No Dark Place
Ferocity – When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
Heedless Charge – You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
Seeker’s Bond: Bloodbond – You gain the encaging spirits power. In addition, while you are not wearing heavy armor, you can shift as a minor action. Seekers develop special bonds with primal spirits by offering solemn vows to further the spirits’ purposes.
Rerouted Action – When you spend an action point to take an extra action, you can also move your speed or shift half your speed before or after that action.
Revitalizing Run – When you use your second wind, you can also move your speed or shift half your speed.
Strengthened Bond – The first time you are bloodied during an encounter, you regain the use of your Seeker’s Bond power if it is expended.
Alertness – You cannot be surprised. Also, you gain a +2 feat bonus to Perception checks.
Vengeful Curse – When an enemy hits you, you can use your Warlock’s Curse as an immediate reaction against that enemy, even if it is not the enemy nearest to you.
Distant Advantage You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.
Fey Senses – Due to your exposure to the magic of the Feywild, you gain a +2 feat bonus to Perception and a +2 racial bonus to saving throws against charm effects.
Shadow of the Wild – If you are hidden outdoors and you make an attack, you can make a Stealth check with a -5 penalty to remain hidden.
Grounding Shot – Your ranged attacks ignore the penalty for attacking prone targets and deal 2 extra damage against them.
Primal Eye – You add your Dexterity modifier or Strength modifier to damage rolls when you make ranged basic attacks.
Inevitable Volley – When you use your inevitable shot, you can make two ranged basic attacks instead of one, each against a different target.