You can use your second wind as a minor action instead of a standard action.
3
Dwarf
Dwarven Weapon Proficiency
You gain proficiency with the throwing hammer and the warhammer.
4
Dwarf
Encumbered Speed
You move at your normal speed even when it would normally be reduced by armor or a heavy load.
5
Dwarf
Stand Your Ground
When an effect forces you to move- through a pull, a push, or a slide- you can move 1 square less than the effect specifies. You get a saving throw to avoid falling prone when attacked.
6
Eladrin
Eladrin Education
You gain training in one additional skill selected from the skill list.
7
Eladrin
Eladrin Weapon Proficiency
You gain proficiency with the longsword.
8
Eladrin
Eladrin Will
You gain a +1 racial bonus to your will defense and +5 to saves vs charm effects.
9
Eladrin
Fey Origin
You are considered a Fey creature for the purposes of effects related to creature origin.
10
Eladrin
Trance
Eladrin require only 4 hours of meditation instead of 6 hours of sleep and remain fully alert during this time.
11
Eladrin
Fey Step
You can use fey step as an encounter power
12
Elf
Elven Weapon Proficiency
You gain proficiency with the longbow and the shortbow.
13
Elf
Fey Origin
You are considered a Fey creature for the purposes of effects related to creature origin.
14
Elf
Group Awareness
You gran non-elf allies within 5 squares of you a +1 racial bonus to perception checks.
15
Elf
Wild Step
Ignore difficult terrain when shifting.
16
Elf
Elven Accuracy
You can use elven accuracy as an encounter power.
17
Half-Elf
Dilettante
At 1st level, choose an at-will power from a class different from yours. You can use that power as an encounter power.
18
Half-Elf
Dual Heritage
You can take feats that have either elf or human as a prerequisite, as long as you meet any other requirements
19
Half-Elf
Group Diplomacy
You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
20
Halfling
Bold
You gain a +5 racial bonus to saving throws against fear.
21
Halfling
Nimble Reaction
You gain a +2 racial bonus to AC against opportunity attacks.
22
Halfling
Second Chance
You can use second chance as an encounter power.
23
Human
Bonus At-Will Power
You know one extra at-will power from your class.
24
Human
Bonus Feat
You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
25
Human
Human Defense Bonuses
+1 to fortitude, reflex, and will defenses.
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[
{ id:1, race:"Dwarf", name:"Cast Iron Stomach", text:"+5 saves vs poison" }, { id:2, race:"Dwarf", name:"Dwarven Resilience", text:"You can use your second wind as a minor action instead of a standard action." }, { id:3, race:"Dwarf", name:"Dwarven Weapon Proficiency", text:"You gain proficiency with the throwing hammer and the warhammer." }, { id:4, race:"Dwarf", name:"Encumbered Speed", text:"You move at your normal speed even when it would normally be reduced by armor or a heavy load." }, { id:5, race:"Dwarf", name:"Stand Your Ground", text:"When an effect forces you to move- through a pull, a push, or a slide- you can move 1 square less than the effect specifies. You get a saving throw to avoid falling prone when attacked." }, { id:6, race:"Eladrin", name:"Eladrin Education", text:"You gain training in one additional skill selected from the skill list." }, { id:7, race:"Eladrin", name:"Eladrin Weapon Proficiency", text:"You gain proficiency with the longsword." }, { id:8, race:"Eladrin", name:"Eladrin Will", text:"You gain a +1 racial bonus to your will defense and +5 to saves vs charm effects." }, { id:9, race:"Eladrin", name:"Fey Origin", text:"You are considered a Fey creature for the purposes of effects related to creature origin." }, { id:10, race:"Eladrin", name:"Trance", text:"Eladrin require only 4 hours of meditation instead of 6 hours of sleep and remain fully alert during this time." }, { id:11, race:"Eladrin", name:"Fey Step", text:"You can use fey step as an encounter power" }, { id:12, race:"Elf", name:"Elven Weapon Proficiency", text:"You gain proficiency with the longbow and the shortbow." }, { id:13, race:"Elf", name:"Fey Origin", text:"You are considered a Fey creature for the purposes of effects related to creature origin." }, { id:14, race:"Elf", name:"Group Awareness", text:"You gran non-elf allies within 5 squares of you a +1 racial bonus to perception checks." }, { id:15, race:"Elf", name:"Wild Step", text:"Ignore difficult terrain when shifting." }, { id:16, race:"Elf", name:"Elven Accuracy", text:"You can use elven accuracy as an encounter power." }, { id:17, race:"Half-Elf", name:"Dilettante", text:"At 1st level, choose an at-will power from a class different from yours. You can use that power as an encounter power." }, { id:18, race:"Half-Elf", name:"Dual Heritage", text:"You can take feats that have either elf or human as a prerequisite, as long as you meet any other requirements" }, { id:19, race:"Half-Elf", name:"Group Diplomacy", text:"You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks." }, { id:20, race:"Halfling", name:"Bold", text:"You gain a +5 racial bonus to saving throws against fear." }, { id:21, race:"Halfling", name:"Nimble Reaction", text:"You gain a +2 racial bonus to AC against opportunity attacks." }, { id:22, race:"Halfling", name:"Second Chance", text:"You can use second chance as an encounter power." }, { id:23, race:"Human", name:"Bonus At-Will Power", text:"You know one extra at-will power from your class." }, { id:24, race:"Human", name:"Bonus Feat", text:"You gain a bonus feat at 1st level. You must meet the feat's prerequisites." }, { id:25, race:"Human", name:"Human Defense Bonuses", text:"+1 to fortitude, reflex, and will defenses." }, ]