“The darkness holds no terror for me, demon! I curse you now under the Sign of Ill Omen!”
Class Traits
Role: 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.
Power Source: Arcane. You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity.
Key Abilities: Charisma, Constitution, Intelligence
Armor Proficiencies: Cloth, Light
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st level: 12 + Constitution score
Hit Points per level gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: From the class skills list below, choose four trained skills at 1st level. Class Skills: Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex) any globe skill.
Build Options: Deceptive warlock, scourge warlock
Class Features: Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse
Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes.
However you came to your arcane knowledge, you need not accept the poor reputation warlocks some times endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention.On the other hand, you could be a true diabo list using your gifts to tyrannize the weak—some warlocks unfortunately are exactly that.
The pacts are complete. The rites have concluded.The signs are drawn in blood, and the seals are broken. Your destiny beckons.
Creating a Warlock
The two basic builds of warlock are the deceptive warlock and the scourge warlock. Warlocks rely on Charisma, Constitution, and Intelligence. No warlock powers or class features depend on Strength, Dexterity, or Wisdom.
Deceptive Warlock
You prefer spells that deal a little less damage, but that inflict a variety of penalties and negative conditions on your foe. You’d rather fight at range and avoid getting caught in close-up battles. Most of your attack powers depend on Charisma, so that should be your best score. Many of your powers receive a bonus if you have a good Intelligence score, so that should be your second-best score. Constitution should be your third
choice since you might want to choose some Constitution-based powers. You need it for a good Fortitude defense anyway.
Deceptive warlocks should choose the fey pact or the star pact (see “Class Features”).
Suggested Feat: Improved Misty Step (Human
feat: Human Perseverance)
Suggested Skills: Arcana, Bluff, Insight, Thievery
Suggested At-Will Powers: eldritch blast, eyebite
Suggested Encounter Power: witchfire
Suggested Daily Power: curse of the dark dream
Scourge Warlock
No subtlety here—you want to deal damage. You’re tougher than the deceptive warlock, and you’ve got powers to help you attack and defend in melee, as well as excellent ranged attacks. Your best attack powers depend on Constitution—make that your best ability score. Choose Intelligence second because it provides special bonuses to many of your powers and improves your Reflex defense and AC, too. Charisma is clearly
your third choice.
Scourge warlocks should choose the infernal pact
or the star pact (see “Class Features”).
Suggested Feat: Improved Dark One’s Blessing
(Human feat: Action Surge)
Suggested Skills: Arcana, History, Intimidate, Streetwise
Suggested At-Will Powers: eldritch blast, hellish rebuke
Suggested Encounter Power: vampiric embrace
Suggested Daily Power: flames of Phlegethos
Warlock Class Features
Eldritich blast
All warlocks know the eldritch blast at-will power. This power can be used as a basic attack. You gain this power as well as another at-will power as determined by your Eldritch Pact.
Eldritch Pact
You have forged a pact with mysterious entities that grant you your arcane powers. Choose one of the following pacts: fey pact, infernal pact, or star pact. The pact you choose determines the following warlock
abilities:
At-Will Spells: Your pact determines one of the atwill
spells you know.
Pact Boon: Each pact includes a pact boon. The pact boon is a granted power you can use to further hex your enemies. Pact Boon: Each pact includes a pact boon. The pact boon is a granted power you can use to further hex your enemies.
Astral Pact
You have forged a bargain with ancient, amoral powers of the astral plane. Some are primitive earth spirits, grim and menacing; some are capricious wood, sky, or water spirits; and others are incarnations of seasons or natural forces who roam the faerie realm like wild gods. They bestow magic that ranges from feral and savage to wondrous and enchanting.
Eyebite: You know the eyebite at-will spell.
Misty Step: You have the Misty Step pact boon. You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack. When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you can immediately teleport 3 squares as a free action.
Mazuko Pact
Long ago during the war of the ancients the spawns of chaos offered a path of power to mortals who sought it. The path is long and dangerous that involves learning the secret names chaos.
Hellish Rebuke: You know the hellish rebuke at-will spell.
Dark One’s Blessing: You have the Dark One’s Blessing pact boon. You instantly gain vitality from a cursed enemy when that enemy falls. When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you immediately gain temporary hit points equal to your level.
Star Pact
You have mastered the astrologer’s art, learning the secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour your foes with icy banes and curses drawn from beyond the stars of space.
Dire Radiance: You know the dire radiance at-will spell.
Fate of the Void: You have the Fate of the Void pact boon. Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you.
When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If
you don’t use this bonus by the end of your turn, it is lost.
This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn.
Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Shadow Walk
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
Warlock's Curse
Once per turn as a minor action, you can place a Warlock’s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you damage a cursed enemy, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round.
A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another character’s Warlock’s Curse. As you advance in level, your extra damage increases.
Level |
Warlock's Curse Extra Damage |
1st-10th |
+1d6 |
11th-20th |
+2d6 |
21st-30th |
+3d6 |
|
Implements
Warlocks make use of rods and wands to help channel and direct their arcane powers. A warlock wielding a magic rod or wand can add its enhancement bonus to the attack rolls and the damage rolls of warlock powers, as well as warlock paragon path powers, that have the implement keyword. Without a rod or a wand, a warlock can still use these powers, but he or she doesn’t gain the bonus provided by the magic implement.
A pact blade, a special magic dagger, can also be used as an implement for warlock powers, as well as warlock paragon powers. These daggers are highly sought after by warlocks.
Warlock Powers
Your powers are also known as spells. Each power is associated with one of the three eldritch pacts, but you aren’t limited to choosing powers associated with your pact. In fact, most warlocks choose at least a few powers from outside their pact to give themselves a wider range of options.
Spells of the infernal pact use your Constitution score. The dark energy you wield is inherently harmful to the mortal body, and only through sheer physical resolve and discipline can you wield it safely. Fey pact spells rely on Charisma. Your force of will and your ability to bargain with the fey is key to spells of this type. Star pact spells require you to be physically inured to the rigors of otherworldly energy (Constitution), and also ambitious and driven enough to impose your willpower on the strands of fate (Charisma).
Warlock's Hero Tier Spells
The following is the list of the Warlock's Hero Tier Spells.
Eldritch Blast |
Warlock (all) 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 or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage |
Increase damage to 2d10 + Charisma or Constitution
modifier at 21st level. |
Special: At 1st level. you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can’t change it later. This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. |
Eyebite |
Warlock (Astral) Attack 1 |
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight. |
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn. |
Increase damage to 2d6 + Charisma modifier at 21st level. |
Hellish Rebuke |
Warlock (Mazuko) Attack 1 |
You point your finger, and your foe is scoured in hellish flames stoked by your own anger and pain. If you are injured, the flames burst into life one more time before they fade away. |
At-Will ✦ Arcane, Fire, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Reflex |
Hit: 1d6 + Constitution modifier fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage. |
Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. |
Dire Radiance |
Warlock (Star) Attack 1 |
You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes. |
At-Will ✦ Arcane, Fear, Implement, Radiant
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude |
Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage. |
Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. |
Diabolic Grasp |
Warlock (Mazuko) Attack 1 |
You crook your hand into the shape of a claw, and a great talon of sulfurous darkness forms around your enemy. It rakes fiercely at him and drags him a short distance before dissipating again. |
Encounter ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature of size Large or smaller
Attack: Constitution vs. Fortitude |
Hit: 2d8 + Constitution modifier damage, and you slide the target 2 squares. |
Mazuko Pact: You slide the target a number of squares equal to 1 + your Intelligence modifier. |
Dreadful Word |
Warlock (Star) Attack 1 |
You whisper one word of an unthinkable cosmic secret to your foe. His mind reels in terror. |
Encounter ✦ Arcane, Fear, Implement, Psychic
Standard Action | Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d8 + Charisma modifier psychic damage, and the target
takes a –1 penalty to Will defense until the end of your next turn. |
Star Pact: The penalty to Will defense is equal to 1 + your Intelligence modifier. |
Vampiric Embrace |
Warlock (Mazuko) Attack 1 |
A ribbon of twisting darkness streams from your hand to your target’s heart, feeding on his vital force as you grow stronger. |
Encounter ✦ Arcane, Implement, Necrotic
Standard Action | Ranged 5
Target: One creature
Attack: Constitution vs. Will |
Hit: 2d8 + Constitution modifier necrotic damage, and you
gain 5 temporary hit points. |
Mazuko Pact: You gain temporary hit points equal to 5 +
your Intelligence modifier. |
Witchfire |
Warlock (Astral) Attack 1 |
From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy’s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts. |
Encounter ✦ Arcane, Fire, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 2d6 + Charisma modifier fire damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. |
Astral Pact The penalty to attack rolls is equal to 2 + your
Intelligence modifier. |
Armor of Agathys |
Warlock (Mazuko) Attack 1 |
You surround yourself in a sheath of black ice from a dark and doleful realm. It protects you from attack and radiates fierce cold. |
Daily ✦ Arcane, Cold
Standard Action | Personal |
Effect: You gain temporary hit points equal to 10 + your Intelligence modifier. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Constitution modifier cold damage. |
Curse of the Dark Dream |
Warlock (Astral) Attack 1 |
You inflict a waking nightmare upon your enemy so that he can no longer tell what is real and what exists only in his mind. Under its influence he staggers about, trying to avoid falling from imaginary heights or stepping on unreal serpents. |
Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 3d8 + Charisma modifier psychic damage, and you
slide the target 3 squares. |
Sustain Minor: You slide the target 1 square, whether you hit
or miss (save ends). |
Dread Star |
Warlock (Star) Attack 1 |
You create a fist-sized orb of painful blue-white radiance that whirls around your enemy, searing him. Fierce rays shoot from it like jabbing daggers of light, fencing him in where he stands. |
Daily ✦ Arcane, Fear, Implement, Radiant
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 3d6 + Charisma modifier radiant damage, and the target
is immobilized until the end of your next turn. |
Effect: The target takes a –2 penalty to Will defense (save
ends). |
Flames of Phlegethos |
Warlock (Mazuko) Attack 1 |
Rivulets of clinging liquid fire appear and cascade over your
target. Anything that is flammable ignites at once and burns long
after the streams of magic fire fade away. |
Daily ✦ Arcane, Fire, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Reflex |
Hit: 3d10 + Constitution modifier fire damage. |
Effect: The target takes ongoing 5 fire damage (save ends). |
Beguiling Tongue |
Warlock (Astral) Utility 2 |
You channel the grace and glibness of your fey patrons for a time. Your voice gains great power and eloquence. |
Encounter ✦ Arcane
Minor Action | Personal |
Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter. |
Ethereal Stride |
Warlock (Star) Utility 2 |
You shift your body out of phase with the world for an instant,
teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time. |
Encounter ✦ Arcane, Teleportation
Move Action | Personal |
Effect: You can teleport 3 squares, and you gain a +2 power
bonus to all defenses until the end of your next turn. |
Fiendish Resilience |
Warlock (Mazuko) Utility 2 |
You call upon your patron entities to protect you with their fell
power. Your flesh is infused with mystic strength, lessening the
effect of enemy blows. |
Daily ✦ Arcane
Minor Action | Personal |
Effect: You gain temporary hit points equal to 5 + your Constitution
modifier. |
Shadow Veil |
Warlock (Star) Utility 2 |
You garb yourself in a pall of murky darkness. While it lasts, you are difficult to see or hear. |
Encounter ✦ Arcane, Illusion
Minor Action | Personal |
Effect: You gain a +5 power bonus to Stealth checks until the end of your next turn. |
Eldritch Rain |
Warlock (Astral) Attack 3 |
You fire purple rays of eldritch power at your foes. |
Encounter ✦ Arcane, Implement
Standard Action | Ranged 10
Targets: One creature, or two creatures no more than 5
squares apart from each other
Attack: Charisma vs. Reflex, one attack per target |
Hit: 1d10 + Charisma modifier damage. |
Astral Pact: Gain a bonus to each attack’s damage roll equal to your Intelligence modifier. |
Fiery Bolt |
Warlock (Mazuko) Attack 3 |
You call up a bolt of golden flame and hurl it at your foe. Anyone standing close to him is burned as well. |
Encounter ✦ Arcane, Fire, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Reflex |
Hit: 3d6 + Constitution modifier fire damage, and creatures adjacent to the target take 1d6 + Constitution modifier fire damage. |
Mazuko Pact: Creatures adjacent to the target take extra
fire damage equal to your Intelligence modifier. |
Frigid Darkness |
Warlock (Star) Attack 3 |
You create a freezing black shadow around your foe, a small taste of the icy darkness in the depths of the night sky. He is unable to see well enough to defend himself while the shadows cling to him. |
Encounter ✦ Arcane, Cold, Fear, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude |
Hit: 2d8 + Constitution modifier cold damage, and the target grants combat advantage to all of your enemies until the end of your next turn. |
Star Pact: The target takes a penalty to AC equal to your Intelligence modifier. |
Otherwind Stride |
Warlock (Astral) Attack 3 |
You call up an unseen maelstrom of fey power that lashes nearby
creatures … and you step into the vortex and emerge somewhere
a short distance away. |
Encounter ✦ Arcane, Implement, Teleportation
Standard Action | Close burst 1
Target: Each creature in burst
Attack: Charisma vs. Fortitude |
Hit: 1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn. |
Effect: You teleport 5 squares. |
Astral Pact: You teleport a number of squares equal to 5 + your Intelligence modifier. |
Avernian Eruption |
Warlock (Mazuko) Attack 5 |
Acrid orange fumes hiss up from beneath the ground, and then suddenly ignite in a thundering detonation. Any creature in the area is burned by the searing flames. |
Daily ✦ Arcane, Fire, Implement
Standard Action| Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Constitution vs. Reflex |
Hit: 2d10 + Constitution modifier fire damage. |
Effect: The targets take ongoing 5 fire damage (save ends). |
Crown of Madness |
Warlock (Astral) Attack 5 |
You cause an illusory, twisted crown to appear around the target’s
head. Under its psychic assault, your enemy loses the ability to
distinguish friend from foe. |
Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d6 + Charisma modifier psychic damage. |
Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of your choice (save ends). |
Curse of the Bloody Fangs |
Warlock (Astral) Attack 5 |
You call up a pack of ferocious, phantasmal beasts from the darkest and most savage depths of the Feywild. Only their slavering fangs appear in this world, snapping and rending in a mad frenzy at the foe you have cursed. |
Daily ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. AC |
Hit: 2d10 + Charisma modifier damage. |
Sustain Minor: The target and any of your enemies adjacent
to it take 1d10 damage (save ends). |
Hunger of Hadar |
Warlock (Star) Attack 5 |
You create a zone of complete, impermeable darkness filled with flying, fluttering, fanged shadows. The shadows rend at the very life force of creatures caught within. |
Daily ✦ Arcane, Implement, Necrotic, Zone
Standard Action | Area burst 1 within 10 squares |
Effect: The burst creates a zone of darkness until the end of your next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 necrotic damage. |
Sustain Minor: When you sustain the power, you make a
secondary attack. |
Secondary Target: Each creature within the zone
Secondary Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier necrotic damage. |
Dark One’s Own Luck |
Warlock (Star) Utility 6 |
Refusing the result that fate has decreed for you, you invoke stars of uncertainty and try to rewrite what has been written. |
Daily ✦ Arcane
Free Action | Personal
Trigger: You make a roll you dislike |
Effect: Reroll the attack roll, skill check, ability check, or saving
throw, using the higher of the two results. |
Astral Switch |
Warlock (Star) Utility 6 |
You step through the veils of the Feywild to the place where an ally stands and return to the world in that spot. Your ally is instantly whisked back to the place you started from. |
Encounter ✦ Arcane, Teleportation
Move Action | Ranged 10
Targets: You and one willing ally |
Effect: You and your ally trade spaces. |
Shroud of Black Steel |
Warlock (Mazuko) Utility 6 |
Invoking the power of your dark patrons, you transform your skin into living steel, blackened and hard yet still supple enough to move. Your quickness suffers a bit, but you are much tougher and more resilient. |
Daily ✦ Arcane, Polymorph
Minor Action Personal |
Effect: You change your skin into living steel. You gain a +2 power bonus to AC and Fortitude defense but take a –2 penalty to speed until the end of the encounter. You can end this effect as a minor action. |
Spider Climb |
Warlock (Mazuko) Utility 6 |
You bestow on yourself the ability to cling to almost any surface
and climb as easily as an insect. |
Encounter ✦ Arcane
Move | Action Personal |
Effect: On this move action, you move with a climb speed
equal to your speed. |
Howl of Doom |
Warlock (Mazuko) Attack 7 |
You unleash a devastating shout that cracks stone and pulps flesh. Supernatural terror goes with your mighty blast, and your foes are driven back in fright. |
Encounter ✦ Arcane, Fear, Implement, Thunder
Standard Action | Close blast 3
Target: Each creature in blast
Attack: Constitution vs. Fortitude |
Hit: 2d6 + Constitution modifier thunder damage, and you push the target 2 squares. |
Mazuko Pact: You push the target a number of squares
equal to 1 + your Intelligence modifier. |
Infernal Moon Curse |
Warlock (Mazuko) Attack 7 |
The shimmer of pale, ghostly silver envelops your foe and lifts
him up into the air. Its sinister radiance seeps into his body, a
strange and deadly poison. |
Encounter ✦ Arcane, Implement, Poison
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude |
Hit: 2d8 + Constitution modifier poison damage, and the target is held immobilized 5 feet off the ground until the end of your next turn. |
Mazuko Pact: You gain a bonus to the damage roll equal to
your Intelligence modifier. |
Mire the Mind |
Warlock (Astral) Attack 7 |
You assail your foe’s mind with unreal images until he can see nothing else. |
Encounter ✦ Arcane, Illusion, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 1d10 + Charisma modifier psychic damage, and you and all of your allies in range are invisible to the target until the end of your next turn. |
Astral Pact You gain a power bonus to Stealth checks equal to your Intelligence modifier until the end of the encounter. |
Sign of Ill Omen |
Warlock (Astral) Attack 7 |
You sketch a glowing rune in the air with your fingertip, invoking misfortune upon your enemy. Lines of eldritch power slash across his body as you draw your sign, and fate itself turns against him for a short time. |
Encounter ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d6 + Charisma modifier damage, and the target must roll twice for its next attack and use the lower of the two rolls. |
Star Pact: When the target rolls twice, it takes a penalty to both rolls equal to your Intelligence modifier. |
Curse of the Black Frost |
Warlock (Astral) Attack 9 |
You create a fence of sharp frost-needles around your foe. They slowly freeze him, and if he moves or touches them, they grow longer and sharper. |
Daily ✦ Arcane, Cold, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 2d8 + Charisma modifier cold damage. |
Effect: If the target moves for any reason, it takes 1d8 cold damage (save ends). If the target saves, you cannot sustain this power. |
Sustain Minor: The target takes 2d8 cold damage. |
Iron Spike of Dis |
Warlock (Mazuko) Attack 9 |
You call up a spear of red iron from the infernal regions and hurl it at your foe. Transfixing clothing, armor, flesh, or skin, it nails him to the spot where he stands. |
Daily ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Reflex |
Hit: 3d10 + Constitution modifier damage, and the target is immobilized (save ends). |
Miss: Half damage, and the target is not immobilized. |
Summons of Khirad |
Warlock (Mazuko) Attack 9 |
A pale blue flame springs up from your brow as you invoke Khirad, a star of dire portent. Your enemy’s mind burns with Khirad’s flame, and you teleport him where you wish. |
Daily ✦ Arcane, Implement, Psychic, Teleportation
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Will |
Hit: 2d10 + Constitution modifier psychic damage, and you teleport the target to an unoccupied square within 3 squares of you. |
Sustain Minor: Make a Constitution vs. Will attack against the target. On a hit, you teleport the target to an unoccupied square within 3 squares of you. On a miss, the effect ends. |
Thief of Five Fates |
Warlock (Star) Attack 9 |
You bind your target’s fortunes to five ill-omened stars. Under their dire influence, all sorts of mischance and bad luck befall your enemy. |
Daily ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: Until the end of your next turn, whenever the target makes a saving throw or an attack roll, you roll a d20 without modifiers. If your result is higher than the target’s unmodified die roll, the target’s attack misses or the target’s saving throw fails. |
Sustain Minor: Make a Charisma vs. Will attack against the target. On a hit, the effect continues. On a miss, the effect ends. |
Ambassador Imp |
Warlock (Mazuko) Utility 10 |
You conjure forth an imp-like presence from the netherworld and give it a message to deliver to a far-off creature. |
Daily ✦ Arcane, Conjuration
Standard Action | Ranged 100 Miles |
Effect: You whisper a message into the air, and an implike presence appears next to the creature you wish to speak to and delivers your message. If the creature has a reply, the imp appears adjacent to you at the end of your next turn to utter it. If the creature has no reply or is not within range, the imp appears adjacent to you at the end of your next turn to tell you so. The imp then disappears. |
Shadow Form |
Warlock (Star) Utility 10 |
You conjure forth an imp-like presence from the netherworld and give it a message to deliver to a far-off creature. |
Daily ✦ Arcane, Polymorph
Minor | Action Personal |
Effect: You assume a shadowy form until the end of the encounter or for 5 minutes. In this form you are insubstantial, gain fly 6, and can’t take standard actions. Reverting to your normal form is a minor action. |
Shielding Shades |
Warlock (Star) Utility 10 |
You call up a swirling shield of darkness from some far domain, interposing it between yourself and dire peril. |
Daily ✦ Arcane
Immediate Reaction | Personal
Trigger: You are hit by an attack |
Effect: Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal. |
Warlock’s Leap |
Warlock (Star) Utility 10 |
You leap through the mystic veil into the Feywild. An instant later, you return a short distance away and alight without traveling through the intervening air. |
Daily ✦ Arcane, Teleportation
Move | Action Personal |
Effect: You teleport 6 squares. You do not need line of sight to the destination, but if you attempt to teleport to a space you can’t occupy, you don’t move. |
Warlock's Paragon Tier Spells
The following is the list of the Warlock's Paragon Tier Spells.
You whisper words of fey power, words that drive mortals to madness. |
Encounter ✦ Arcane, Charm, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: Until the end of your next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible. |
Astral Pact: The target gains a power bonus to these attack rolls equal to your Intelligence modifier. |
Coldfire Vortex |
Warlock (Star) Attack 13 |
You create a spinning vortex of brilliant but frigid energy around your foe. Racing streamers of luminous coldfire lash all creatures nearby. |
Encounter ✦ Arcane, Implement; Cold or Radiant
Standard Action | Ranged 10
Primary Target: One creature
Attack: Constitution vs. Fortitude |
Hit: 2d10 + Constitution modifier damage (choose cold or radiant damage). Make a secondary attack. |
Secondary Target: Each creature adjacent to the primary
target |
Secondary Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier damage (choose cold or radiant damage). Make a secondary attack.
Star Pact: You gain a bonus to damage rolls against the
secondary targets equal to your Intelligence modifier. |
Harrowstorm |
Warlock (Mazuko) Attack 13 |
You call up a churning cyclone from the nether planes. It surrounds your enemy, battering him with deafening claps of thunder and hurling him a short distance. |
Encounter ✦ Arcane, Implement, Thunder
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude |
Hit: 2d10 + Constitution modifier thunder damage, and you
slide the target 5 squares. |
Infernal Pact: You slide the target a number of squares
equal to 5 + your Intelligence modifier. |
Soul Flaying |
Warlock (Mazuko) Attack 13 |
You sear your enemy’s soul with a bolt of emerald energy, which
weakens him greatly for a short time. |
Encounter ✦ Arcane, Implement, Necrotic
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Will |
Hit: 2d8 + Constitution modifier necrotic damage, and the
target is weakened until the end of your next turn. |
Infernal Pact: The attack deals extra damage equal to your
Intelligence modifier. |
Curse of the Golden Mist |
Warlock (Astral) Attack 15 |
You lull your enemy into a waking dream. He sees himself in a realm of eldritch beauty, and perceives the real world as a ghostly shadow of itself. |
Daily ✦ Arcane, Charm, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: The target loses its next standard action. |
Sustain Standard: Make a Charisma vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends. |
Fireswarm |
Warlock (Mazuko) Attack 15 |
Fiery scorpions crawl out of cracks in the ground and swarm your enemy, stinging madly and spreading out to engulf other nearby creatures. |
Daily ✦ Arcane, Fire, Implement, Poison
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Reflex |
Hit: 4d10 + Constitution modifier fire and poison damage. |
Sustain Standard: Make a Constitution vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + Constitution modifier fire and poison damage. On a miss, you deal half damage and the power ends. |
Tendrils of Thuban |
Warlock (Star) Attack 15 |
From the frozen emerald seas under the star Thuban, you call forth dozens of glimmering green tentacles. Reaching down from overhead, they seize your enemies, draining the heat from their bodies and holding them immobile. |
Daily ✦ Arcane, Cold, Implement, Zone
Standard Action | Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Constitution vs. Fortitude |
Hit: 4d10 + Constitution modifier cold damage, and the target is immobilized (save ends). |
Sustain Standard: Make a Constitution vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + Constitution modifier fire and poison damage. On a miss, you deal half damage and the power ends. |
Effect: The burst creates a zone of tendrils that lasts until the
end of your next turn.. |
Sustain Minor: Make a Constitution vs. Fortitude attack
against all targets within the zone. On a hit, the target
takes 1d10 + Constitution modifier cold damage and is
immobilized (save ends). |
Thirsting Maw |
Warlock (Star) Attack 15 |
With a flick of your wrist, you create a phantasmal eel-like creature
from your palm and hurl it at your foe. It latches itself to him
and begins to drink his blood … and you grow stronger. |
Daily ✦ Arcane, Implement
Standard Action | Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude |
Hit: 4d8 + Constitution modifier damage, and you regain hit
points equal to half the amount of damage dealt.). |
Sustain Minor: The target takes 2d8 damage (save ends). Each time the target takes this damage, you regain hit points equal to half the damage. |
Cloak of Shadow |
Warlock (Mazuko) Utility 16 |
You briefly become a flying shadow, swift and insubstantial. |
Encounter ✦ Arcane
Move Action | Personal |
Effect: Fly a number of squares equal to your speed + 2. If
you don’t land at the end of this move, you fall. Until the
end of your next turn, you are insubstantial, and you cannot
affect, attack, or use powers on creatures or objects. |
Sustain Minor: The target takes 2d8 damage (save ends). Each time the target takes this damage, you regain hit points equal to half the damage. |
Eye of the Warlock |
Warlock (Mazuko) Utility 16 |
You create upon your forehead a mystical third eye and link that
eye’s perception to the senses of some other creature nearby. |
Daily ✦ Arcane
Minor Action | Ranged 10
Target: One creature |
Effect: You see through the target’s eyes. The target is not aware that you are doing so. You have line of sight and line of effect from the target for your attacks. Your warlock powers can originate in the target’s square. Each time you use a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends). |
Infuriating Elusiveness |
Warlock (Astral) Utility 16 |
You will yourself across the boundary between worlds, teleporting a short distance. When you appear from the Feywild, you are surrounded by a glamor of invisibility. |
Encounter ✦ Arcane, Illusion, Teleportation
Move | Action Personal |
Effect: You become invisible and then teleport 4 squares. The invisibility lasts until the start of your next turn. |
Strand of Fate |
Warlock (Star) Attack 17 |
You call upon a snaking strand of distilled fate that lances toward
your foe. If he can’t evade it, terrible misfortune ensues. |
Encounter ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 1d8 + Charisma modifier damage, and the target gains vulnerability 10 to all attacks until the end of your next turn. |
Star Pact: The vulnerability increases to 10 + your Intelligence modifier. |
Thirsting Tendrils |
Warlock (Astral) Attack 17 |
You lower your hand, and rootlike tendrils shoot from your palm into the ground. An instant later they erupt from the earth beneath your enemy’s feet and bore into his flesh, replenishing you with his vital force. |
Encounter ✦ Arcane, Healing, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 3d6 + Charisma modifier damage, and you can spend a healing surge. |
Astral Pact: You regain additional hit points equal to twice
your Intelligence modifier. |
Warlock’s Bargain |
Warlock (Astral) Attack 17 |
You forge a link between your enemy’s soul and your own, and then you surrender it to your fiendish patrons. It hurts you, but he suffers more. |
Encounter ✦ Arcane, Implement
Standard Action | Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude |
Hit: You take damage equal to your level, and the target takes 3d10 + Constitution modifier damage plus extra damage equal to one-half your level. |
Mazuko Pact: If you hit, you take damage equal to your
level minus your Intelligence modifier. |
Delusions of Loyalty |
Warlock (Astral) Attack 19 |
Your magic causes your enemy to perceive you as a comrade he
must defend, even if he is now at odds with his former allies. |
Daily ✦ Arcane, Charm, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: On its next turn, the target uses its standard action to make a basic attack against the last creature to attack you since your last turn. If no one attacked you since your last turn or if the target is unable to attack, the target loses its standard action. |
Sustain Minor: When you sustain this power, you can repeat the attack against the target. If you miss, you can no longer sustain the power. |
Minions of Malbolge |
Warlock (Mazuko) Attack 19 |
You bring forth fire in the shape of small, infernal imps from Malbolge, sixth of the Nine Hells. They hover close around you and hurl themselves upon any enemy that dares to approach, searing with their fiery touch and driving foes away. |
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action | Personal |
Effect: You conjure flames in the shape of diabolic imps that appear at your feet. You gain 25 temporary hit points. Any enemy that enters a square adjacent to you takes 2d10 fire damage and is pushed 3 squares. This effect applies once per creature per round. It ends when you have no temporary hit points remaining. |
Wrath of Acamar |
Warlock (Mazuko) Attack 19 |
You fire a ray of crackling black energy at your enemy. At its
touch, he is instantly hurled headlong into the soul-draining
depths of Acamar, a dark and distant star. |
Daily ✦ Arcane, Implement, Necrotic, Teleportation
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 4d10 + Charisma modifier necrotic damage, and the target disappears into a starry realm (save ends). |
Special: While in the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 necrotic damage at the start of its turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied space of its choice. |
Warlock's Epic Spells
The following is the list of the Warlock's Epic Tier Spells.
Entropic Ward |
Warlock (Astral) Utility 22 |
Fortune favors you; stars portending uncertainty lean in your
favor and frown upon your foes. |
Encounter ✦ Arcane
Minor Action | Personal |
Effect: Until the end of your next turn, anyone who attacks you must roll two dice and take the lower result. Each time an attack misses due to this effect, you gain a cumulative +1 power bonus to your next attack roll. |
Raven’s Glamor |
Warlock (Astral) Utility 22 |
You teleport yourself away from imminent danger, but you leave an illusion of yourself behind, distracting and confusing your foes. |
Daily ✦ Arcane, Illusion, Teleportation
Move Action | Personal |
Effect: You become invisible until the start of your next turn and teleport 20 squares. You leave behind an illusory image of yourself that persists as long as you are invisible. This image stands in place, takes no actions, and uses your defenses if it is attacked. If the illusion is touched or takes any damage, it dissolves into a pile of dead leaves. If you make an attack, you become visible. |
Sustain Standard: You remain invisible as long as you don’t
make an attack. |
Wings of the Fiend |
Warlock (Astral) Utility 22 |
You sprout a large pair of leathery wings from your back. |
Daily ✦ Arcane, Polymorph
Minor Action | Personal |
Effect: You grow wings and gain a fly speed equal to your speed until the end of the encounter or for 5 minutes. |
Sustain Standard: You remain invisible as long as you don’t
make an attack. |
Dark Transport |
Warlock (Star) Attack 23 |
You forge a short-lived dimensional gate that slices through your
opponent. If you wish, you can leap through the gate and take his
place while banishing him to the spot you were just in. |
Encounter ✦ Arcane, Implement, Teleportation
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 4d10 + Charisma modifier damage, and you can swap
places with the target. |
Star Pact: After swapping places with the target, you can teleport a number of squares equal to your Intelligence modifier. |
Spiteful Darts |
Warlock (Mazuko) Attack 23 |
You create scores of large, infernal darts and send them
streaking at your enemies. Each dart that finds flesh pushes the
creature it injures out of the place where it stands, moving it to
another spot of your choosing. |
Encounter ✦ Arcane, Implement
Standard Action | Close blast 5
Target: Each creature in blast
Attack: Constitution vs. Reflex |
Hit: 4d8 + Constitution modifier damage, and you push the
target 3 squares. |
Infernal Pact: You push each target a number of squares
equal to 3 + your Intelligence modifier. |
Thorns of Venom |
Warlock (Mazuko) Attack 23 |
Raising your hands, you call up from the ground thick vines studded with long, poisonous thorns that wrap around your foe. He isn't held fast and pierced by the deadly thorns. |
Encounter ✦ Arcane, Implement, Poison
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 3d8 + Charisma modifier poison damage, and the target is immobilized and takes a –2 penalty to AC and Reflex defense until the end of your next turn. |
Astral Pact: The penalty to AC and Reflex defense is equal to
1 + your Intelligence modifier. |
Curse of the Twin Princes |
Warlock (Astral) Attack 25 |
You begin to steal the very semblance of your target. Those
around you and your foe can’t distinguish between the two of you
any longer. |
Daily ✦ Arcane, Illusion, Implement, Psychic
Standard Action | Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: 4d10 + Charisma modifier psychic damage. Until the end of the encounter, every time you take damage, you make a Charisma vs. Will attack against the target; if the attack hits, you take half damage and the target takes the other half. |
Effect: Until the end of the encounter, whenever you are adjacent to the target, the images of you both begin to flow together, such that anyone who attacks one has a 50% chance of accidentally hitting the other instead. |
Tartarean Tomb |
Warlock (Mazuko) Attack 25 |
You create a battering storm of rune-scribed black iron plates
around your foe. As they whirl and strike, they quickly assemble
into a coffinlike prison of iron and shadow. |
Daily ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Reflex |
Hit: 5d10 + Constitution modifier damage, and the target is entombed (save ends). An entombed target is immobilized and lacks line of sight and line of effect to any space other than its own. All creatures other than you cannot gain line of sight or line of effect to the target. |
Miss: Half damage, and the target is immobilized (save ends). |
Thirteen Baleful Stars |
Warlock (Star) Attack 25 |
You create thirteen tiny crimson stars that dart and whirl around
your enemy, blasting him with countless pinpricks of fire and
lashing him with waves of supernatural terror. |
Daily ✦ Arcane, Fear, Fire, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Will |
Hit: 5d10 + Constitution modifier fire and psychic damage, and the target is stunned until the end of your next turn. |
Miss: Half damage, and the target is dazed until the end of your next turn. |
Banish to the Void |
Warlock (Star) Attack 25 |
You hurl your foe screaming into the skies, and he disappears to
some remote and terrible corner of the cosmos. When he returns,
madness overwhelms him. |
Encounter ✦ Arcane, Fear, Implement, Teleportation
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Will |
Hit: 2d10 + Constitution modifier damage. The target disappears into a starry realm. At the start of its next turn, the target reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice). The target attacks the nearest target on its next turn. Until the end of your next turn, all creatures
treat the target as an enemy with respect to provoking opportunity attacks, and the target must take every opportunity attack possible. |
Star Pact: The target gains a power bonus to attack rolls equal to your Intelligence modifier. This bonus applies only to attack rolls it makes due to this power. |
Curse of the Fey King |
Warlock (Astral) Attack 27 |
You invoke the power of a mighty fey spirit. A shimmering emerald
coil of eldritch power disrupts your foe and steals from him
the luck of his next few moments. It’s yours if you want it. |
Encounter ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 3d10 + Charisma modifier damage. In addition, the first time the target rolls a d20 on its next turn, you can steal that result. The target rerolls, and you use the stolen result for your next d20 roll. |
Astral Pact: You gain a bonus to the stolen result equal to your
Intelligence modifier. |
Hellfire Curse |
Warlock (Astral) Attack 27 |
You level your clenched fist toward your foe and unleash a terrific blast of black flames. |
Encounter ✦ Arcane, Fire, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude |
Hit: 5d10 + Constitution modifier fire damage. |
Astral Pact: You gain a bonus to the damage roll equal to
your Intelligence modifier. |
Curse of the Dark Delirium |
Warlock (Astral) Attack 29 |
You trap your enemy’s mind with bewildering astral power. He sees what you want him to see, he hears what you want him to hear. Like a sinister puppeteer, you can make him do anything you wish. |
Daily ✦ Arcane, Charm, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: On the target’s next turn, you dictate its standard, move, and minor actions. The target cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such as leaping off a cliff or attacking itself. |
Miss: If the target is adjacent to one of its allies at the start
of its next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally. |
Sustain Standard: Repeat the attack against the target as long as the target is within range. On a miss, you can’t sustain this power. |
Doom of Delban |
Warlock (Star) Attack 29 |
A single slanting shaft of frigid starlight strikes your enemy from above and clings to him. Under its unbearable touch, flesh becomes white ice and steel shatters like glass, but you must pay a price to keep Delban’s deadly light focused on your foes. |
Daily ✦ Arcane, Cold, Fear, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude |
Hit: 5d10 + Constitution modifier cold damage. |
Sustain Standard: You can attack the same target or switch
to a new target within range. Make an attack (as above) and increase the cold damage by 1d10 each time this power hits. Each time you sustain this power, you take 2d10 damage. |
Hurl through Hell |
Warlock (Mazuko) Attack 29 |
You open a short-lived planar rift to the depths of the
Nine Hells. It appears as a fiery crevice beneath your enemy’s
feet, into which he falls screaming, and disappears. A few
moments later, a flaming arch appears in the air over the spot
where he was standing and disgorges a broken, mewling piece
of charred meat. |
Daily ✦ Arcane, Fear, Fire, Implement, Teleportation
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Will |
Hit: 7d10 + Constitution modifier fire damage, and the target disappears into the Nine Hells until the end of your next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned. |
Sustain Minor: If you spend a minor action to sustain the power, the target’s return is delayed until the end of your next turn. You can sustain the power no more than three times. |
Miss: Half damage, and the target does not disappear. |
Warlock's Paragon Classes
These are the paragon classes for Warlock.
Doomslayer
“I speak for the cold darkness beyond the stars. I see the myriad ways that doom comes upon you.”
Prerequisite: Warlock class, star pact
You wrap yourself in the fear of the darkness beyond the stars and use it as a shield against your enemies. In addition, you examine the strands of fate to issue proclamations of doom to all who stand against you.
Doomslayer Path Features:
Doomsayer’s Action (11th level): When you spend an action point to take an extra action, you also deal the extra damage of your Warlock’s Curse to all of your enemies currently affected by it.
Doomsayer’s Proclamation (11th level): Enemies within 10 squares of you must roll two dice when rolling saving throws against fear effects. They must use the lower of the two rolls.
Doomsayer’s Oath (16th level): When you are bloodied, you gain a +2 power bonus to attack rolls when you use a power that has the fear keyword.
Fates Entwined |
Doomsayer (Star) Attack 11 |
You lodge a painful psychic shard in your enemy’s brain that resonates whenever you take damage. |
Encounter ✦ Arcane, Fear, Implement, Psychic
Standard Action | Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d8 + Charisma modifier psychic damage. Until the end of your next turn, when you take damage, the target takes half that amount of psychic damage. |
Accursed Shroud |
Doomsayer (Star) Utility 12 |
You envelop your enemy in an inky cloak of shadow that writhes and coils around him, twisting her attacks against you. |
Daily ✦ Arcane
Standard Action | Ranged 5
Target: One creature |
Effect: You place your Warlock’s Curse upon the target. In addition, it must reroll any successful attack it makes while affected by your curse and take the new result. |
Long Fall into Darkness |
Doomsayer (Star) Attack 20 |
You point a finger at your foe, and a gaping pit opens beneath him. The pit is merely a figment of his imagination, but he plunges into the darkness nonetheless until, at last, he hits the bottom. |
Daily ✦ Arcane, Fear, Illusion, Implement, Psychic
Standard Action | Ranged 20
Target: One creature
Attack: Charisma vs. Will |
Hit: 4d8 + Charisma modifier psychic damage, and the target is stunned until the end of its next turn and knocked prone. |
Miss: Half damage, and the target is dazed until the end of its next turn. |
Astral Touched
“.”
Prerequisite: Warlock class, Astral Pact
Your constant exposure to chaos power and your communion with the astral entity that holds your pact have touched you to your very soul and driven you slightly mad. But within this madness, you have found the power to rise to the next level of your existence. The secrets of the astral might be madding, but they provide you with new opportunities to achieve your goals and defeat your enemies. Your relish the madness and can control it, but those you unleash it upon can do nothing but crumble in the wake of your way!
Astral Touched Path Features:
Astral Action (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.
Slashing Wake (11th level): When you leave a square by teleporting, enemies adjacent to that square take damage equal to your Intelligence modifier.
Patron’s Favor (16th level): Use Patron’s Favor in place of your Misty Step when an enemy under your Warlock’s Curse drops to 0 hit points or fewer. Roll
1d6. Use the benefit you rolled or any result lower
than that on the list below.
1 or 2: You use your Misty Step as normal.
3: Immediately make a saving throw.
4: Teleport 10 squares as a free action.
5: You gain +2 speed until the end of your next
turn.
6: Roll d8s instead of d6s for your Warlock’s Curse
extra damage until the end of the encounter.
Will of the Feywild |
Astral Touched (Astral) Attack 11 |
You bend your enemy’s will to your whim. In a blinding flash of golden light, the creature teleports to a location you designate and, in its madness, attacks one of its allies. |
Encounter ✦ Arcane, Charm, Implement, Psychic, Teleportation
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d8 + Charisma modifier psychic damage. You can teleport the target 5 squares, whereupon it makes a melee basic attack against an adjacent creature of your choice. |
Effect: The target is dazed until the end of its next turn. |
Twilight Teleport |
Astral Touched (Astral) Utility 12 |
An enemy falls to your curse, and another creature appears in its place, surrounded by motes of twilight. |
Daily ✦ Arcane, Teleportation
Free Action | Ranged 20
Trigger: A creature within range and affected by your Warlock’s Curse drops to 0 hit points or fewer |
Effect: You teleport yourself or another creature into the triggering creature’s space. |
Whispers of the Astral Fey |
Astral Touched (Astral) Attack 20 |
The disquieting whispers of mazuko surround you, filling the minds of nearby enemies with deranged thoughts and provoking them to turn on their allies. |
Daily ✦ Arcane, Implement, Psychic
Standard Action | Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will |
Hit: The target must make a basic attack against its nearest ally (you choose the target if there are multiple possible targets). If it can’t make the attack, the target takes 2d8 + Charisma modifier psychic damage. |
Effect: After it makes its attack or takes psychic damage, the target is dazed (save ends). |
Life Stealer
“Enemies are all around us, offering their life energy for me to use against them.”
Prerequisite: Warlock class, Mazuko Pact
Your pact with mazuko powers has given you the ability to steal and utilize the life energy of your enemies. This life energy provides you with a new avenue to power, and you hunger for it as a vampire craves blood.
Mazuko Touched Path Features:
Infernal Action (11th level): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that hit deals ongoing 5 fire damage (save ends).
Collect Life Spark (11th level): When a creature under your Warlock’s Curse drops to 0 hit points or fewer, you take a portion of its life energy by collecting a life spark. As a minor action, you can expend this life spark to gain a benefit based on the creature’s origin. At the end of the encounter, any life sparks you have not expended fade away.
Aberrant: You gain a +2 power bonus to all defenses until the end of your next turn.
Immortal: You gain resist 5 to all damage until the end of your next turn.
Elemental: You deal an extra 5 damage to the next target you hit with an attack on your current turn.
Fey: A successful attack you make on your current turn also causes your target to become dazed.
Natural: Regain hit points equal to one-half your level.
Shadow: You become invisible until the end of your next turn.
Sustain Life Spark (16th level): If you have more life sparks at the end of an encounter than you do healing surges, you regain hit points as if you had spent a healing surge.
Soul Scorch |
Life-Stealer (Mazuko) Attack 11 |
As black fire immolates your adversary, you release one of your life sparks. Your foe cries out in pain as he feels the life ebb from his body. |
Encounter ✦ Arcane, Fire, Implement, Necrotic
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Will |
Hit: 3d8 + Constitution modifier fire and necrotic damage. |
Effect: If the target creature has the same origin as a life spark you possess, you can expend that life spark to deal an extra 10 damage to the target. |
Twilight Teleport |
Life Spark Summons Life-Stealer (Mazukol) Utility 12 |
You expend one of your life sparks to fashion an effigy of the creature whose spark you’ ve just released. |
Daily ✦ Arcane
Minor Action | Ranged 10 |
Effect: Expend a life spark you possess. Place the creature from which you received that life spark back in the encounter
within the power’s range. It has 10 hit points and acts on your next turn with a full set of actions as an independent creature that you control. The creature can do nothing
except make basic attacks and move. It drops to 0 hit points again, dies, and fades away at the end of your next turn.. |
Soultheft |
Life-Stealer (Infernal) Attack 20 |
You engulf your enemies in crackling purple energy. As they crumple, blazing motes of soul-light rise up from their bodies and fly into your grasp. |
Daily ✦ Arcane, Implement, Necrotic
Standard Action | Ranged 5
Targets: One, two, or three creatures
Attack: Constitution vs. Fortitude, one attack per target |
Hit: 3d8 + Constitution modifier necrotic damage, and you gain a life spark from any target that drops to 0 hit points or fewer as a result of this attack. |
Miss: Half damage, and no life spark.). |