Nu
2011-04-03, 11:31 PM
Homebrewer's Notes: This is a work in progress! I appreciate any and all feedback, and especially suggestions on where to take the concept from here. I have high hopes for this one!
WARLOCK
Arcane Striker: Your attack powers are highly damaging and often weaken or hamper the target in some way. You can elude attacks by flying, teleporting, or turning invisible.
Why This Is The Class For You: You want to be an arcane caster who has a familiar and forges a pact with otherworldly beings to augment and empower a simple blast of arcane power.
THAUMATURGE
Key Abilities: Charisma; Dexterity, Constitution, or Intelligence
Class Traits
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 6 + your Constitution modifier
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implement Proficiencies: Light blades, rods, wands
Class Skills: Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex)
Trained Skills: Four from the list of class skills.
HEROIC THAUMATURGE
PUGILIST HEROIC TIER
{table=head]
Total XP |
Level |
Feats Known |
Class Features and Powers
0 |
1 |
1 |
Eldritch pact
Warlock's familiar
Warlock's curse
Eldritch blast
Manifest familiar
Least invocation (blast shape)
Least invocation (eldritch essence)
Thaumaturge cantrips
1000 |
2 |
+1 |
Utility power
2,250 |
3 |
- |
Lesser invocation
3,750 |
4 |
+1 |
Ability score increase
Lesser planar ally
5,500 |
5 |
- |
Improved manifest familiar
7,500 |
6 |
+1 |
Utility power
10,000 |
7 |
- |
Lesser invocation
13,000 |
8 |
+1 |
Ability score increase
Least invocation
16,500 |
9 |
- |
Summon warlock's ally
20,500 |
10 |
+1 |
Utility power
[/table]
Level 1: Eldritch Pact
You have forged a pact with mysterious entities that grant you your arcane powers. If you forged a pact with the ancient, amoral denizens of the Feywild, you have forged a fey pact, granting you potent fey magic both enchanting and terrifying. If you have forged a pact with the diabolic fiends from the Nine Hells, you have forged an infernal pact, and wield powerful invocations of shadow and flame. If you have forged a pact with the mysterious lords of the Far Realms, you have forged a star pact, which you use to horrify your foes and drive them to madness.
You choose one of the following pacts and receive the associated benefits.
Fey Pact
Benefit: You gain the following benefits.
Your familiar is a Gloom Sprite.
You gain the pact boon and pact curse associated with your pact.
You gain a +2 bonus to Bluff checks.
Infernal Pact
Benefit: You gain the following benefits.
Your familiar is a Witchfire Imp.
You gain the pact boon and pact curse associated with your pact.
You gain a +2 bonus to Intimidate checks.
Star Pact
Benefit: You gain the following benefits.
Your familiar is a Floating Eye.
You gain the pact boon and pact curse associated with your pact.
You gain a +1 bonus to knowledge checks.
Level 1: Warlock's Familiar
Your benefactor has sent one of its lesser servants to boost your powers (and perhaps keep an eye on you).
Benefit: You gain an arcane familiar determined by your eldritch pact.
Passive Mode Most of the time, your familiar is in passive mode. While in this mode, your familiar is present in this world only in spirit form, and can only be seen or heard by you. It cannot leave your space, manipulate objects, or be harmed in any way while in passive mode. You still receive the benefits of your familiar tied specifically to passive mode, however.
Active Mode When you use your manifest familiar power, your familiar physically manifests on the plane you are currently occupying. You must use your own actions to command your familiar, and if it is destroyed, you lose a healing surge and cannot gain the benefits of your familiar (either active or passive) until you take an extended rest to recall your familiar. At the end of an extended rest, your familiar reappears in your space in passive mode. The game statistics of your familiar are based on your eldritch pact.
Level 1: Warlock's Curse
Benefit: You gain the warlock's curse power.
Warlock's Curse (Warlock Utility)
With an eldritch utterance, you place a vile curse upon your foe. When you attack your cursed enemies, their suffering is increased.
At-Will (Special) ✦ Arcane
Minor Action (Close burst sight)
Target: The enemy nearest to you that you can see
Effect: You place your warlock's curse on the target, which remains in effect until the creature drops to 0 hit points or until the end of the encounter. Once per turn, when you or your familiar hits a target under the effect of your warlock's curse with an attack, you can choose to have the attack deal 1d6 extra damage. You can affect multiple enemies with your warlock's curse, but you only deal extra damage to one of them on a given turn.
Level 11: 2d6 extra damage.
Level 21: 3d6 extra damage.
Special: You can use this power only once per round.
Level 1: Eldritch Blast
Benefit: You gain the eldritch blast power. Even if you obtain eldritch blast from another source, a thaumaturge cannot choose to use Constitution for the power's attack rolls or damage rolls.
Eldritch Blast (Warlock Attack 1)
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action (Ranged 10)
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage.
Level 21: 2d10 + Charisma modifier damage.
Special: You can use this power as a ranged basic attack.
Level 1: Manifest Familiar
Benefit: You gain the manifest familiar power.
Manifest Familiar (Warlock Attack)
With an arcane command, you call forth your familiar to manifest its true form on this plane. Eldritch whispers emanate from a location a short distance from you, as your servant appears with a puff of smoke.
Daily ✦ Arcane, Summoning
Requirement: Your familiar must be in passive mode.
Minor Action (Ranged 5)
Effect: Your familiar switches to active mode, appearing in an unoccupied square in range. Your familiar is an ally to you and your allies.
Your familiar lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the familiar's description. You must have line of effect to your familiar to command it. When you command your familiar, you and your familiar share knowledge but not senses. On your turn, you can use a minor action to command your familiar to walk, shift, run, fly (if it has a fly speed), teleport (if it has a teleport speed), stand up, squeeze, or crawl.
When your familiar makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
Your familiar remains in active mode until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left), and your familiar remains absent until you take an extended rest, at which point your familiar reforms in your space in passive mode. Otherwise, it remains in active mode until you command it to return to passive mode as a minor action or until you take an extended rest.
Invocations
As a thaumaturge, you are distinct from other warlocks in that you do not attack with spells granted by your pact. Instead, you rely on your familiar, summoned allies, and your eldritch blast to achieve victory. While eldritch blast is a relatively simple spell, you have discovered a way to use it in a more versatile and effective manner: through arcane powers known as invocations. There are two types of invocations you know, shape invocations which change its form and range, and essence invocations which increase and alter its potency.
You can use only one shape invocation per turn, and only one essence invocation per turn, unless you spend an action point. If you spend an action point, you can use different invocations, but you can still only apply the effects of one shape invocation and one essence invocation to the use of a given power (if an attack is in and of itself one of these types of invocations, you can't use that type of invocation with it).
Level 1: Least Invocation (Blast Shape)
Blast shape invocations change how you use your eldritch blast by altering its form.
Benefit: You gain one of the following powers of your choice.
Eldritch Spear (Warlock Attack 1)
Distance provides no escape for your enemies.
At-Will ✦ Arcane, Shape Invocation
No Action (Personal)
Effect: The next time you use eldritch blast this turn, it has ranged 20 instead of its normal range.
Hideous Strike (Warlock Attack 1)
You channel the power of your eldritch blast through your weapon.
At-Will (Special) ✦ Arcane, Shape Invocation, Weapon
No Action (Personal)
Effect: The next time you would use eldritch blast this turn, you make the following attack instead. This attack receives all the benefits of essence invocations and other game elements as if it was eldritch blast.
Standard Action (Melee weapon)
Target: One creature
Attack: Charisma vs. AC. This attack always targets AC, regardless of essence invocations applied.
Hit: 1[W] + Charisma modifier damage.
Level 21: 2[W] + Charisma modifier damage.
Special: You can use the above attack as a melee basic attack.
Level 1: Least Invocation (Eldritch Essence)
Eldritch essence invocations strengthen your eldritch blast and empower it to bestow debilitating conditions on your enemies.
Benefit: You gain one of the following powers of your choice.
Distracting Blast (Warlock Attack 1)
Your eldritch blast leaves your foe unable to concentrate effectively.
At-Will ✦ Arcane, Charm, Essence Invocation, Psychic
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the charm and psychic keywords, and all damage dealt by the attack is psychic damage. If the attack hits, you slide the target 1 square, and it grants combat advanatge until the end of your next turn.
Freezing Blast (Warlock Attack 1)
A chill overtakes your opponent, leaving it sluggish and exposed.
At-Will ✦ Arcane, Cold, Essence Invocation
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold keyword, and all damage dealt by the attack is cold damage. If the attack hits, the target is slowed and takes a -1 penalty to all defenses until the end of your next turn.
Frightful Radiance (Warlock Attack 1)
Your power leaves your enemies trembling before you.
At-Will ✦ Arcane, Essence Invocation, Fear, Radiant
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the fear and radiant keywords, and all damage dealt by the attack is radiant damage. If the attack hits, the target takes a -2 penalty to attack rolls until the end of your next turn.
Hellfire Blast (Warlock Attack 1)
Your target explodes in flame, which engulfs nearby enemies.
At-Will ✦ Arcane, Essence Invocation, Fire
Standard Action (Varies)
Effect: You use your eldritch blast. The power gains the fire keyword, and all damage dealt by the attack is fire damage. If the attack hits, each enemy adjacent to the target takes fire damage equal to your Charisma modifier.
Leeching Blast (Warlock Attack 1)
Your blast steals a portion of the target's life energy, which is transferred to you.
At-Will ✦ Arcane, Essence Invocation, Necrotic
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the necrotic keyword, and all damage dealt by the attack is necrotic damage. If the attack hits, you gain temporary hit points equal to 5 + one-half your level.
Overwhelming Power (Warlock Attack 1)
A shockwave accompanies your eldritch blast, which levels your enemy.
At-Will ✦ Arcane, Essence Invocation, Force
Standard Action (Varies)
Effect: You use your eldritch blast. The power gains the force keyword, and all damage dealt by the attack is force damage. If the attack hits, you knock the target prone and gain a +2 bonus to the next attack roll you make against it before the end of your next turn.
Level 1: Thaumaturge Cantrips
Cantrips are minor tricks and augmentations exclusive to arcane casters.
Benefit: You gain two of the following powers of your choice, and an additional power provided by your eldritch pact.
Prestidigitation (Warlock Utility)
The quintessential arcane cantrip.
As the wizard cantrip of the same name.
See the Unseen (Warlock Utility)
You peer through the fabric of reality nearby to gaze upon the unknown.
Encounter ✦ Arcane
Free Action (Personal)
Effect: You gain darkvision until the end of your turn, and gain a +2 bonus to your next Perception check this turn to detect hidden creatures or objects. If you detect an invisible creature or object with this Perception check, you can see it until the end of your turn.
Spiderwalk (Warlock Utility)
Onlookers are unsettled as you scuttle across a vertical surface.
Encounter ✦ Arcane
Move Action (Personal)
Effect: You climb your speed, and have spider climb during this movement. You automatically succeed the Atheltics check to climb.
Turn Invisible (Warlock Utility)
An object vanishes at your touch.
Encounter ✦ Arcane
Minor Action (Melee touch)
Target: One unattended object weighing no more than 5 pounds.
Effect: The object turns invisible for 1 minute. If you use this object to make an attack, or if a creature other than you touches the object, this invisibility immediately ends.
Level 2: Utility Power
Benefit: You gain a warlock utility power of your choice.
Level 3: Lesser Invocation
Benefit: You gain one of the following powers of your choice.
Beshadowed Blast (Warlock Attack 3)
Upon feeling your power, your foe finds itself in an unfamiliar location, trapped within darkness.
Encounter ✦ Arcane, Charm, Fear, Essence Invocation, Psychic
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the psychic keyword, and all damage dealt by the attack is psychic damage. If the attack hits, the target takes 1d10 extra psychic damage, you teleport the target a number of squares equal to your Intelligence modifier, and it is blinded until the end of your next turn. If the attack misses, the target takes 1d10 psychic damage and you slide the target 1 square.
Brimstone Blast (Warlock Attack 3)
Hellfire and brimstone consume your enemy after your eldritch blast strikes it.
Encounter ✦ Arcane, Essence Invocation, Fire
Standard Action (Varies)
Effect: You use your eldritch blast. The power gains the fire keyword, and all damage dealt by the attack is fire damage. If the attack hits, the target takes 1d8 extra fire damage and ongoing fire damage equal to your Constitution modifier with an aftereffect of 1d6 + your Constitution modifier fire damage. If the attack misses, the target takes 1d6 + your Constitution modifier fire damage.
Eldritch Chain (Warlock Attack 3)
You strike one target with a blast of eldritch energy, and it continues onto nearby foes.
Encounter ✦ Arcane, Shape Invocation
Free Action (Special)
Trigger: You hit an enemy with eldritch blast.
Target: One or two creatures within 10 squares of the enemy you hit.
Effect: You can use your eldritch blast against the target, using the enemy you hit's space as the origin for this attack. This use of eldritch blast can't benefit from or trigger shape invocations.
Hellrime Blast (Warlock Attack 3)
The chill of death seeks your enemies.
Encounter ✦ Arcane, Cold, Essence Invocation, Necrotic
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold and necrotic keywords, and all damage dealt by the attack is cold and necrotic damage. If the attack hits, the target takes 1d8 extra cold and necrotic damage, a penalty to all defenses equal to your Dexterity modifier until the end of your next turn, and is slowed (save ends). If the attack misses, the target takes 1d8 cold and necrotic damage and is slowed until the end of your next turn.
Level 4: Ability Score Increase
Benefit: Your increase two ability scores of your choice by 1.
Level 4: Lesser Planar Ally
You gain the ability to call a minor planar spirit to aid you. This spirit is of little use in battle, but it is the perfect spy or scout.
Benefit: You gain the lesser planar ally power.
Lesser Planar Ally (Warlock Utility 4)
The air around you ripples and becomes heavy as you call forth a spirit of the planes to serve you.
Daily ✦ Arcane Conjuration
Standard Action (Melee 1)
Effect: You conjure a Tiny spirit of a planar being in a space adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to perform one of the following tasks:
Locate an Object or a Person: The spirit can locate a specific object or creature within 5 miles of you that you have seen or touched. When it completes the task, the spirit returns to you and describes the direction, distance, and location of the object or creature.
Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires a Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.
Level 5: Improved Manifest Familiar
Benefit: You gain an additional use of manifest familiar per day. When you use this power, you must take a short rest before you can use it again.
Level 6: Utility Power
Benefit: You gain a warlock utility power of your choice.
Level 7: Lesser Invocation
Benefit: You gain one of the following powers of your choice. You may also select one of the level 3 lesser invocations.
Arctic Blast (Warlock Attack 7)
A chill wind overtakes your foe and leaves him isolated.
Encounter ✦ Arcane, Cold, Essence Invocation, Force
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold and force keywords, and all damage dealt by the attack is cold and force damage. If the attack hits, the target takes 1d10 extra cold and force damage, and you push the target a number of squares equal to your Dexterity modifier, and the target is slowed (save ends). If the attack misses, the target takes 1d10 cold and force damage and is slowed until the end of your next turn.
Deal With a Devil (Warlock Attack 7)
Your diabolic patrons are ever-eager to sweet the deal.
Encounter ✦ Arcane, Fire, Essence Invocation, Necrotic
Standard Action (Varies)
Effect: You use your eldritch blast. The power gains the fire and necrotic keywords, and all damage dealt by the attack is fire and necrotic damage. If the attack hits, the target takes 2d8 extra fire and necrotic damage. If the attack misses, you can choose to take damage equal to your level to reroll the attack roll with a bonus equal to your Constitution modifier. This damage cannot be reduced or redirected in any way.
Eldritch Cone (Warlock Attack 7)
You unleash your eldritch blasts in a cone-shape flurry.
Encounter ✦ Arcane, Shape Invocation
No Action (Personal)
Requirement: You must have the eldritch blast power.
Effect: The next time you use eldritch blast this turn, the range on the power is close blast 5 instead of its normal range, and the power targets each creature in the blast. Essence invocations apply to all targets.
Something Gazed Back (Warlock Attack 7)
When you strike your foe, it caught a glimpse of something unspeakable.
Encounter ✦ Arcane, Fear, Essence Invocation, Psychic
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the fear and psychic keywords, and all damage dealt by the attack is psychic damage. If the attack hits, the target takes 1d6 + your Intelligence modifier extra psychic damage and the target is dazed until the end of your next turn. If the attack misses, the target takes 1d6 psychic damage and the target grants combat advantage untilt the end of your next turn.
Level 8: Ability Score Increase
Benefit: Your increase two ability scores of your choice by 1.
Level 8: Least Invocation
Benefit: You gain an additional level 1 at-will invocation.
Level 9: Summon Warlock's Ally
Benefit: You gain the summon warlock's ally power. For the game stastics of the creature you summon, see your pact.
Summon Warlock's Ally (Shaman Attack 9)
A sudden gust of wind, the smell of brimstone, and a flash of light herald the arrival of a creature from the planes, pulled into your presence to serve you.
Daily ✦ Arcane, Summoning
Minor Action (Ranged 5)
Effect: You summon a creature associated with your eldritch pact in an unoccupied space within range. The creature is an ally to you and your allies.
The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. On your turn, you can use a minor action to command the creature to walk, shift, run, fly (if it has a fly speed), teleport (if it has a teleport speed), stand up, squeeze, or crawl.
When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
Level 10: Utility Power
Benefit: You gain a warlock utility power of your choice.
FEY PACT
For good or ill, you have entered a contract with a lord of the Feywild. Whether this entity trusts you to use this power for good, intends to use your for its own ends, or is merely bored and using a lesser creature to amuse itself is unknown.
Level 1: Warlock's Familiar (Fey)
Though most faeries are known for their cheer and mirth, yours is a bit on the gloomy side. Maybe it's the pale skin or the faded clothing, but you feel as though its apparent good nature is something of a put-on.
Benefit: You gain the following benefits as long as your familiar is present and in passive mode.
When you move, you can ignore 1 square of difficult terrain.
You gain a +2 bonus to Stealth checks.
You have resist 5 cold. If you already have resist cold, increase your resistance by 2.
When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.
Gloom Sprite (Heroic Tier)
Tiny fey humanoid
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the sprite if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 3, fly 5 (hover)
{table]
Wild Pact ✦ Aura 3
While in the aura, you and your allies ignore difficult terrain, gain a +3 bonus to Stealth checks, and gain resist 5 cold (if you or an ally already has resist cold, increase the resistance by 2).
Instinctive Action
Effect: If you haven't given the sprite any commands by the end of your turn, it attacks an adjacent enemy with its melee attack. If it can't do that, it attacks an enemy you attacked on your turn with its ranged attack. Otherwise, it uses its move action and must end this movement closer to you.
Standard Action ✦ At-Will
Attack: Melee 1 (one creature) your level + 6 vs. AC
Hit: 5 damage.
Effect: The sprite flies its speed and must end this movement adjacent to no enemies. It doesn't provoke opportunity attacks during this movement.
Standard Action (cold) ✦ At-Will
Attack: Ranged 10 (one creature) your level + 4 vs. Fortitude
Hit: Your Dexterity modifier cold damage, and you slide the target 1 square.
Move Action ✦ At-Will (1/round)
Effect: The sprite shifts 2 squares and shifts out of phase until it attacks. While out of phase, the sprite takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The sprite cannot take damage from any source other than a melee or ranged attack while out of phase.
Minor Action ✦ At-Will (1/round)
Effect: The sprite either walks, shifts, runs, flies, stands up, squeezes, or crawls.
Opportunity Action (charm) ✦ At-Will
Trigger: An enemy ends its movement adjacent to you.
Attack: Close burst 10 (the triggering enemy) your level + 4 vs. Will
Hit: The target can't take opportunity actions until the start of its next turn.
[/table]
Level 1: Pact Boon (Fey)
Benefit: You gain the soul stride power.
Soul Stride (Warlock Utility)
You utilize a portion of the life-force of a vanquished foe to teleport a great distance.
At-Will (Special) ✦ Arcane, Teleportation
Free Action (Personal)
Trigger: An enemy under the effect of your warlock's curse drops to 0 hit points.
Effect: You teleport a number of squares equal to your Dexterity modifier.
Special: You can use this power only once per round.
Level 1: Pact Curse (Fey)
Benefit: You gain the cuse of the feywild power.
Cuse of the Feywild (Warlock Attack 1)
You lure your foe right where you want it before you unleash your full wrath upon it.
Encounter ✦ Arcane, Charm, Cold, Psychic
Minor Action (Close burst 20)
Target: One enemy in the burst you can see
Effect: You place your Warlock's Curse on the target. The next time this turn you hit an enemy under the effect of your Warlock's Curse with an attack, the attack deals 1d6 extra cold and psychic damage, and you can slide the enemy a number of squares equal to your Dexterity modifier.
7th Level: 1d8 extra cold and psychic damage.
17th Level: 2d8 extra cold and psychic damage.
27th Level: 3d8 extra cold and psychic damage.
Level 1: Thaumaturge Cantrip (Fey)
Benefit: You gain the fey slip power.
Fey Slip (Warlock Utility)
You summon fey spirits to aid your dextrous task.
Encounter ✦ Arcane
Minor Action (Personal)
Effect: You gain a power bonus equal to your Charisma modifier to the next Acrobatics, Stealth, or Thievery check you make during this turn.
Level 9: Summon Warlock's Ally (Fey)
Benefit: You can use summon warlock's ally to summon a wood woad guardian(Heroes of the Forgotten Realms) or a winter nymph.
Winter Nymph
Medium fey humanoid (cold)
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the nymph if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6 (ice walk)
{table]
Chilling Presence ✦ Aura 2
Enemies must spend an extra square of movement to enter any square in the aura.
Instinctive Action
Effect: If you haven't given the nymph any commands by the end of your turn, it uses its melee attack against an adjacent enemy if possible. Otherwise, it uses its ranged attack against an enemy within 5 squares of it if possible. If it cannot make either of these attacks, it moves its speed and must end this movement closer to you.
Standard Action (cold) ✦ At-Will
Attack: Melee 1 (one creature) your level + 4 vs. Fortitude
Hit: 1d6 + your Charisma modifier cold damage, and target is slowed until the end of your next turn.
Standard Action (charm) ✦ At-Will
Attack: Ranged 5 (one creature) your level + 4 vs. Will
Hit: The target makes a basic attack against a target of your choice. If the target makes this attack against itself, it takes a -4 penalty to the attack roll. If the attack hits, it deals extra damage equal to your Dexterity modifier.
Minor Action ✦ At-Will (1/round)
Effect: The nymph either walks, shifts, runs, stands up, squeezes, or crawls.
[/table]
INFERNAL PACT
Through extensive study of the ancient pacts of the fallen empire Bael Turath, you have wrested the power of the devils of the Nine Hells for your own benefit. Through trickery and deceit, you have gained a pact with one of the archdevils that rule the Nine Hells. For your pact, who is the trickster, and who is the tricked?
Level 1: Warlock's Familiar (Infernal)
When you first entered into your diabolic pact, the devil you gained power from sent this foul little servant either to attempt to spy on you, or to test your mettle. Whatever its mission was, you have bested the creature and bound it to servitude. Due to the imp's lawful nature, it is incapable of disloyalty.
Benefit: You gain the following benefits as long as your familiar is present and in passive mode.
Your healing surge value increases by 2.
You can read and speak Abyssal.
You have resist 5 fire. If you already have resist fire, increase your resistance by 2.
When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.
Witchfire Imp (Heroic Tier)
Tiny immortal humanoid (devil)
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the imp if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 3, fly 5 (hover)
{table]
Blood Pact ✦ Aura 3
While in the aura, you and your allies increase your, his, or her healing surge value by 2, and gain resist 5 fire (if you or an ally already has resist fire, increase the resistance by 2).
Instinctive Action
Effect: If you haven't given the imp any commands by the end of your turn, it attacks an adjacent enemy with its melee attack. If it can't do that, it attacks an enemy you attacked on your turn with its ranged attack. Otherwise, it uses its move action and must end this movement closer to you.
Standard Action ✦ At-Will
Attack: Melee 1 (one creature) your level + 6 vs. AC
Hit: 5 damage.
Effect: The imp teleports 2 squares. As long as it ends this movement adjacent to no enemies, it turns invisible until the start of your next turn or until it attacks.
Standard Action (fire) ✦ At-Will
Attack: Ranged 10 (one creature) your level + 4 vs. Reflex
Hit: Your Constitution modifier fire damage. One enemy adjacent to the target takes 5 fire damage.
Move Action ✦ At-Will (1/round)
Effect: The imp shifts 2 squares and shifts out of phase until it attacks. While out of phase, the imp takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The imp cannot take damage from any source other than a melee or ranged attack while out of phase.
Minor Action ✦ At-Will (1/round)
Effect: The imp either walks, shifts, runs, flies, stands up, squeezes, or crawls.
Opportunity Action (necrotic) ✦ At-Will
Trigger: An enemy ends its movement adjacent to you.
Attack: Close burst 10 (the triggering enemy) your level + 4 vs. Fortitude
Hit: 5 necrotic damage, and you gain 5 temporary hit points.
[/table]
Level 1: Pact Boon (Infernal)
Benefit: You gain the soul sap power.
Soul Sap (Warlock Utility)
You drain a bit of a fallen foe's life energy for your own use.
At-Will (Special) ✦ Arcane
Free Action (Personal)
Trigger: An enemy under the effect of your warlock's curse drops to 0 hit points.
Effect: You gain temporary hit points equal to your Constitution modifier.
Special: You can use this power only once per round.
Level 1: Pact Curse (Infernal)
Benefit: You gain the curse of the nine hells power.
Cuse of the Nine Hells (Warlock Attack 1)
Necrotic fire leaps from your hands and energizes your attack.
Encounter ✦ Arcane, Fire, Necrotic
Minor Action (Close burst 20)
Target: One enemy in the burst you can see
Effect: You place your Warlock's Curse on the target. The next time this turn you make an attack roll against an enemy under the effect of your Warlock's Curse, you roll twice for the attack roll. You hit as long as one of the roll results would hit the target, and you must miss with both results to miss the target. If at least one of the roll results hits, the attack deals 1d6 extra fire and necrotic damage, and if both of the roll results hit, the attack instead deals 2d6 extra fire and necrotic damage. If both roll results miss, you can choose to immediately take damage equal to 10 - your Constitution modifier to regain the use of curse of the nine hells. This damage cannot be reduced or redirected in any way.
7th Level: 1d8 extra fire and necrotic damage if one roll result hits, 2d8 extra fire and necrotic damage if both roll results hit.
17th Level: 2d8 extra fire and necrotic damage if one roll result hits, 3d8 extra fire and necrotic damage if both roll results hit.
27th Level: 3d8 extra fire and necrotic damage if one roll result hits, 5d8 extra fire and necrotic damage if both roll results hit.
Level 1: Thaumaturge Cantrip (Infernal)
Benefit: You gain the diabolic bargain power.
Diabolic Bargain (Warlock Utility)
If you have a problem, a devil somewhere probably has a solution.
Encounter ✦ Arcane
Free Action (Personal)
Trigger: You make a skill check and dislike the result.
Effect: You lose a healing surge, but regain no hit points. Instead, reroll the triggering skill check with a bonus equal to your Charisma modifier.
Level 9: Summon Warlock's Ally (Infernal)
Benefit: You can use summon warlock's ally to summon a spined devil lackey(Heroes of the Forgotten Realms) or a succubus flame lasher.
Succubus Flame Lasher
Medium immortal humanoid (devil)
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the succubus if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6, fly 6 (clumsy)
{table]
Alluring Presence ✦ Aura 2
Enemies in the aura take a -2 penalty to attack rolls against you and the succubus.
Instinctive Action
Effect: If you haven't given the succubus any commands by the end of your turn, it uses its melee attack against an adjacent enemy if possible. Otherwise, it uses its ranged attack against an enemy within 5 squares of it if possible. If it cannot make either of these attacks, it moves its speed and must end this movement closer to you.
Standard Action (fire) ✦ At-Will
Attack: Melee 1 (one creature) your level + 4 vs. Reflex
Hit: 1d8 + your Charisma modifier fire damage. If the target is dominated, you gain temporary hit points equal to your Constitution modifier.
Standard Action (charm) ✦ At-Will
Attack: Ranged 5 (one creature) your level + 4 vs. Will
Hit: The target is dominated by you until the end of your next turn. Once a creature has been dominated by the succubus, it can't be dominated again this encounter.
Minor Action ✦ At-Will (1/round)
Effect: The succubus either walks, shifts, runs, flies, stands up, squeezes, or crawls.
[/table]
STAR PACT
The stars above may yet hold many secrets... though only those most skilled at interpreting their messages may comprehend them. You are one such individual, but you did not come by this power via conventional means--you have bargained with a powerful entity that dwells within the Far Realms. You have seen the end of all things, now will you fight to overcome this fate, or become a herald of the apocalypse?
Level 1: Warlock's Familiar (Star)
This strange creature appears as little more than a winged, flesh-colored sphere with a single eye in the center, which constantly shifts focus. It cast its eye on you on the first night after you completed your pact, and you have since learned to harnass its strange powers for your own uses.
Benefit: You gain the following benefits as long as your familiar is present and in passive mode.
You gain a +2 bonus to Arcana and History checks.
You gain a +2 bonus to saving throws against Charm and Fear effects.
You have resist 5 psychic. If you already have resist psychic, increase your resistance by 2.
When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.
Floating Eye (Heroic Tier)
Tiny aberrant magical beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the eye if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 0, fly 6 (hover)
{table]
Planar Pact ✦ Aura 3
While in the aura, you and your allies gain a +1 bonus to saving throws, a +3 bonus to Arcana and History checks, and gain resist 5 psychic (if you or an ally already has resist psychic, increase the resistance by 2).
Instinctive Action
Effect: If you haven't given the eye any commands by the end of your turn, it attacks an adjacent enemy with its melee attack. If it can't do that, it attacks an enemy you attacked on your turn with its ranged attack. Otherwise, it uses its move action and must end this movement closer to you.
Standard Action (radiant) ✦ At-Will
Attack: Melee 1 (one creature) your level + 4 vs. Reflex
Hit: 5 radiant damage.
Effect: The eye teleports into a square adjacent to you but not adjacent to any enemies, and takes half damage from all attacks until the start of your next turn.
Standard Action (psychic) ✦ At-Will
Attack: Ranged 10 (one creature) your level + 4 vs. Will
Hit: Your Intelligence modifier psychic damage, and the target can't charge or take opportunity actions until the end of your next turn.
Move Action ✦ At-Will (1/round)
Effect: The eye shifts 2 squares and shifts out of phase until it attacks. While out of phase, the eye takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The eye cannot take damage from any source other than a melee or ranged attack while out of phase.
Minor Action ✦ At-Will (1/round)
Effect: The eye either walks, shifts, runs, flies, stands up, squeezes, or crawls.
Opportunity Action (force) ✦ At-Will
Trigger: An enemy ends its turn adjacent to you.
Attack: Close burst 5 (the triggering enemy) your level + 4 vs. Fortitude
Hit: 5 force damage, and the target falls prone.
[/table]
Level 1: Pact Boon (Star)
Benefit: You gain the dire reading power.
Dire Reading (Warlock Utility)
When your enemy falls, you grasp just a bit more of the fate of all things.
At-Will (Special) ✦ Arcane
Free Action (Personal)
Trigger: An enemy under the effect of your warlock's curse drops to 0 hit points.
Effect: You gain a bonus to the next attack roll you make before the end of your next turn equal to one-half your Intelligence modifier.
Special: You can use this power only once per round.
Level 1: Pact Curse (Star)
Benefit: You gain the curse of the far realm power.
Curse of the Far Realm (Warlock Attack 1)
Strange, unnatural whispers echo in your foe's mind, and radiant energy sears its flesh when it strikes out in horror.
Encounter ✦ Arcane, Psychic, Radiant
Minor Action (Close burst 20)
Target: One enemy in the burst you can see
Effect: You place your Warlock's Curse on the target. The next time this turn you hit an enemy under the effect of your Warlock's Curse with an attack, the attack deals 1d8 extra psychic damage. The first time an enemy under the effect of your Warlock's Curse attacks you or one of your allies before the start of your next turn, it takes radiant damage equal to your Intelligence modifier.
7th Level: 1d10 extra psychic damage on a hit, 3 + your Intelligence modifier radiant damage if a cursed enemy attacks.
17th Level: 2d10 extra psychic damage on a hit, 6 + your Intelligence modifier radiant damage if a cursed enemy attacks.
27th Level: 3d10 extra psychic damage on a hit, 9 + your Intelligence modifier radiant damage if a cursed enemy attacks.
Level 1: Thaumaturge Cantrip (Star)
Benefit: You gain the far realm knowledge power.
Far Realm Knowledge (Warlock Utility)
You pull the answers you seek from the stars.
Encounter ✦ Arcane
Minor Action (Personal)
Effect: You gain a power bonus equal to your Charisma modifier to the next Arcana, History, or Religion check you make during this turn.
Level 9: Summon Warlock's Ally (Star)
Benefit: You can use summon warlock's ally to summon a thought phantom (Dragon #393) or a radiant star spawn.
WARLOCK
Arcane Striker: Your attack powers are highly damaging and often weaken or hamper the target in some way. You can elude attacks by flying, teleporting, or turning invisible.
Why This Is The Class For You: You want to be an arcane caster who has a familiar and forges a pact with otherworldly beings to augment and empower a simple blast of arcane power.
THAUMATURGE
Key Abilities: Charisma; Dexterity, Constitution, or Intelligence
Class Traits
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 6 + your Constitution modifier
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implement Proficiencies: Light blades, rods, wands
Class Skills: Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex)
Trained Skills: Four from the list of class skills.
HEROIC THAUMATURGE
PUGILIST HEROIC TIER
{table=head]
Total XP |
Level |
Feats Known |
Class Features and Powers
0 |
1 |
1 |
Eldritch pact
Warlock's familiar
Warlock's curse
Eldritch blast
Manifest familiar
Least invocation (blast shape)
Least invocation (eldritch essence)
Thaumaturge cantrips
1000 |
2 |
+1 |
Utility power
2,250 |
3 |
- |
Lesser invocation
3,750 |
4 |
+1 |
Ability score increase
Lesser planar ally
5,500 |
5 |
- |
Improved manifest familiar
7,500 |
6 |
+1 |
Utility power
10,000 |
7 |
- |
Lesser invocation
13,000 |
8 |
+1 |
Ability score increase
Least invocation
16,500 |
9 |
- |
Summon warlock's ally
20,500 |
10 |
+1 |
Utility power
[/table]
Level 1: Eldritch Pact
You have forged a pact with mysterious entities that grant you your arcane powers. If you forged a pact with the ancient, amoral denizens of the Feywild, you have forged a fey pact, granting you potent fey magic both enchanting and terrifying. If you have forged a pact with the diabolic fiends from the Nine Hells, you have forged an infernal pact, and wield powerful invocations of shadow and flame. If you have forged a pact with the mysterious lords of the Far Realms, you have forged a star pact, which you use to horrify your foes and drive them to madness.
You choose one of the following pacts and receive the associated benefits.
Fey Pact
Benefit: You gain the following benefits.
Your familiar is a Gloom Sprite.
You gain the pact boon and pact curse associated with your pact.
You gain a +2 bonus to Bluff checks.
Infernal Pact
Benefit: You gain the following benefits.
Your familiar is a Witchfire Imp.
You gain the pact boon and pact curse associated with your pact.
You gain a +2 bonus to Intimidate checks.
Star Pact
Benefit: You gain the following benefits.
Your familiar is a Floating Eye.
You gain the pact boon and pact curse associated with your pact.
You gain a +1 bonus to knowledge checks.
Level 1: Warlock's Familiar
Your benefactor has sent one of its lesser servants to boost your powers (and perhaps keep an eye on you).
Benefit: You gain an arcane familiar determined by your eldritch pact.
Passive Mode Most of the time, your familiar is in passive mode. While in this mode, your familiar is present in this world only in spirit form, and can only be seen or heard by you. It cannot leave your space, manipulate objects, or be harmed in any way while in passive mode. You still receive the benefits of your familiar tied specifically to passive mode, however.
Active Mode When you use your manifest familiar power, your familiar physically manifests on the plane you are currently occupying. You must use your own actions to command your familiar, and if it is destroyed, you lose a healing surge and cannot gain the benefits of your familiar (either active or passive) until you take an extended rest to recall your familiar. At the end of an extended rest, your familiar reappears in your space in passive mode. The game statistics of your familiar are based on your eldritch pact.
Level 1: Warlock's Curse
Benefit: You gain the warlock's curse power.
Warlock's Curse (Warlock Utility)
With an eldritch utterance, you place a vile curse upon your foe. When you attack your cursed enemies, their suffering is increased.
At-Will (Special) ✦ Arcane
Minor Action (Close burst sight)
Target: The enemy nearest to you that you can see
Effect: You place your warlock's curse on the target, which remains in effect until the creature drops to 0 hit points or until the end of the encounter. Once per turn, when you or your familiar hits a target under the effect of your warlock's curse with an attack, you can choose to have the attack deal 1d6 extra damage. You can affect multiple enemies with your warlock's curse, but you only deal extra damage to one of them on a given turn.
Level 11: 2d6 extra damage.
Level 21: 3d6 extra damage.
Special: You can use this power only once per round.
Level 1: Eldritch Blast
Benefit: You gain the eldritch blast power. Even if you obtain eldritch blast from another source, a thaumaturge cannot choose to use Constitution for the power's attack rolls or damage rolls.
Eldritch Blast (Warlock Attack 1)
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action (Ranged 10)
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage.
Level 21: 2d10 + Charisma modifier damage.
Special: You can use this power as a ranged basic attack.
Level 1: Manifest Familiar
Benefit: You gain the manifest familiar power.
Manifest Familiar (Warlock Attack)
With an arcane command, you call forth your familiar to manifest its true form on this plane. Eldritch whispers emanate from a location a short distance from you, as your servant appears with a puff of smoke.
Daily ✦ Arcane, Summoning
Requirement: Your familiar must be in passive mode.
Minor Action (Ranged 5)
Effect: Your familiar switches to active mode, appearing in an unoccupied square in range. Your familiar is an ally to you and your allies.
Your familiar lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the familiar's description. You must have line of effect to your familiar to command it. When you command your familiar, you and your familiar share knowledge but not senses. On your turn, you can use a minor action to command your familiar to walk, shift, run, fly (if it has a fly speed), teleport (if it has a teleport speed), stand up, squeeze, or crawl.
When your familiar makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
Your familiar remains in active mode until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left), and your familiar remains absent until you take an extended rest, at which point your familiar reforms in your space in passive mode. Otherwise, it remains in active mode until you command it to return to passive mode as a minor action or until you take an extended rest.
Invocations
As a thaumaturge, you are distinct from other warlocks in that you do not attack with spells granted by your pact. Instead, you rely on your familiar, summoned allies, and your eldritch blast to achieve victory. While eldritch blast is a relatively simple spell, you have discovered a way to use it in a more versatile and effective manner: through arcane powers known as invocations. There are two types of invocations you know, shape invocations which change its form and range, and essence invocations which increase and alter its potency.
You can use only one shape invocation per turn, and only one essence invocation per turn, unless you spend an action point. If you spend an action point, you can use different invocations, but you can still only apply the effects of one shape invocation and one essence invocation to the use of a given power (if an attack is in and of itself one of these types of invocations, you can't use that type of invocation with it).
Level 1: Least Invocation (Blast Shape)
Blast shape invocations change how you use your eldritch blast by altering its form.
Benefit: You gain one of the following powers of your choice.
Eldritch Spear (Warlock Attack 1)
Distance provides no escape for your enemies.
At-Will ✦ Arcane, Shape Invocation
No Action (Personal)
Effect: The next time you use eldritch blast this turn, it has ranged 20 instead of its normal range.
Hideous Strike (Warlock Attack 1)
You channel the power of your eldritch blast through your weapon.
At-Will (Special) ✦ Arcane, Shape Invocation, Weapon
No Action (Personal)
Effect: The next time you would use eldritch blast this turn, you make the following attack instead. This attack receives all the benefits of essence invocations and other game elements as if it was eldritch blast.
Standard Action (Melee weapon)
Target: One creature
Attack: Charisma vs. AC. This attack always targets AC, regardless of essence invocations applied.
Hit: 1[W] + Charisma modifier damage.
Level 21: 2[W] + Charisma modifier damage.
Special: You can use the above attack as a melee basic attack.
Level 1: Least Invocation (Eldritch Essence)
Eldritch essence invocations strengthen your eldritch blast and empower it to bestow debilitating conditions on your enemies.
Benefit: You gain one of the following powers of your choice.
Distracting Blast (Warlock Attack 1)
Your eldritch blast leaves your foe unable to concentrate effectively.
At-Will ✦ Arcane, Charm, Essence Invocation, Psychic
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the charm and psychic keywords, and all damage dealt by the attack is psychic damage. If the attack hits, you slide the target 1 square, and it grants combat advanatge until the end of your next turn.
Freezing Blast (Warlock Attack 1)
A chill overtakes your opponent, leaving it sluggish and exposed.
At-Will ✦ Arcane, Cold, Essence Invocation
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold keyword, and all damage dealt by the attack is cold damage. If the attack hits, the target is slowed and takes a -1 penalty to all defenses until the end of your next turn.
Frightful Radiance (Warlock Attack 1)
Your power leaves your enemies trembling before you.
At-Will ✦ Arcane, Essence Invocation, Fear, Radiant
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the fear and radiant keywords, and all damage dealt by the attack is radiant damage. If the attack hits, the target takes a -2 penalty to attack rolls until the end of your next turn.
Hellfire Blast (Warlock Attack 1)
Your target explodes in flame, which engulfs nearby enemies.
At-Will ✦ Arcane, Essence Invocation, Fire
Standard Action (Varies)
Effect: You use your eldritch blast. The power gains the fire keyword, and all damage dealt by the attack is fire damage. If the attack hits, each enemy adjacent to the target takes fire damage equal to your Charisma modifier.
Leeching Blast (Warlock Attack 1)
Your blast steals a portion of the target's life energy, which is transferred to you.
At-Will ✦ Arcane, Essence Invocation, Necrotic
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the necrotic keyword, and all damage dealt by the attack is necrotic damage. If the attack hits, you gain temporary hit points equal to 5 + one-half your level.
Overwhelming Power (Warlock Attack 1)
A shockwave accompanies your eldritch blast, which levels your enemy.
At-Will ✦ Arcane, Essence Invocation, Force
Standard Action (Varies)
Effect: You use your eldritch blast. The power gains the force keyword, and all damage dealt by the attack is force damage. If the attack hits, you knock the target prone and gain a +2 bonus to the next attack roll you make against it before the end of your next turn.
Level 1: Thaumaturge Cantrips
Cantrips are minor tricks and augmentations exclusive to arcane casters.
Benefit: You gain two of the following powers of your choice, and an additional power provided by your eldritch pact.
Prestidigitation (Warlock Utility)
The quintessential arcane cantrip.
As the wizard cantrip of the same name.
See the Unseen (Warlock Utility)
You peer through the fabric of reality nearby to gaze upon the unknown.
Encounter ✦ Arcane
Free Action (Personal)
Effect: You gain darkvision until the end of your turn, and gain a +2 bonus to your next Perception check this turn to detect hidden creatures or objects. If you detect an invisible creature or object with this Perception check, you can see it until the end of your turn.
Spiderwalk (Warlock Utility)
Onlookers are unsettled as you scuttle across a vertical surface.
Encounter ✦ Arcane
Move Action (Personal)
Effect: You climb your speed, and have spider climb during this movement. You automatically succeed the Atheltics check to climb.
Turn Invisible (Warlock Utility)
An object vanishes at your touch.
Encounter ✦ Arcane
Minor Action (Melee touch)
Target: One unattended object weighing no more than 5 pounds.
Effect: The object turns invisible for 1 minute. If you use this object to make an attack, or if a creature other than you touches the object, this invisibility immediately ends.
Level 2: Utility Power
Benefit: You gain a warlock utility power of your choice.
Level 3: Lesser Invocation
Benefit: You gain one of the following powers of your choice.
Beshadowed Blast (Warlock Attack 3)
Upon feeling your power, your foe finds itself in an unfamiliar location, trapped within darkness.
Encounter ✦ Arcane, Charm, Fear, Essence Invocation, Psychic
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the psychic keyword, and all damage dealt by the attack is psychic damage. If the attack hits, the target takes 1d10 extra psychic damage, you teleport the target a number of squares equal to your Intelligence modifier, and it is blinded until the end of your next turn. If the attack misses, the target takes 1d10 psychic damage and you slide the target 1 square.
Brimstone Blast (Warlock Attack 3)
Hellfire and brimstone consume your enemy after your eldritch blast strikes it.
Encounter ✦ Arcane, Essence Invocation, Fire
Standard Action (Varies)
Effect: You use your eldritch blast. The power gains the fire keyword, and all damage dealt by the attack is fire damage. If the attack hits, the target takes 1d8 extra fire damage and ongoing fire damage equal to your Constitution modifier with an aftereffect of 1d6 + your Constitution modifier fire damage. If the attack misses, the target takes 1d6 + your Constitution modifier fire damage.
Eldritch Chain (Warlock Attack 3)
You strike one target with a blast of eldritch energy, and it continues onto nearby foes.
Encounter ✦ Arcane, Shape Invocation
Free Action (Special)
Trigger: You hit an enemy with eldritch blast.
Target: One or two creatures within 10 squares of the enemy you hit.
Effect: You can use your eldritch blast against the target, using the enemy you hit's space as the origin for this attack. This use of eldritch blast can't benefit from or trigger shape invocations.
Hellrime Blast (Warlock Attack 3)
The chill of death seeks your enemies.
Encounter ✦ Arcane, Cold, Essence Invocation, Necrotic
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold and necrotic keywords, and all damage dealt by the attack is cold and necrotic damage. If the attack hits, the target takes 1d8 extra cold and necrotic damage, a penalty to all defenses equal to your Dexterity modifier until the end of your next turn, and is slowed (save ends). If the attack misses, the target takes 1d8 cold and necrotic damage and is slowed until the end of your next turn.
Level 4: Ability Score Increase
Benefit: Your increase two ability scores of your choice by 1.
Level 4: Lesser Planar Ally
You gain the ability to call a minor planar spirit to aid you. This spirit is of little use in battle, but it is the perfect spy or scout.
Benefit: You gain the lesser planar ally power.
Lesser Planar Ally (Warlock Utility 4)
The air around you ripples and becomes heavy as you call forth a spirit of the planes to serve you.
Daily ✦ Arcane Conjuration
Standard Action (Melee 1)
Effect: You conjure a Tiny spirit of a planar being in a space adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to perform one of the following tasks:
Locate an Object or a Person: The spirit can locate a specific object or creature within 5 miles of you that you have seen or touched. When it completes the task, the spirit returns to you and describes the direction, distance, and location of the object or creature.
Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires a Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.
Level 5: Improved Manifest Familiar
Benefit: You gain an additional use of manifest familiar per day. When you use this power, you must take a short rest before you can use it again.
Level 6: Utility Power
Benefit: You gain a warlock utility power of your choice.
Level 7: Lesser Invocation
Benefit: You gain one of the following powers of your choice. You may also select one of the level 3 lesser invocations.
Arctic Blast (Warlock Attack 7)
A chill wind overtakes your foe and leaves him isolated.
Encounter ✦ Arcane, Cold, Essence Invocation, Force
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold and force keywords, and all damage dealt by the attack is cold and force damage. If the attack hits, the target takes 1d10 extra cold and force damage, and you push the target a number of squares equal to your Dexterity modifier, and the target is slowed (save ends). If the attack misses, the target takes 1d10 cold and force damage and is slowed until the end of your next turn.
Deal With a Devil (Warlock Attack 7)
Your diabolic patrons are ever-eager to sweet the deal.
Encounter ✦ Arcane, Fire, Essence Invocation, Necrotic
Standard Action (Varies)
Effect: You use your eldritch blast. The power gains the fire and necrotic keywords, and all damage dealt by the attack is fire and necrotic damage. If the attack hits, the target takes 2d8 extra fire and necrotic damage. If the attack misses, you can choose to take damage equal to your level to reroll the attack roll with a bonus equal to your Constitution modifier. This damage cannot be reduced or redirected in any way.
Eldritch Cone (Warlock Attack 7)
You unleash your eldritch blasts in a cone-shape flurry.
Encounter ✦ Arcane, Shape Invocation
No Action (Personal)
Requirement: You must have the eldritch blast power.
Effect: The next time you use eldritch blast this turn, the range on the power is close blast 5 instead of its normal range, and the power targets each creature in the blast. Essence invocations apply to all targets.
Something Gazed Back (Warlock Attack 7)
When you strike your foe, it caught a glimpse of something unspeakable.
Encounter ✦ Arcane, Fear, Essence Invocation, Psychic
Standard Action (Varies)
Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the fear and psychic keywords, and all damage dealt by the attack is psychic damage. If the attack hits, the target takes 1d6 + your Intelligence modifier extra psychic damage and the target is dazed until the end of your next turn. If the attack misses, the target takes 1d6 psychic damage and the target grants combat advantage untilt the end of your next turn.
Level 8: Ability Score Increase
Benefit: Your increase two ability scores of your choice by 1.
Level 8: Least Invocation
Benefit: You gain an additional level 1 at-will invocation.
Level 9: Summon Warlock's Ally
Benefit: You gain the summon warlock's ally power. For the game stastics of the creature you summon, see your pact.
Summon Warlock's Ally (Shaman Attack 9)
A sudden gust of wind, the smell of brimstone, and a flash of light herald the arrival of a creature from the planes, pulled into your presence to serve you.
Daily ✦ Arcane, Summoning
Minor Action (Ranged 5)
Effect: You summon a creature associated with your eldritch pact in an unoccupied space within range. The creature is an ally to you and your allies.
The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. On your turn, you can use a minor action to command the creature to walk, shift, run, fly (if it has a fly speed), teleport (if it has a teleport speed), stand up, squeeze, or crawl.
When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
Level 10: Utility Power
Benefit: You gain a warlock utility power of your choice.
FEY PACT
For good or ill, you have entered a contract with a lord of the Feywild. Whether this entity trusts you to use this power for good, intends to use your for its own ends, or is merely bored and using a lesser creature to amuse itself is unknown.
Level 1: Warlock's Familiar (Fey)
Though most faeries are known for their cheer and mirth, yours is a bit on the gloomy side. Maybe it's the pale skin or the faded clothing, but you feel as though its apparent good nature is something of a put-on.
Benefit: You gain the following benefits as long as your familiar is present and in passive mode.
When you move, you can ignore 1 square of difficult terrain.
You gain a +2 bonus to Stealth checks.
You have resist 5 cold. If you already have resist cold, increase your resistance by 2.
When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.
Gloom Sprite (Heroic Tier)
Tiny fey humanoid
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the sprite if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 3, fly 5 (hover)
{table]
Wild Pact ✦ Aura 3
While in the aura, you and your allies ignore difficult terrain, gain a +3 bonus to Stealth checks, and gain resist 5 cold (if you or an ally already has resist cold, increase the resistance by 2).
Instinctive Action
Effect: If you haven't given the sprite any commands by the end of your turn, it attacks an adjacent enemy with its melee attack. If it can't do that, it attacks an enemy you attacked on your turn with its ranged attack. Otherwise, it uses its move action and must end this movement closer to you.
Standard Action ✦ At-Will
Attack: Melee 1 (one creature) your level + 6 vs. AC
Hit: 5 damage.
Effect: The sprite flies its speed and must end this movement adjacent to no enemies. It doesn't provoke opportunity attacks during this movement.
Standard Action (cold) ✦ At-Will
Attack: Ranged 10 (one creature) your level + 4 vs. Fortitude
Hit: Your Dexterity modifier cold damage, and you slide the target 1 square.
Move Action ✦ At-Will (1/round)
Effect: The sprite shifts 2 squares and shifts out of phase until it attacks. While out of phase, the sprite takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The sprite cannot take damage from any source other than a melee or ranged attack while out of phase.
Minor Action ✦ At-Will (1/round)
Effect: The sprite either walks, shifts, runs, flies, stands up, squeezes, or crawls.
Opportunity Action (charm) ✦ At-Will
Trigger: An enemy ends its movement adjacent to you.
Attack: Close burst 10 (the triggering enemy) your level + 4 vs. Will
Hit: The target can't take opportunity actions until the start of its next turn.
[/table]
Level 1: Pact Boon (Fey)
Benefit: You gain the soul stride power.
Soul Stride (Warlock Utility)
You utilize a portion of the life-force of a vanquished foe to teleport a great distance.
At-Will (Special) ✦ Arcane, Teleportation
Free Action (Personal)
Trigger: An enemy under the effect of your warlock's curse drops to 0 hit points.
Effect: You teleport a number of squares equal to your Dexterity modifier.
Special: You can use this power only once per round.
Level 1: Pact Curse (Fey)
Benefit: You gain the cuse of the feywild power.
Cuse of the Feywild (Warlock Attack 1)
You lure your foe right where you want it before you unleash your full wrath upon it.
Encounter ✦ Arcane, Charm, Cold, Psychic
Minor Action (Close burst 20)
Target: One enemy in the burst you can see
Effect: You place your Warlock's Curse on the target. The next time this turn you hit an enemy under the effect of your Warlock's Curse with an attack, the attack deals 1d6 extra cold and psychic damage, and you can slide the enemy a number of squares equal to your Dexterity modifier.
7th Level: 1d8 extra cold and psychic damage.
17th Level: 2d8 extra cold and psychic damage.
27th Level: 3d8 extra cold and psychic damage.
Level 1: Thaumaturge Cantrip (Fey)
Benefit: You gain the fey slip power.
Fey Slip (Warlock Utility)
You summon fey spirits to aid your dextrous task.
Encounter ✦ Arcane
Minor Action (Personal)
Effect: You gain a power bonus equal to your Charisma modifier to the next Acrobatics, Stealth, or Thievery check you make during this turn.
Level 9: Summon Warlock's Ally (Fey)
Benefit: You can use summon warlock's ally to summon a wood woad guardian(Heroes of the Forgotten Realms) or a winter nymph.
Winter Nymph
Medium fey humanoid (cold)
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the nymph if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6 (ice walk)
{table]
Chilling Presence ✦ Aura 2
Enemies must spend an extra square of movement to enter any square in the aura.
Instinctive Action
Effect: If you haven't given the nymph any commands by the end of your turn, it uses its melee attack against an adjacent enemy if possible. Otherwise, it uses its ranged attack against an enemy within 5 squares of it if possible. If it cannot make either of these attacks, it moves its speed and must end this movement closer to you.
Standard Action (cold) ✦ At-Will
Attack: Melee 1 (one creature) your level + 4 vs. Fortitude
Hit: 1d6 + your Charisma modifier cold damage, and target is slowed until the end of your next turn.
Standard Action (charm) ✦ At-Will
Attack: Ranged 5 (one creature) your level + 4 vs. Will
Hit: The target makes a basic attack against a target of your choice. If the target makes this attack against itself, it takes a -4 penalty to the attack roll. If the attack hits, it deals extra damage equal to your Dexterity modifier.
Minor Action ✦ At-Will (1/round)
Effect: The nymph either walks, shifts, runs, stands up, squeezes, or crawls.
[/table]
INFERNAL PACT
Through extensive study of the ancient pacts of the fallen empire Bael Turath, you have wrested the power of the devils of the Nine Hells for your own benefit. Through trickery and deceit, you have gained a pact with one of the archdevils that rule the Nine Hells. For your pact, who is the trickster, and who is the tricked?
Level 1: Warlock's Familiar (Infernal)
When you first entered into your diabolic pact, the devil you gained power from sent this foul little servant either to attempt to spy on you, or to test your mettle. Whatever its mission was, you have bested the creature and bound it to servitude. Due to the imp's lawful nature, it is incapable of disloyalty.
Benefit: You gain the following benefits as long as your familiar is present and in passive mode.
Your healing surge value increases by 2.
You can read and speak Abyssal.
You have resist 5 fire. If you already have resist fire, increase your resistance by 2.
When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.
Witchfire Imp (Heroic Tier)
Tiny immortal humanoid (devil)
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the imp if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 3, fly 5 (hover)
{table]
Blood Pact ✦ Aura 3
While in the aura, you and your allies increase your, his, or her healing surge value by 2, and gain resist 5 fire (if you or an ally already has resist fire, increase the resistance by 2).
Instinctive Action
Effect: If you haven't given the imp any commands by the end of your turn, it attacks an adjacent enemy with its melee attack. If it can't do that, it attacks an enemy you attacked on your turn with its ranged attack. Otherwise, it uses its move action and must end this movement closer to you.
Standard Action ✦ At-Will
Attack: Melee 1 (one creature) your level + 6 vs. AC
Hit: 5 damage.
Effect: The imp teleports 2 squares. As long as it ends this movement adjacent to no enemies, it turns invisible until the start of your next turn or until it attacks.
Standard Action (fire) ✦ At-Will
Attack: Ranged 10 (one creature) your level + 4 vs. Reflex
Hit: Your Constitution modifier fire damage. One enemy adjacent to the target takes 5 fire damage.
Move Action ✦ At-Will (1/round)
Effect: The imp shifts 2 squares and shifts out of phase until it attacks. While out of phase, the imp takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The imp cannot take damage from any source other than a melee or ranged attack while out of phase.
Minor Action ✦ At-Will (1/round)
Effect: The imp either walks, shifts, runs, flies, stands up, squeezes, or crawls.
Opportunity Action (necrotic) ✦ At-Will
Trigger: An enemy ends its movement adjacent to you.
Attack: Close burst 10 (the triggering enemy) your level + 4 vs. Fortitude
Hit: 5 necrotic damage, and you gain 5 temporary hit points.
[/table]
Level 1: Pact Boon (Infernal)
Benefit: You gain the soul sap power.
Soul Sap (Warlock Utility)
You drain a bit of a fallen foe's life energy for your own use.
At-Will (Special) ✦ Arcane
Free Action (Personal)
Trigger: An enemy under the effect of your warlock's curse drops to 0 hit points.
Effect: You gain temporary hit points equal to your Constitution modifier.
Special: You can use this power only once per round.
Level 1: Pact Curse (Infernal)
Benefit: You gain the curse of the nine hells power.
Cuse of the Nine Hells (Warlock Attack 1)
Necrotic fire leaps from your hands and energizes your attack.
Encounter ✦ Arcane, Fire, Necrotic
Minor Action (Close burst 20)
Target: One enemy in the burst you can see
Effect: You place your Warlock's Curse on the target. The next time this turn you make an attack roll against an enemy under the effect of your Warlock's Curse, you roll twice for the attack roll. You hit as long as one of the roll results would hit the target, and you must miss with both results to miss the target. If at least one of the roll results hits, the attack deals 1d6 extra fire and necrotic damage, and if both of the roll results hit, the attack instead deals 2d6 extra fire and necrotic damage. If both roll results miss, you can choose to immediately take damage equal to 10 - your Constitution modifier to regain the use of curse of the nine hells. This damage cannot be reduced or redirected in any way.
7th Level: 1d8 extra fire and necrotic damage if one roll result hits, 2d8 extra fire and necrotic damage if both roll results hit.
17th Level: 2d8 extra fire and necrotic damage if one roll result hits, 3d8 extra fire and necrotic damage if both roll results hit.
27th Level: 3d8 extra fire and necrotic damage if one roll result hits, 5d8 extra fire and necrotic damage if both roll results hit.
Level 1: Thaumaturge Cantrip (Infernal)
Benefit: You gain the diabolic bargain power.
Diabolic Bargain (Warlock Utility)
If you have a problem, a devil somewhere probably has a solution.
Encounter ✦ Arcane
Free Action (Personal)
Trigger: You make a skill check and dislike the result.
Effect: You lose a healing surge, but regain no hit points. Instead, reroll the triggering skill check with a bonus equal to your Charisma modifier.
Level 9: Summon Warlock's Ally (Infernal)
Benefit: You can use summon warlock's ally to summon a spined devil lackey(Heroes of the Forgotten Realms) or a succubus flame lasher.
Succubus Flame Lasher
Medium immortal humanoid (devil)
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the succubus if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6, fly 6 (clumsy)
{table]
Alluring Presence ✦ Aura 2
Enemies in the aura take a -2 penalty to attack rolls against you and the succubus.
Instinctive Action
Effect: If you haven't given the succubus any commands by the end of your turn, it uses its melee attack against an adjacent enemy if possible. Otherwise, it uses its ranged attack against an enemy within 5 squares of it if possible. If it cannot make either of these attacks, it moves its speed and must end this movement closer to you.
Standard Action (fire) ✦ At-Will
Attack: Melee 1 (one creature) your level + 4 vs. Reflex
Hit: 1d8 + your Charisma modifier fire damage. If the target is dominated, you gain temporary hit points equal to your Constitution modifier.
Standard Action (charm) ✦ At-Will
Attack: Ranged 5 (one creature) your level + 4 vs. Will
Hit: The target is dominated by you until the end of your next turn. Once a creature has been dominated by the succubus, it can't be dominated again this encounter.
Minor Action ✦ At-Will (1/round)
Effect: The succubus either walks, shifts, runs, flies, stands up, squeezes, or crawls.
[/table]
STAR PACT
The stars above may yet hold many secrets... though only those most skilled at interpreting their messages may comprehend them. You are one such individual, but you did not come by this power via conventional means--you have bargained with a powerful entity that dwells within the Far Realms. You have seen the end of all things, now will you fight to overcome this fate, or become a herald of the apocalypse?
Level 1: Warlock's Familiar (Star)
This strange creature appears as little more than a winged, flesh-colored sphere with a single eye in the center, which constantly shifts focus. It cast its eye on you on the first night after you completed your pact, and you have since learned to harnass its strange powers for your own uses.
Benefit: You gain the following benefits as long as your familiar is present and in passive mode.
You gain a +2 bonus to Arcana and History checks.
You gain a +2 bonus to saving throws against Charm and Fear effects.
You have resist 5 psychic. If you already have resist psychic, increase your resistance by 2.
When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.
Floating Eye (Heroic Tier)
Tiny aberrant magical beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the eye if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 0, fly 6 (hover)
{table]
Planar Pact ✦ Aura 3
While in the aura, you and your allies gain a +1 bonus to saving throws, a +3 bonus to Arcana and History checks, and gain resist 5 psychic (if you or an ally already has resist psychic, increase the resistance by 2).
Instinctive Action
Effect: If you haven't given the eye any commands by the end of your turn, it attacks an adjacent enemy with its melee attack. If it can't do that, it attacks an enemy you attacked on your turn with its ranged attack. Otherwise, it uses its move action and must end this movement closer to you.
Standard Action (radiant) ✦ At-Will
Attack: Melee 1 (one creature) your level + 4 vs. Reflex
Hit: 5 radiant damage.
Effect: The eye teleports into a square adjacent to you but not adjacent to any enemies, and takes half damage from all attacks until the start of your next turn.
Standard Action (psychic) ✦ At-Will
Attack: Ranged 10 (one creature) your level + 4 vs. Will
Hit: Your Intelligence modifier psychic damage, and the target can't charge or take opportunity actions until the end of your next turn.
Move Action ✦ At-Will (1/round)
Effect: The eye shifts 2 squares and shifts out of phase until it attacks. While out of phase, the eye takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The eye cannot take damage from any source other than a melee or ranged attack while out of phase.
Minor Action ✦ At-Will (1/round)
Effect: The eye either walks, shifts, runs, flies, stands up, squeezes, or crawls.
Opportunity Action (force) ✦ At-Will
Trigger: An enemy ends its turn adjacent to you.
Attack: Close burst 5 (the triggering enemy) your level + 4 vs. Fortitude
Hit: 5 force damage, and the target falls prone.
[/table]
Level 1: Pact Boon (Star)
Benefit: You gain the dire reading power.
Dire Reading (Warlock Utility)
When your enemy falls, you grasp just a bit more of the fate of all things.
At-Will (Special) ✦ Arcane
Free Action (Personal)
Trigger: An enemy under the effect of your warlock's curse drops to 0 hit points.
Effect: You gain a bonus to the next attack roll you make before the end of your next turn equal to one-half your Intelligence modifier.
Special: You can use this power only once per round.
Level 1: Pact Curse (Star)
Benefit: You gain the curse of the far realm power.
Curse of the Far Realm (Warlock Attack 1)
Strange, unnatural whispers echo in your foe's mind, and radiant energy sears its flesh when it strikes out in horror.
Encounter ✦ Arcane, Psychic, Radiant
Minor Action (Close burst 20)
Target: One enemy in the burst you can see
Effect: You place your Warlock's Curse on the target. The next time this turn you hit an enemy under the effect of your Warlock's Curse with an attack, the attack deals 1d8 extra psychic damage. The first time an enemy under the effect of your Warlock's Curse attacks you or one of your allies before the start of your next turn, it takes radiant damage equal to your Intelligence modifier.
7th Level: 1d10 extra psychic damage on a hit, 3 + your Intelligence modifier radiant damage if a cursed enemy attacks.
17th Level: 2d10 extra psychic damage on a hit, 6 + your Intelligence modifier radiant damage if a cursed enemy attacks.
27th Level: 3d10 extra psychic damage on a hit, 9 + your Intelligence modifier radiant damage if a cursed enemy attacks.
Level 1: Thaumaturge Cantrip (Star)
Benefit: You gain the far realm knowledge power.
Far Realm Knowledge (Warlock Utility)
You pull the answers you seek from the stars.
Encounter ✦ Arcane
Minor Action (Personal)
Effect: You gain a power bonus equal to your Charisma modifier to the next Arcana, History, or Religion check you make during this turn.
Level 9: Summon Warlock's Ally (Star)
Benefit: You can use summon warlock's ally to summon a thought phantom (Dragon #393) or a radiant star spawn.