Features
Offensive
Nature’s Wrath (Warden) - PH2 153 - Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.
Reaching Action (Verdant Lord) - PH2 169 - When you spend an action point to take an extra action while you are in a guardian form, your melee reach increases by 1 until the end of your turn.
Sudden Roots (Heroic Feat) - PH2 189 - Whenever you hit an enemy with an opportunity attack, that enemy is slowed until the end of its turn.
Blade Opportunist (Heroic Feat) - PH1 194 - Benefit: You gain a +2 bonus to opportunity attack rolls with a heavy blade or a light blade.
Polearm Gamble (Paragon Feat) - PH1 204 - When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the enemy’s turn.
Goliath Greatweapon Prowess (Heroic Feat) - PH2 185 - You gain proficiency with all simple and military two-handed melee weapons and a +2 feat bonus to damage rolls with such weapons. The bonus increases to +3 at 11th level and +4 at 21st level.
Grasping Weapon (Item) - AV1 70 - You can use this weapon to grab targets, adding the weapon’s enhancement bonus to your grab attack. You can still use this weapon to attack a target you’ve grabbed with it.
Bracers of Mighty Striking (Item) - PH1 244 - When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
Wrestler’s Gloves (Item) - AV1 137 - Gain a +1 item bonus to grab attacks, to your defenses when attempting to prevent an escape from your grab, and to saving throws to catch yourself when falling.
Helm of Opportunity (Item) - AV1 142 - Gain a +1 item bonus to opportunity attack rolls.
Goliath’s Belt (Item) - AV1 165 - You gain a +2 item bonus on Strength attacks to bull rush or grab a target. In addition, you can attempt to bull rush or grab a target up to two sizes larger than you.
Defensive
Mountain’s Tenacity (Goliath) - PH2 12 - You have a +1 racial bonus to Will.
Font of Life (Warden) - PH2 153 - At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage. If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.
Earthstrength (Warden) - PH2 153 - While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn.
Earthstrength Resilience (Heroic Feat) - PP 136 - When you use your second wind, you gain resist 2 to all damage until the end of your next turn. The resistance increases to 5 at 11th level and 8 at 21st level.
Toughness (Heroic Feat) - PH1 201 - When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).
Earthstrength Resolve (Paragon Feat) - PH2 190 - When any enemy marked by you makes an attack that doesn’t include you as a target, you gain temporary hit points equal to your Constitution modifier.
Veteran’s Armor (Item) - AV1 55 - When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
Amulet of Mental Resolve (Item) - AV1 148 - Gain a +2 item bonus to saving throws against effects with the charm, illusion, or sleep keyword.
Boots of Free Movement (Item) - AV1 126 - Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition.
Support
Writhing Roots (Verdant Lord) - PH2 169 - While you are in a guardian form, enemies treat each square adjacent to you as difficult terrain, and each ally adjacent to you gains a +1 bonus to AC.
Misc
Powerful Athlete (Goliath) - PH2 12 - When you make an Athletics check to jump or climb, roll twice and use either result.