The darkness hold no terror for me, demon! I curse you now under the Sign of Ill Omen!
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 sometimes 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 diabolist 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.
- Role: Striker. Your Attacks 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 unamed entity.
- Key Abilities: Charisma, Constitution, Intelligence
- Armor Proficiencies: Cloth, leather
- 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
- Build Options: Deceptive warlock, scourge warlock
You have excellent short-ranged attack ability, and your powers confuse or weaken your opponent. You can shift easily from ranged attacks to melee attacks. However, you are not very resilient and rely on powers of evasion and concealment to avoid attack.
Tieflings and gnomes are exemplary warlocks by nature, as they both give bonuses to intelligence and charisma. Eladrin excel as Fey warlocks. dragonborn, half-elves, and humans make formidable warlocks as well.
Choose 4 trained class skills at 1st level.
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 at-will 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.
The pact you take also provides bonuses to certain warlock powers. Individual powers detail the effects (if any) your Eldritch Pact selection has on them.
You have forged a bargain with ancient, amoral powers of the Feywild. 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.
Long ago a forgotten race of devils created a secret path to power and taught it to the tieflings of old to weaken their fealty to Asmodeus. In his wrath, Asmodeus destroyed the scheming devils and struck their very names from the memory of all beings—but you dare to study their perilous secrets anyway.
- 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.
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 night sky.
- 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.
In addition to the at-will power determined by Eldritch Pact, all warlocks gain either eldritch blast or eldritch strike. Eldritch blast counts as a ranged basic attack, and eldritch strike counts as a melee basic attack.
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.
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.
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.
Warlock's Curse Damage
- Level 1-10 1d6
- Level 11-20 2d6
- Level 21-30 3d6
These feats can only be chosen by Warlocks.
- Improved Dark One's Blessing
- Improved Fate of the Void
- Improved Misty Step
- Twofold Curse
- No Epic Feats
- Twofold Curse