TEXT: Power  Alteration
  Feats
  
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  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; PLAYER’S 
  HANDBOOK  2,  written  by  Jeremy  Crawford,  Mike  Mearls,  and  James  Wyatt; 
  MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer’s Vault, 
  written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009 Wizards of 
  the Coast. All rights reserved.
  Power Alteration Feats is copyright Richard Lewis trading as Svalin Games 2009.
  www.svalingames.com
  
  Power Alteration Feats
  Feats such as Power Attack let you alter your powers on 
  the  fly.  A  character  with  Power  Attack  can  choose 
  whether to apply the effect of power attack for each 
  attack  they  make,  giving  the  player  more  choice  in 
  combat and making the character more versatile. Power 
  alteration  feats  make  use  of  this  mechanic,  allowing 
  characters who use different kinds of powers to alter 
  their attacks when they think it is best.
  All of the power alteration feats here are heroic feats so 
  they can be used by any character. They are designed 
  to  be  useful  at  all  levels,  so  certain  benefits  are 
  improved in paragon and epic tiers.
  Only  one  power  alteration  feat  can  be  used  for  one 
  attack.
  Name
  Prerequisite
  Benefit
  Breakout Attack
  Str 15
  Deal less damage with strength attack to end movement hampering 
  condition
  Dazing Attack
  Int 15
  Daze yourself with psychic attack to daze target
  Desiccating Attack
  Con 15
  -2 to attack with fire power to give target vulnerable 3 per tier to fire
  Echo Attack
  Con 15
  -2 to attack with thunder power to gain +2 with thunder power next 
  turn
  Empower Attack
  Int 15
  -2 to attack with staff for +3 damage per tier
  Empowering Power
  Cha 15
  Exchange granted attack bonus for damage bonus
  Energizing Attack
  Con 15
  Deal less damage with hammer or mace to gain temporary hit points
  Fortifying Attack
  Cha 15
  Deal less damage with radiant attack to gain temporary hit points
  Freezing Attack
  Wis 15
  -2 to attack with cold power to worsen inflicted condition
  Grabbing Attack
  Str 15
  -2 to melee attack to grab target as an additional effect
  Guiding Attack
  Wis 15
  -2 to attack with holy symbol to grant allies 2 per tier bonus to damage 
  against target
  Horrifying Attack
  Cha 15
  Deal less damage with a rod to give target -2 penalty to attacks against 
  you
  Imposing Attack
  Wis 15
  -2 to attack with orb to give target -2 to saves against condition
  Life Draining Attack
  Cha 15
  Deal less damage with necrotic attack to heal
  Offensive Resurgence
  Str 15
  Exchange temporary hit points for bonus to damage
  Potent Poison
  Dex 15
  Deal half damage with poison attack to give target -2 to saves against 
  condition
  Power Charge
  Con 15
  -2 penalty to defenses to use melee power on a charge
  Puncturing Attack
  Str 15
  Deal  half  damage  with  axe  or  pick  to  deal  Con  modifier  ongoing 
  damage
  Reckless Attack
  Str 15
  -2 penalty to defenses with melee or close power to score critical hit on 
  18-20
  Recovery Attack
  Wis 15
  Deal half damage with totem to grant saving throw to you or ally
  Riposte Attack
  Dex 15
  Deal less damage with heavy blade or light blade to gain +2 to next 
  attack against the target if it attacks you
  Sacrificial Healing
  Wis 15
  Daze yourself to spend healing surge instead of ally to heal them
  Shielding Strike
  Wis 15
  -2 penalty to attack with polearm or spear to gain +2 shield bonus
  Shocking Attack
  Con 15
  -2 penalty with lightning attack to give target -2 to attack rolls
  Skirmishing Shot
  Dex 15
  Deal less damage with ranged power to move after hit
  Steeling Strike
  Con 15
  -2 penalty to melee attack for damage resistance against melee attacks
  Sticky Attack
  Int 15
  Deal no damage with acid attack to deal half the damage as ongoing 
  damage
  Substituted Attack
  Int 15
  Deal less damage to change damage type of attack
  Subtle Spell
  Dex 15
  -2 penalty with ranged arcane attack to remain hidden
  Sudden Attack
  Dex 15
  Deal half damage with wand to gain combat advantage
  Sustained Force
  Int 15
  -2 penalty to defenses with force attack to push target 2 squares
  Testing Strike
  Dex 15
  Deal half damage with melee attack to gain +2 bonus next turn
  Throwing Attack
  Dex 15
  -2  penalty  to  melee  attack  to  use  it  as  ranged  attack  with  thrown 
  weapon
  Tripping Attack
  Dex 15
  -2 penalty to attack with flail or staff to trip target as an additional 
  effect
  
  Breakout Attack
  Prerequisite: Str 15
  Benefit: When making an attack  that would normally 
  add your Strength modifier to damage on a hit, you can 
  choose to forgo adding it to the damage. If the attack 
  hits,  you  either  can  make  one  saving  throw  against 
  being slowed, immobilized,  or restrained or make an 
  athletics check to escape a grab or restrained condition 
  as a free action.
  Dazing Attack
  Prerequisite: Int 15
  Benefit: When you are not dazed and you make an 
  attack that has the psychic keyword, you can choose to 
  become dazed until the end of your next turn. If you hit 
  with the attack, the target is dazed until the end of its 
  next turn.
  Desiccating Attack
  Prerequisite: Con 15
  Benefit: When  making  an  attack  that  has  the  fire 
  keyword, you can choose to take a -2 penalty to the 
  attack roll. If you hit with the attack, the target gains 
  vulnerability 3 to fire until the end of your next turn.
  Level 11: Vulnerability 6 to fire.
  Level 21: Vulnerability 9 to fire.
  Echo Attack
  Prerequisite: Con 15
  Benefit: When making an attack that has the thunder 
  keyword, you can choose to take a -2 penalty on the 
  attack roll. If you do, you gain a +2 bonus to the attack 
  roll of the next attack you make that has the thunder 
  keyword until the end of your next turn.
  Empower Attack
  Prerequisite: Int 15
  Benefit: When using a staff to make an attack with the 
  implement keyword, you can take a -2 penalty to the 
  attack roll. If the attack hits, you gain a +3 bonus to 
  the damage roll.
  Level 11: You gain a +6 bonus to the damage roll.
  Level 21: You gain a +9 bonus to the damage roll.
  Empowering Power
  Prerequisite: Cha 15
  Benefit: When using a power that can grant an ally a 
  bonus to attack rolls you can choose to have that power 
  grant a bonus to damage rolls equal to 2 times the 
  bonus to attack rolls instead. The bonus remains the 
  same in all other ways.
  Level 11: Bonus to damage rolls equal to 3 times the 
  bonus to attack rolls.
  Level 21: Bonus to damage rolls equal to 4 times the 
  bonus to attack rolls.
  For example: A power that grants an ally a +3 power 
  bonus to melee attack rolls until the end of your next 
  turn instead grants the ally a +6 power bonus to melee 
  damage rolls until the end of your next turn.
  Energizing Attack
  Prerequisite: Con 15
  Benefit: When using a hammer or mace to make an 
  attack  that  has  the  weapon  keyword  that  would 
  normally add one ability score modifier to damage on a 
  hit, you can choose to forgo adding it to the damage. If 
  the attack  hits, you gain a number of temporary hit 
  points  equal  to  your  Constitution  modifier.  These 
  temporary hit points do not stack with temporary hit 
  points that the attack would normally grant. You don't 
  gain any extra temporary hit points for hitting with the 
  attack multiple times but the penalty to damage applies 
  for all targets of the attack.
  Fortifying Attack
  Prerequisite: Cha 15
  Benefit: When making an attack that has the radiant 
  keyword  that  would  normally  add  one  ability  score 
  modifier to damage on a hit, you can choose to forgo 
  adding it to the damage. If you do, you gain a number 
  of  temporary  hit  points  equal  to  the  number  of 
  creatures you hit with the attack.  For each critical hit 
  scored  with  the  attack,  you  gain  an  additional  3 
  temporary hit points. 
  Level 11: You gain a number of temporary hit points 
  equal to 2 times the number of creatures you hit with 
  the attack. For each critical hit scored with the attack, 
  you gain an additional 6 temporary hit points.
  Level 21: You gain a number of temporary hit points 
  equal to 3 times the number of creatures you hit with 
  the attack. For each critical hit scored with the attack, 
  you gain an additional 9 temporary hit points.
  
  Freezing Attack
  Prerequisite: Wis 15
  Benefit: When  making  an  attack  that  has  the  cold 
  keyword  that  can  cause  the  slowed,  immobilized, 
  restrained, or dazed conditions, you can choose to take 
  a -2 penalty to the attack roll. If you do, the condition 
  becomes  a  worse  condition,  as  shown  on  the  table 
  below. Everything  else  about the attack  remains  the 
  same, including the duration of the condition.
  Original Condition
  Worse Condition
  Slowed
  Immobilized
  Immobilized
  Restrained
  Dazed or restrained
  Dazed and restrained
  For example: A wizard's  ray of frost is normally an 
  Intelligence  vs.  Fortitude   attack  and  deals  1d6  + 
  Intelligence modifier cold damage and causes the target 
  to become slowed until the end of the wizard's next 
  turn  on  a  hit.  Instead,  it  is  an  Intelligence  –  2  vs. 
  Fortitude attack and deals 1d6 + Intelligence modifier 
  cold  damage  and  causes  the  target  to  become 
  immobilized until the end of the wizard's next turn on a 
  hit.
  Grabbing Attack
  Prerequisite: Str 15
  Benefit: When making a melee attack while you have a 
  free hand you can take a -2 penalty to your attack roll. 
  If you hit, the target is also grabbed.
  Guiding Attack
  Prerequisite: Wis 15
  Benefit: When using a holy symbol to make an attack 
  that has the implement keyword, you can take a -2 
  penalty to the attack roll. If the attack hits, you and 
  each ally adjacent to the target gains a +2 bonus to 
  damage rolls against the target until the end of your 
  next turn.
  Level 11: +4 bonus to damage rolls against the target.
  Level 21: +6 bonus to damage rolls against the target.
  Horrifying Attack
  Prerequisite: Cha 15
  Benefit: When using a rod to make an attack that has 
  the implement keyword that would normally add one 
  ability  score  modifier  to  damage  on  a  hit,  you  can 
  choose to forgo adding it to the damage. If the attack 
  hits, the target takes a -2 penalty to attack rolls against 
  you until the end of your next turn.
  Imposing Attack
  Prerequisite: Wis 15
  Benefit: When using an orb to make an attack that has 
  the implement keyword, you can choose to take a -2 
  penalty to your attack roll. If you do, the target takes a 
  -2 penalty to saving throws against any condition that 
  the attack causes that a save can end.
  Life Draining Attack
  Prerequisite: Cha 15
  Benefit: When making an attack that has the necrotic 
  keyword  that  would  normally  add  one  ability  score 
  modifier to damage on a hit, you can choose to forgo 
  adding it to the damage. If you do, the attack gains the 
  healing keyword and you heal a number of hit points 
  equal  to  the  number  of  creatures  you  hit  with  the 
  attack. For each creature reduced to 0 hit points with 
  the attack, you heal an additional 3 hit points. 
  Level 11: You heal a number of hit points equal to 2 
  times the number of creatures you hit with the attack. 
  For  each  creature  reduced  to  0  hit  points  with  the 
  attack, you heal an additional 6 hit points.
  Level 21: You heal a number of hit points equal to 3 
  times the number of creatures you hit with the attack. 
  For  each  creature  reduced  to  0  hit  points  with  the 
  attack, you heal an additional 9 hit points.
  Offensive Resurgence
  Prerequisite: Str 15
  Benefit:  When  using  a  power  that  can  grant  you 
  temporary hit points, you can choose to forgo gaining 
  those temporary hit points. If you do, you gain a bonus 
  to damage rolls equal to the number of temporary hit 
  points  you  would  have  gained  on  your  next  attack 
  before the end of your next turn.
  Potent Poison
  Prerequisite: Dex 15
  Benefit: When making an attack that has the poison 
  keyword that can cause a condition that a save can end, 
  you can choose to have the attack deal half damage. If 
  you do, the target takes a -2 penalty to saving throws 
  against any condition that the attack causes that a save 
  can end.
  Power Charge
  Prerequisite: Con 15
  Benefit: When you charge, you can choose to take a -2 
  penalty to defenses until the start of your next turn. If 
  you do, you can use any melee attack power in place of 
  a melee basic attack.
  Puncturing Attack
  Prerequisite: Str 15
  Benefit: When  using  an  axe  or  a  pick  to  make  an 
  attack that has the weapon keyword, you can choose to 
  have the attack deal half damage. If you hit, the target 
  takes  ongoing  damage  equal  to  your  Constitution 
  modifier.
  
  Reckless Attack
  Prerequisite: Str 15
  Benefit: When making a melee or close attack, you can 
  choose to take a -2 penalty to all defenses until the end 
  of your next turn. If you do, the attack can score a 
  critical hit on a roll of a natural 18-20. Any creature that 
  the attack misses can score a critical hit against you on 
  a roll of a natural 18-20 until the end of your next turn. 
  When you use this feat, you can't use it again until after 
  the end of your next turn.
  Recovery Attack
  Prerequisite: Wis 15
  Benefit: When using a totem to make an attack that 
  has the implement keyword, you can choose to have 
  the attack  deal half damage. If you hit at least one 
  target,  you or  one  ally  within  5  squares of you  can 
  make a saving throw. No more than 1 saving throw can 
  be granted with one attack by using this power, even if 
  you hit multiple targets with it.
  Level 11: One ally within 10 squares of you.
  Level 21: One ally within 15 squares of you.
  Riposte Attack
  Prerequisite: Dex 15
  Benefit: When using a heavy blade or a light blade ti 
  make  an  attack  that  has  the  weapon  keyword  that 
  would  normally  add  one  ability  score  modifier  to 
  damage on a hit, you can choose to forgo adding it to 
  the damage. If the attack hits, and the target attacks 
  you before the end of your next turn, you gain a +2 
  bonus to attack rolls against the target until the end of 
  your next turn.
  Sacrificial Healing
  Prerequisite: Wis 15
  Benefit: When using a power that can allow an ally to 
  spend  a  healing  surge  to  regain  hit  points,  you  can 
  choose to become dazed until the end of your next turn. 
  If you do, you can spend a healing surge instead of the 
  ally and the ally heals as though they had spent the 
  healing surge.
  Shielding Strike
  Prerequisite: Wis 15
  Benefit: When using a polearm or a spear to make an 
  attack that has the weapon keyword, you can choose to 
  take a -2 penalty to your attack roll. If you hit, you gain 
  a +2 shield bonus to AC and Reflex until the end of your 
  next turn.
  Shocking Attack
  Prerequisite: Con 15
  Benefit: When making an attack that has the lightning 
  keyword you can choose to take a a -2 penalty to attack 
  rolls until the end of your next turn after the attack is 
  resolved.  If  the  attack  hits,  the  target  takes  a  -2 
  penalty to attack rolls until the end of its next turn.
  Skirmishing Shot
  Prerequisite: Dex 15
  Benefit: When  making  a  ranged  attack  that  would 
  normally add one ability score modifier to damage on a 
  hit, you can choose to forgo adding it to the damage. If 
  the attack hits, you can move half your speed.
  For example: A wizard's magic missile normally deals 
  2d4  +  Intelligence  modifier  force  damage  on  a  hit. 
  Instead, it deals 2d4 damage and the wizard can move 
  a number of squares equal to half its speed on a hit.
  Steeling Strike
  Prerequisite: Con 15
  Benefit: When making a melee attack, you can take a 
  -2 penalty to the attack roll. If you do, you gain resist 1 
  to all damage from melee attacks until the start of your 
  next turn. If you are using a shield you gain resist 2 to 
  all damage from melee attacks until the start of your 
  next turn.
  Level 11: Resist 2, or resist 4 if you are using a shield.
  Level 21: Resist 3, or resist 6 if you are using a shield.
  Sticky Attack
  Prerequisite: Int 15
  Benefit: When  making  an  attack  that  has  the  acid 
  keyword  that  normally  deals  damage,  you  can  forgo 
  dealing that damage. If you do, the target instead takes 
  ongoing  acid  damage  equal  to  half  the  damage  the 
  attack would have dealt.
  Substituted Attack
  Prerequisite: Int 15
  Benefit: When  making  an  attack  that  has  a  single 
  damage type keyword (acid, cold, fire, force, lightning, 
  necrotic, poison, psychic, radiant or thunder) that would 
  normally add one ability score modifier to damage on a 
  hit, you can choose to forgo adding it to the damage. If 
  you  do,  you  can  change  that  keyword  to  any  other 
  damage  type  keyword  and  the  attack  deals  that 
  damage type in place of the original damage type.
  Subtle Spell
  Prerequisite: Dex 15
  Benefit: When you are hidden and you make an area 
  or ranged attack that has the arcane keyword, you can 
  take a -2 penalty to the attack roll. If you do, you can 
  remain hidden as though you had kept quiet and not 
  attacked but your Stealth check result is reduced by 5 
  and you take a -5 penalty to Stealth checks until the 
  start of your next turn.
  Sudden Attack
  Prerequisite: Dex 15
  Benefit: When using a wand to make make an attack 
  that has the implement keyword, you can choose to 
  have the attack deal half damage. If you do, you gain 
  combat advantage for the attack.
  
  Sustained Force
  Prerequisite: Int 15
  Benefit: When making  an attack  that  has  the force 
  keyword  you  can  choose  to  take  a  -2  penalty  to 
  defenses until the start of your next turn. If the attack 
  hits, you push the target 2 squares.
  Testing Strike
  Prerequisite: Dex 15
  Benefit: When making a melee attack, you can choose 
  to have the attack deal half damage. If you hit with the 
  attack, you gain a +2 bonus on attack rolls against the 
  target until the end of your next turn.
  Throwing Attack
  Prerequisite: Dex 15
  Benefit: When making a melee attack that has a range 
  of weapon, with a weapon that has the light thrown or 
  heavy thrown property, you can choose to make that 
  attack a ranged attack instead. If you do, you take a -2 
  penalty to the attack roll. You must use a light thrown 
  weapon  for  a  dexterity  attack  or  a  heavy  thrown 
  weapon for a strength attack. If the attack is neither a 
  strength or dexterity attack, it cannot be affected by 
  this feat.
  For  example: A  paladin's  holy  strike is  normally  a 
  melee weapon attack, Strength vs. AC. If he is wielding 
  a  heavy  thrown  weapon,  he  can  instead  make  it  a 
  ranged weapon attack, Strength – 2 vs. AC.
  Tripping Attack
  Prerequisite: Dex 15
  Benefit: When using a flail or a staff to make an attack 
  that has the weapon keyword, you can choose to take a 
  -2  penalty  to  the  attack  roll.  If  the  attack  hits,  the 
  target is also knocked prone.
  
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