deep Feywild upon the 
  throne of one of the four fey courts. 
  Prerequisites: 21st level, eladrin, training in Arcana or 
  History, unaligned  
  You are fey nobility, or sidhe, and your destiny is to take 
  the up the mantle of leadership on one of the great fey 
  courts. Your destiny takes precedence above all else, and 
  you fervently espouse the ideals of the court you shall some 
  day rule. Among the common eladrin of your own court, you 
  are considered nothing less than a living legend, a shining 
  example of what all fey should strive to be. To fey of other 
  courts – and the current nobility of your own – you are con-
  sidered an arrogant boor at best and a hated enemy at worst.
  
  11
  Heroes Handbook: Immortal Heroes
  From birth you have always known that your blood is 
  purer than other fey, and that you are destined to lead them. 
  Your personality and views on those beneath you reflects 
  your court; it may be as harsh and unrelenting as a winter 
  storm, or as warm and welcoming as a spring breeze. 
  Although you value your companions, they are not your 
  equals; however, their service to you shall not go overlooked 
  when you claim your birthright in the fey realm. In the 
  meantime, you rely on them to help you further your goals 
  in the mortal world, and in turn, they rely on you for your 
  great skill and influence over the fey folk.
  You are driven on by a destiny that can only culminate 
  in you assuming the role of lord or lady of a fey court. It is 
  yours by right, and those who would stand between you and 
  this goal must be dealt with through diplomacy and negotia-
  tion…or violence and intimidation if they will not bend to 
  your will. 
  ImmortalIty?
  Every action you take on the mortal plane brings you 
  closer to your birthright. Every ally won, every enemy van-
  quished all serve your ultimate purpose. As your power 
  grows, so does your influence over the fey of this world 
  and the next. Some will flock to your banner and seek to 
  add their strength to your own, while others may attempt to 
  thwart your ascension to the ranks of fey nobility. 
  noble Fey: Your final quest centers on your assuming lead-
  ership of one of the fey courts. How this happens depends 
  on you and the court you would lead. The Lord of Winter 
  certainly will not hand his crown to you without a fight, 
  although the peaceful rulers of the Spring Court might pass 
  their mantle on to you after you perform some great service in 
  the name of all fey. However you claim your birthright, it will 
  not be easy, and you will need to rely on more than just the 
  power of your noble blood to achieve your destiny. 
  When your final quest is completed, a throne sits empty in 
  one of the fey courts. It is yours to claim, and your triumph 
  echoes through both the fey and mortal realms, heralding 
  the ascension of a new fey lord or lady. Those who have 
  added their support to your cause pass into the fey realm 
  along with you – if they so choose – to serve as trusted 
  underlings and advisors. Your brave companions may join 
  you as well, perhaps adding their voices to your council, or 
  commanding fiefs within your domain. 
  However, your ascension does not ensure you a peaceful 
  rule. The intrigues of the fey courts are no less harrowing 
  than any of your adventures in the mortal world, and you 
  are not foolish enough to believe that other fey have no 
  designs on your throne. Perhaps you no longer heft sword, 
  bow, or wand on a daily basis, but other, more necessary 
  weapons – diplomacy, chicanery, and outright intimidation – 
  demand your constant attention to wield properly.   
  sIdhe features
  All Sidhe have the following features.
  Alluring Master (21st level): You gain a 17th level 
  encounter attack power with the charm keyword from any 
  character class. 
  noble Step (24th level): You may use the fey step 
  encounter power a number of times during an encounter 
  equal to one-half your Intelligence modifier (round down, 
  minimum 1). In addition, you may use fey step as an imme-
  diate interrupt when you are hit with a melee attack. 
  Emissary of the Faerie Courts (26th level): You are 
  strongly aligned with one of the fey courts: Autumn, Spring, 
  Summer, or Winter. You receive a +2 bonus on all Diplomacy, 
  Bluff, and Intimidate checks used against targets with the 
  fey origin; in addition, your fealty to one of the fey courts 
  grants you a powerful boon.
  Autumn Court: You gain a +2 bonus on all knowledge 
  skills and gain training in one knowledge skill you are not 
  currently trained in. In addition, you gain a +2 bonus on 
  attack rolls with all powers with the psychic keyword.
  Spring Court: Whenever you spend a healing surge, 
  you regain hit points equal to one-third your maximum hit 
  points rather than one-fourth your maximum hit points. 
  Also, you gain a +2 bonus on attack rolls with all powers 
  with the charm keyword. 
  Summer Court: You gain resistance to fire equal to one-half 
  your level (round down). In addition, you gain a +2 bonus on 
  attack rolls will all powers with the martial keyword.
  Winter Court: You gain resistance to cold equal to one-
  half your level. In addition, you gain a +2 bonus on attack 
  rolls will all powers with the arcane keyword. 
  Irresistible Recovery (30th level): The first time you are 
  bloodied in an encounter, you may spend your second wind 
  as an immediate reaction, even if you have already spent it 
  in the encounter. In addition, all adjacent enemies are domi-
  nated until the end of your next turn. 
  wInterheArt wArlocK
  The cold fury of winter howls within your soul. You have 
  sworn yourself to the service of the Unseelie Court and its 
  terrible queen. 
  
  Prerequisites: 21st level, warlock (fey pact); evil, chaotic 
  evil, or unaligned
  Long ago, when you were but a fledgling warlock seeking 
  a powerful, otherworldly benefactor, you chose to pursue 
  one of the elusive entities of the Feywild. However, you had 
  no use for the sunlit glades and thriving forests overseen 
  by the Summer Court and its radiant faerie queen Titania; 
  instead, you sought out a colder, darker place in the deep 
  lands of fey, and pledged your allegiance to the Court of 
  Winter and the Unseelie Queen of Air and Darkness. 
  You quickly realized that the flexible morality of the 
  Unseelie allowed you to rapidly gain power and influence; 
  and now, as your power has come into full bloom, you are 
  no longer simply one of countless minions serving the Court 
  of Winter. The Queen of Air and Darkness has imbued you 
  with a touch of her own wintry power, and you have become 
  on of her few chosen exarchs in the mortal world. 
  If you can navigate the savage intrigues of the fey courts, 
  thwart the machinations of the seelie fey, and achieve the 
  Queen’s goals on the Prime Material Plane, you can achieve 
  a power undreamed of by mortals. The Queen of Air and 
  Darkness seeks a mortal champion who can win her favor 
  and a position of power in her frozen, eternal court. Can 
  you claim it?
  unseelIe chamPIon 
  Obviously, the patronage of such a powerful entity as the 
  Queen of Air and Darkness has some drawbacks. As one 
  of her mortal champions, you might be expected to perform 
  some service in the name of the Unseelie Court from time 
  to time. This might be little more than gathering informa-
  tion on the enemies of Winter, but may involve full-scale 
  assaults on seelie faeries that forces you to risk life and 
  limb in service to the Queen. However, the Queen of Air 
  and Darkness is not a niggardly mistress, and she may well 
  reward you with powerful magics or vital information for 
  doing her bidding. 
  In addition, fey aligned with the Titania and the Summer 
  Court consider you a dire enemy, and may well attack you 
  without provocation if they learn of your patroness. How-
  ever, as a vassal of the Queen of Air and Darkness, unseelie 
  fey may regard you as both ally and master. 
  PrInce of the unseelIe 
  Your service to the Queen of Air and Darkness and the 
  Winter Court has but one end result – eternal life as a prince 
  of the Unseelie. 
  Into the Realm of Winter: When you complete your final 
  quest, your soul yearns to cast off your crude mortal flesh 
  and unleash the wintry wrath of an Unseelie prince. Your 
  companions only remind you of the crude inelegance of mor-
  tality, and you quickly realize that they are of no further use 
  to you. With your heart little more than a tiny frozen shard, 
  the Queen of Air and Darkness is ready to accept you into 
  her realm. 
  Once you have concluded your mortal affairs, an emis-
  sary of the Winter Court appears to conduct you into the 
  presence of the Queen of Air and Darkness. However, one 
  final step is necessary before you are worthy to bask in 
  the cold glory of the Queen of the Unseelie – you must 
  embrace the Unseelie and forget your years as a mortal. 
  The emissary of the Winter Court presents you with a 
  special elixir, the draught of nepenthe, which erases all 
  memory of your years as a mortal, and molds your flesh 
  into the cold, emotionless creature that is most pleas-
  ing to the Queen. You retain all your former abilities and 
  skills plus your devotion to the Queen and the memory of 
  the services your have performed for her over the years. 
  However, all traces of past relationships with other mor-
  tals are erased, all emotions and attachments are scoured 
  from your soul and replaced with only the cold emptiness 
  of winter. 
  With your transformation complete, you depart for the 
  Feywild and the deep, frozen wastes of the Unseelie lands. 
  There you will serve the Queen of Air and Darkness as both 
  consort and champion; joining the eternal battle between the 
  Winter and Summer Courts…and perhaps tipping the bal-
  ance in favor of your queen. 
  wInterheart warlocK features
  All Winterheart Warlocks have the following features.
  Winter Step (21st level): When you leave a square by 
  teleporting, enemies adjacent to that square take cold dam-
  age equal to 5 + your Intelligence modifier and are slowed 
  until the end of your next turn. 
  Wintry Blast (24th level): Your eldritch blast power 
  deals cold damage, ignores all cold resistance, and creatures 
  struck by it are slowed and weakened until the start of your 
  next turn.
  unseelie Mastery (30th level): Choose any one warlock 
  encounter spell you know with the charm, cold, or psychic 
  keywords; that spell gains a recharge roll of 4, 5, or 6 on a 
  d6, allowing you to use it multiple times in an encounter.  
  
  13
  Heroes Handbook: Immortal Heroes
  wInterheart warlocK Power 
  Master of Air and Darkness 
  Winterheart Warlock Utility 26
  The Queen of Air and Darkness has need of you; not even 
  death can dissever you from her service.  
  Daily ✦ Healing
  Immediate Reaction 
   
  Personal
  Trigger: You are reduced to 0 hit points or fewer
  Effect: You regain all of your hit points and you become 
  insubstantial and invisible for a number of rounds equal 
  to your Charisma bonus. You become visible if you attack, 
  but you remain insubstantial.  
  wyrm Brother
  Unlike your kin, whose lineage has become muted and 
  weak over the eons, your blood retains a spark of true 
  draconic power.
  Prerequisites: 21st level, dragonborn, Draconic Resis-
  tance*, Enlarged Dragon Breath, Empowered Dragon Breath
  You have always marveled at the strength and majesty of 
  true dragons, and many times, you have felt that even your 
  muted blood still contains a spark of their greatness. You have 
  spent your life plumbing the depths of your draconic heritage, 
  seeking to become like the great dragons whose breath and 
  wings fill men with terror, or inspire them to greatness. 
  It is said that some dragonborn have followed a legendary 
  path to power, the Path of the Dragon Ascendant, which is 
  rumored to lead to a reawakening of the draconic soul that 
  resides in all of the dragonborn. You have found this elusive 
  path, and now walk its stony and treacherous way, growing 
  closer to the dragon within at every step. 
  The Path of the Dragon Ascendant is your overriding 
  ambition, and it eclipses all other cares and concerns. The 
  path, however, has two branches; wicked seekers follow the 
  path of the chromatic dragons, while noble seekers follow 
  the path of the metallic dragons. You must live up to the 
  examples of the great dragons that have walked the path 
  before you; are you a force for tyranny and greed, or a shin-
  ing beacon of majesty and hope for all dragonborn?  
  dragon ascendant 
  Each of the two branches of the Path of the Dragon Ascen-
  dant is overseen and influenced by the two greatest draconic 
  powers: the shining and noble Bahamut and the twisted and 
  evil Tiamat. Your path leads, eventually, to the embrace and 
  influence of one of these mighty cosmic dragons. 
  Draconic Ascension: When you complete your final quest, 
  
  the draconic soul within you aches for release and a chance 
  to remake your flesh into the creature you were always des-
  tined to be. You feel compelled to shed the trappings of your 
  former life, say your last farewells to friends and allies, and 
  then seek a secluded spot to complete your apotheosis. 
  Only one more step carries you to the end of the Path of 
  the Dragon Ascendant, a final ritual made known to you by 
  the power that now rules your destiny – Bahamut or Tiamat. 
  The ritual requires weeks to perform, but at its end you cast 
  away the imperfect flesh of your former body and rise as a 
  true dragon. For the first time, you feel the furnace of true 
  draconic power raging in your chest, and flex mighty wings 
  that can carry you aloft and toward the beginnings of new 
  chapter in your storied existence. 
  Once your apotheosis is complete, an emissary of Baha-
  mut or Tiamat visits you, and welcomes you into the fold. 
  You are a now a vassal of a great cosmic dragon; an immor-
  tal wyrm that can either spread the rule of law and good, or 
  promote death, destruction, and draconic tyranny.  
  wyrm Brother features
  All Wyrm Brothers have the following features.
  True Breath (21st level): Your dragon breath power 
  recharges on a roll of 5 or 6 on a d6. In addition, targets 
  struck by your dragon breath suffer an additional effect 
  based on the energy type, as shown below:
  Acid — the target is blinded (save ends). 
  Cold — The target is weakened (save ends).
  Fire — the target suffers ongoing fire damage equal to 
  your Constitution modifier (save ends).
  Lightning — the target is stunned (save ends).
  Poison — the target is slowed (save ends).
  Draconic Rejuvenation (24th level): You gain resist 
  20 against the energy type utilized by your dragon breath 
  power. In addition, whenever you are targeted by an attack 
  that deals the same kind of energy damage as your dragon 
  breath power, and it fails to overcome your resistance, you 
  may spend a healing surge and regain the use of one spent 
  encounter power. 
  Draconic Fury (30th level): When you are first bloodied, 
  your dragon breath power recharges, and you may use it 
  as a free action. In addition, while bloodied, you gain a +3 
  bonus to damage rolls and score a critical hit on a roll of 
  18-20 with all melee attacks. 
  wyrm Brother Power 
  Might of the Dragon Kings 
  Wyrm Brother Utility 26
  You call upon the strength of the legendary Dragon Kings, 
  gaining incredible resilience and combat prowess. 
  Daily ✦ Healing
  Minor Action 
  Personal
  Effect: For the duration of the encounter, you regain one-
  half your maximum hit points (round down) from any 
  healing surges you spend. When you use your second 
  wind, you gain a +5 power bonus to damage rolls and all 
  defenses for a number of rounds equal to your Constitu-
  tion modifier.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Goodman Games/Heros Handbook - Immortal Heroes.pdf