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Warlock

“The darkness holds no terror for me, demon! I curse you now under the Sign of Ill Omen!”

Player’s Handbook & Arcane Power — Combined

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Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (ArP Arcane Power, PHB Player’s Handbook) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Class Traits

RoleStriker. Your attack powers are highly damaging and often weaken or hamper the target. You can elude attacks by flying, teleporting, or turning invisible.
Power SourceArcane. You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity.
Key AbilitiesCharisma, Constitution, Intelligence
Armor ProficienciesCloth, leather
Weapon ProficienciesSimple melee, simple ranged
ImplementsRods, wands
Bonus to Defense+1 Reflex, +1 Will
Hit Points at 1st Level12 + Constitution score
Hit Points per Level Gained5
Healing Surges per Day6 + Constitution modifier
Trained SkillsChoose four from the class skills list at 1st level.
Class SkillsArcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex)
Build OptionsDeceptive warlock, scourge warlock
Class FeaturesEldritch 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 sometimes endure. The pacts are complete, the rites concluded, the signs drawn in blood and the seals broken — your destiny beckons.

“By the Chains of Levistus, the Thousand Eyes of Gibbeth, and the pacts sworn in Bael Turath, I curse thee to the blackest pits of Hell!”

WARLOCKS CALL upon powerful, ancient magic. They commune with primeval entities, treat with devilish or fey visitors in the darkest hours, and spend hours studying the night sky while mouthing the names of constellations and stars. A warlock’s pact might favor a particular style of curse or hex, but that fact doesn’t pigeonhole a warlock into a specific goal or ambition. Even if your warlock chooses the infernal pact, he can remain a tome-toting scholar captivated by ominous lore. If your warlock chooses the star pact, she need not give herself over to entities of the Far Realm; instead, she might search for elusive truths.

Warlocks are purveyors of secrets that others wish to be ignorant of. Those secrets are the keys that unlock the power of hexes, curses, and eldritch incantations. From one point of view, warlocks have taken a shortcut to power. Instead of undertaking careful study and practice, a warlock swears a pact to an entity that provides power in return for fealty. A few warlocks are consumed by their oaths, becoming the worst kind of spellcaster—one who uses magic to tyrannize the weak without remorse. Those warlocks who can withstand the dominating personalities of their pact holders have the potential to become powerful forces in the world and across the planes.

Creating a Warlock

Warlocks rely on Charisma, Constitution, and Intelligence; no warlock powers or class features depend on Strength, Dexterity, or Wisdom. The two basic builds are the deceptive warlock and the scourge warlock.

Deceptive Warlock

You prefer spells that deal a little less damage but inflict penalties and negative conditions, fighting at range and avoiding close combat. Make Charisma your best score (most attacks depend on it), Intelligence second (many powers gain a bonus from it), and Constitution third. Deceptive warlocks should choose the fey pact or the star pact.

Scourge Warlock

No subtlety here — you want to deal damage. You’re tougher than the deceptive warlock, with powers to attack and defend in melee as well as excellent ranged attacks. Make Constitution your best score, Intelligence second (it powers many bonuses and improves Reflex and AC), and Charisma third. Scourge warlocks should choose the infernal pact or the star pact.

Pacts and Ability Scores

You can take one of two basic approaches to your ability scores as a warlock. First, you can put your highest score in either Charisma or Constitution, choose only powers that use that ability for attack rolls and damage rolls, and put your next highest score in Intelligence in order to get the best possible boost from powers that have secondary effects based on your Intelligence. This is the approach suggested in the Player’s Handbook. The advantage to this approach is that you get the most bang for your Intelligence buck, but if you select attack powers that don’t use the ability you chose, those will be clearly inferior to your other attack powers. Effectively, you’re limited to half of the available powers—the ones that use whichever ability you choose as your highest score.

The second approach is to keep both your Charisma and your Constitution high, making Intelligence your third-highest score (and probably a distant third). If you go this route, you can choose any warlock power and know that your attack rolls and damage rolls will be more or less equal, so you have the maximum flexibility in your power selection. On the downside, you won’t get as much benefit from powers that have effects related to Intelligence.

Which approach is best for you is really up to you to decide. It’s worth spending some time when you create your warlock character to think about the powers you’re going to want as you progress through your career, so you can weigh the importance of Intelligence to your character and make the right choices for your ability scores.

Warlock Races

Deva Warlocks

Most devas prefer the wizard, avenger, invoker, or cleric class. However, after enough reincarnations, some devas are attracted to the idea of pursuing an out-of-the-ordinary career, and so one might take up the warlock class. Although a deva can’t consciously recall the details of his or her previous life, a deva warlock often selects a pact connected in some way to previous experiences. Such individuals tend to take the fey pact or the vestige pact. They typically avoid the infernal, star, and dark pacts, believing such oaths to invite corruption and rebirth as a rakshasa.

Dragonborn Warlocks

Dragonborn have naturally high Charisma, which makes them excellent warlocks. Dragonborn warlocks put their natural force of will to good use with star pact or fey pact powers. Despite their natural ability, dragonborn warlocks are unusual. Thus, a dragonborn warlock tends to stand out more than a dragonborn fighter or a tiefling warlock might.

Dwarf Warlocks

Though not known for their high Charisma, dwarves possess exceptional Constitution scores, which make them ideal warlock candidates. Dwarves often become scourge warlocks, and they favor the infernal pact and the vestige pact, both of which play to their racial strengths. Dwarves have a strong tradition as fighters, yet among dwarf clans, many warlocks proudly pledge their eldritch powers to the defense of the community.

Eladrin Warlocks

Eladrin prefer to pursue careers as wizards rather than warlocks. However, eladrin who do swear pacts to otherworldly entities discover that their education and hardened minds make them ideal students of esoteric knowledge. Their background in ancient history, fey entities, and distant stars gives them the know-how to safely form pacts. Eladrin favor the fey pact because of their fey origin and because the Misty Step pact boon enhances their ability to teleport.

Elf Warlocks

Like eladrin, elves are not known for making eldritch pacts. Elves who become warlocks usually take the fey pact to connect with their fey origin. Elf warlocks often pick up some martial powers to supplement their arcane abilities, relying on attacks that utilize Dexterity.

Half-Elf Warlocks

Some half-elves feel trapped between two worlds they’re not truly part of, and they turn to dark pacts to find escape or revenge. Others see their dual heritage as a unique source of power, allowing them to harness fey forces without being bound by those forces. Whatever their situation or outlook, half-elves excel as warlocks, putting their naturally high Charisma and Constitution to work to help them master the spells of any pact with relative ease.

Halfling Warlocks

Quick-witted halflings are drawn to becoming warlocks. Their high Charisma enables halflings to excel with their curses and spells, and their small size and innately superior Dexterity are effective complements to the paradigm that deceptive warlocks embody.

Tiefling Warlocks

The tiefling is the prototypical warlock. The race’s innately high Charisma and Intelligence tend to make tieflings favor the class. Many tieflings swear pacts to vestiges, Far Realm creatures, and ancient, fey entities, perhaps out of a desire to break the mold of their predecessors in Bael Turath, who often adopted the infernal pact.

Class Features

Eldritch Blast

All warlocks know the eldritch blast at-will power, which can be used as a basic attack. You gain it plus another at-will power determined by your Eldritch Pact. (See the Level 1 At-Will Spells.)

Eldritch Pact

You have forged a pact with mysterious entities. Choose one: fey pact, infernal pact, or star pact. Your pact determines one of your at-will spells and grants a pact boon — a power you use to further hex your enemies — and provides bonuses to certain warlock powers (noted on individual powers as a “Fey/Infernal/Star Pact” rider).

The Player’s Handbook describes the fey pact, the infernal pact, and the star pact. The Forgotten Realms Player’s Guide describes the dark pact. Arcane Power introduces the vestige pact, which draws upon mislaid spheres of power, forgotten eldritch influences, and allegiances that most believe have been concluded or discontinued.

Fey Pact

A bargain with ancient, amoral powers of the Feywild. You know eyebite, and gain the Misty Step pact boon: when an enemy under your Warlock’s Curse drops to 0 hit points or fewer, you can immediately teleport 3 squares as a free action.

Infernal Pact

The perilous secrets of a forgotten race of devils. You know hellish rebuke, and gain the Dark One’s Blessing pact boon: when an enemy under your Warlock’s Curse drops to 0 hit points or fewer, you immediately gain temporary hit points equal to your level.

Star Pact

The astrologer’s art and the secret names of the stars. You know dire radiance, and gain the Fate of the Void pact boon: when an enemy under your Warlock’s Curse drops to 0 hit points or fewer, you gain a +1 bonus to a single d20 roll on your next turn (cumulative for multiple cursed enemies that drop).

Vestige Pact

You have forged relationships with vestiges—the remnants of powerful forces and entities that once exercised great authority or demonstrated awful capabilities. These remnants are diverse in their background and motives. As a vestige pact warlock, you can choose from between two or more vestige pacts to fuel your arcane power.

Eyes of the Vestige: You know the eyes of the vestige spell. You gain an additional effect, referred to as an eyes of the vestige augment, associated with your active vestige (see below) when you make a successful attack with this power.
Pact Boon: You have a pact boon associated with your active vestige.

When an enemy under your Warlock’s Curse drops to 0 hit points or fewer, you gain the benefit of your active vestige’s pact boon.

Using Vestiges

You always have one active vestige. As a beginning character, you have access to the two primary vestiges: King Elidyr and Zutwa. You select one of these as your active vestige after a short rest or an extended rest.

Build and Attitude

How does your warlock character’s build affect his or her personality? Although a warlock need not have a personality associated with his or her pact, it is easy to imagine an infernal pact warlock as cunning and mischievous, and a star pact warlock as absentminded. A fey pact warlock might be more caring, ensuring the preservation of animals and plants, while a dark pact warlock might see creatures of the surface as impediments to his or her goals. A vestige pact warlock tends to be bookish and scholarly, more akin to a wizard.

Changing Your Vestige

You can gain temporary access to other vestiges by using certain daily attack powers. (For ease of identification, all these powers have names that begin with “Vestige.”) When you use a power that gives you access to a daily power vestige, you can choose for that vestige to immediately become your active vestige. If you do so, it remains your active vestige until you gain access to a different vestige by using another daily attack power or until the end of the encounter. If you don’t immediately choose to change to that daily power vestige, your access to that vestige is lost until the next time you use that power.

After a short rest or an extended rest, you again select one of the two primary vestiges to be your active vestige. That vestige remains active until you change to a daily power vestige or until you take another short rest or extended rest.

In addition, certain benefits (such as the Vestige Adept feat) allow you to change your vestige at a different time or under different circumstances.

Vestige Pact Boons

The pact boon associated with the primary vestiges are given below. Other pact boons are described in the daily attack powers that give you access to new vestiges.

King Elidyr Pact Boon: One ally adjacent to you gains a +2 bonus to all defenses until the end of your next turn.
Zutwa Pact Boon: The bonus to attack rolls from your Prime Shot increases to +3 until the end of your next turn.

Example

You’re a vestige pact warlock who likes the vestige of King Elidyr, so after an extended rest, you choose that to be your active vestige.

During your first encounter of the day, when you use the eyes of the vestige power, you gain the eyes of the vestige augment associated with King Elidyr. If you curse a creature and that enemy then drops to 0 hit points or fewer, your King Elidyr pact boon triggers.

Later in the same encounter, you decide to use the vestige of Mount Vaelis daily attack power. That power gives you access to a new vestige, Mount Vaelis, and you choose to make the change. When you adopt this new active vestige, your pact boon and your eyes of the vestige augment both change to the benefit that Mount Vaelis provides. You no longer gain the benefits of the vestige of King Elidyr. The only time you can change your active vestige back to King Elidyr (or to Zutwa, the other primary vestige) is after a short rest or an extended rest.

If you use another daily power in the same encounter that gives you access to a new vestige, you can choose for that daily power vestige to replace Mount Vaelis as your active vestige.

King Elidyr and Zutwa

Your first two vestiges are King Elidyr and Zutwa. They give out their power freely and recklessly.

King Elidyr: A hundred years ago, Elidyr, the last king of Nerath, warred against gnoll invaders who marched beneath the banner of the Ruler of Ruin. The gnoll uprising was finally quelled, but at the cost of the lives of King Elidyr, his heirs, and most of his trusted barons, dukes, and champions. King Elidyr’s vestige is rueful over its failure, and it willingly gives its strength to any who call upon it.
Zutwa: An ancient being of manifest life force, Zutwa was a towering figure as large as a mountain, composed of bark, boughs, grass, leaves, and petals. Its limpid eyes of liquid green could spawn life in barren soil or dead tissue, or deprive earth and flesh of vitality. Zutwa gave up its existence to defeat a primordial of manifest dissolution. Even as a vestige, Zutwa’s energy seems inexhaustible to those who make a pact with it.

Pacts and Powers

The warlock spells in the Player’s Handbook all identify the pact they’re associated with, but the spells in this book don’t include that information. After looking at the Player’s Handbook, many players felt constrained to choose the powers associated with their pact, which is far too limiting. If you’re a fey pact warlock, you don’t have to choose only fey pact powers—any warlock spell that uses Charisma (including dark pact powers and some star pact powers) is a fine choice for you. If you want to, you can tweak the descriptions, flavor, or even the names of your powers to reflect your pact or the particular patron you choose.

Some powers in this book give particular effects based on your choice of pact, and even offer different effects for different pacts. For example, the fortune’s reversal spell has a baseline effect, a slightly different effect if you have the dark pact, and a still different effect if you have the fey pact. Furthermore, certain items and feats have benefits that apply when you use a warlock power of a particular pact. Such powers can be identified either by the pact name appearing in parentheses in the title line of the power, or by the pact’s name appearing as a subhead in the power entry.

Prime Shot

If none of your allies are nearer to your target than you are, you gain 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.

Your passage through the world leaves its mark. As you walk, arcane energy burns and congeals around you. Depending on your pact and your idea of your character, you might imagine the effect of your Shadow Walk class feature as fey energy sparkling around you and hiding you from clear view, the utter blackness of the Underdark clinging to you, or sulfurous smoke straight from the Nine Hells billowing around you. It’s up to you to decide whether your warlock is constantly surrounded by this concealing cloud—even while you’re walking down a city street doing your shopping—or if it’s only active while you’re in combat. If it’s always active, it’s a good idea to remind your DM of it once in a while, so the NPCs you meet respond appropriately.

Warlock’s Curse

Once per turn as a minor action, you can place a Warlock’s Curse on the nearest enemy you can see. If you hit a cursed enemy, you deal extra damage (once per round; decide after rolling damage). A curse lasts until the end of the encounter or until the enemy drops to 0 hit points or fewer. You can curse multiple targets over an encounter, but not one already cursed by you or another character.

Warlock’s Curse Extra Damage: Levels 1–10: +1d6 · Levels 11–20: +2d6 · Levels 21–30: +3d6

What happens to your enemies when you lay your curse upon them? Unless you have a magic item that imposes additional effects, the effects in the game are very straightforward: The target takes more damage from your attacks. But what’s happening from the perspective of your character—and the monster you target with your curse?

Fundamentally, you’re creating a bond between you and the target—that’s part of the reason your curse works only on the nearest target you can see. Perhaps you simply create a conduit between yourself and the target that makes the power you wield flow more easily to the target, so you can imbue your spells with a little extra strength as they course along that conduit to your foe. Or you might briefly mention the target’s name to whatever entity gives you your power, focusing that being’s alien attention on your foe so your spells carry more power.

When you put your curse on a creature, the target knows it. The creature might experience it as a chill down the spine, a prickle at the back of its neck, a nauseated feeling in its stomach, or an unpleasant sense of dread. It might have a brief flash of vision revealing the source of your power, terrible and awesome in its mind. Many creatures respond to that feeling with fear, and many others react with aggression directed at the source of the curse—you. It’s never a bad idea to have a defender in place between you and the target of your curse.

Warlock Lore

Gods and Warlocks

More than members of other classes, warlocks are known for their impiety. Warlocks channel power from creatures and entities that are often enemies of the gods, and thus warlocks are bound to wonder what the gods can offer that they do not already have. However, in a world where the gods have specific goals and can manifest physically, some warlocks realize that they cannot ignore the pantheon entirely. A few warlocks find that devotion to a particular god can further their own goals as well as those of the deity.

Avandra is a popular deity among warlocks because of her influence over adventure. Warlocks who search for secrets and ancient knowledge, even if they’re not evil, might revere Vecna. As the god of knowledge, Ioun has appeal for warlocks who seek to learn more about the enigmatic creatures with which they make pacts. Beyond these three, all the deities in the pantheon count some warlocks among their worshipers. Warlocks who view magical skill as an art form, including many elves and eladrin, worship Corellon. Dwarf warlocks who seek to protect their communities worship Moradin. Pelor is popular among good-aligned warlocks who use their eldritch powers to scour evil, and the Raven Queen is a favored deity among warlocks who seek only to deliver death with their powers.

Pact Initiate

Adrin is an elf rogue from the Witchwood, a cheerful and gregarious citizen of a small, close-knit community of elves and eladrin. Although he thrives on the company of other people, he also enjoys wandering through the forest—at least, he used to. That changed when he encountered a presence, a fey being of enormous power, ancient wisdom, and primal hunger. The being scared him senseless, but left Adrin with arcane power he didn’t possess before (reflected in the Pact Initiate feat, with the fey pact). Adrin is terrified of what the fey being is going to ask in exchange for the power it gave him, and his sleep is tormented by nightmares about this encounter. After that experience, Adrin left the Witchwood for the nearby town of Brindol, and if he never enters the forest again, he will be content.

Warlocks and Life Force

Warlocks deal extensively with the life force of all beings—the energy that animates even undead creatures. When you place your Warlock’s Curse on a creature, you bind its life force to yours. Your Prime Shot feature (unlike the ranger’s similar feature) relies on your ability to manipulate an enemy’s life force when no competing sources of life force are nearby. Many of your powers manipulate life force directly (such as life force reclaimed), and the life-stealer paragon path (Player’s Handbook) is the ultimate expression of this tendency in warlock powers. For an infernal pact warlock like the life-stealer, manipulation of enemies’ life force is clearly sinister, and it’s part of what makes all warlocks frightening to common folk.

How does your warlock view this use and abuse of enemies’ life force? Is it a distasteful but necessary part of your magic? Do you derive pleasure or sustenance from it? Is it an almost addictive, dangerous habit you would just as soon break if you could? Or is it a foretaste of the destiny you will someday embrace, when as a terrible demigod of annihilation you will feast on the lives of nations?

Warlock Powers

A warlock’s powers are spells, listed by the level at which you gain access to them. Each spell notes the pact it belongs to (Fey, Infernal, Star, or All); spells that are not your pact can still be chosen, but the bolded “Fey/Infernal/Star Pact” rider only applies if you have that pact.

These new warlock powers flesh out the vestige pact and provide additional options for other warlocks. Spells of the vestige pact use your Constitution score because managing numerous and diverse vestiges takes a physical toll. The ancient powers of the vestige pact hunger to consume a warlock’s body and use it for their own purposes, and a warlock must resist these forces if he or she is to survive.

Level 1 At-Will Spells

AWDire RadianceWarlock (Star) Attack 1 · PHBStd Ranged 10Arcane, Fear, Implement, RadiantTgt One creature
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.
Atk Con vs Fortitude · Hit 1d6 + Con radiant dmg. If tgt moves nearer to you on its next turn, it takes an extra 1d6 + Con dmg.
Scaling Increase dmg and extra dmg to 2d6 + Con at 21st level.
AWEldritch BlastWarlock (All) Attack 1 · PHBStd Ranged 10Arcane, ImplementTgt One creature
You fire a bolt of dark, crackling eldritch energy at your foe.
Atk Cha or Con vs Reflex · Hit 1d10 + Cha or Con dmg.
Spec 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 RBA. When a power allows you to make a RBA, you can use this power. · Scaling Increase dmg to 2d10 + Cha or Con at 21st level.
AWEyebiteWarlock (Fey) Attack 1 · PHBStd Ranged 10Arcane, Charm, Implement, PsychicTgt One creature
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.
Atk Cha vs Will · Hit 1d6 + Cha psychic dmg, and you are invisible to tgt until SONT.
Scaling Increase dmg to 2d6 + Cha at 21st level.
AWEyes of the VestigeWarlock Attack 1 · ArPStd Ranged 10Arcane, Implement, Psychic; VariesTgt One creature
Your enemy’s eyes glow with an eldritch light as your vestige takes hold and scours that foe’s mind while you curse another nearby foe.
Atk Con vs Will · Hit 1d6 + Con psychic dmg. Choose tgt or a creature within 3 sq of tgt and within tgt’s line of sight. You place your Warlock’s Curse on that creature; if the creature is already cursed by you, you can deal your Warlock’s Curse extra dmg to that creature instead of to tgt.
Level 21 2d6 + Con psychic dmg. · Augment (King Elidyr) One ally who hits tgt before EONT can roll a saving throw. · Augment (Zutwa) You gain your Prime Shot bonus against tgt until EONT. · Augment (other vestige) See the “Eyes of the Vestige Augment” entry for the daily power that grants access to the vestige.
AWHellish RebukeWarlock (Infernal) Attack 1 · PHBStd Ranged 10Arcane, Fire, ImplementTgt One creature
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.
Atk Con vs Reflex · Hit 1d6 + Con fire dmg. If you take dmg before EONT, tgt takes an extra 1d6 + Con fire dmg.
Scaling Increase dmg and extra dmg to 2d6 + Con at 21st level.

Level 1 Encounter Spells

ENCArms of HadarWarlock Attack 1 · ArPStd Close burst 2Arcane, ImplementTgt Each creature in burst
You call upon Hadar, the Ebon Hunger. Black tendrils erupt from your body and batter nearby creatures, pushing them from you.
Atk Con vs Reflex · Hit 1d8 + Con dmg, and you push tgt 2 sq.
Star Pact You push tgt a number of sq equal to 1 + Int.
ENCChains of LevistusWarlock Attack 1 · ArPStd Ranged 10Arcane, Cold, ImplementTgt One creature
Spectral chains of ice leap from your hands and lash around your enemy. They pulse with cold each time your enemy moves.
Atk Con vs Fortitude · Hit 2d6 + Con cold dmg. If tgt moves before EONT, it takes 2d6 extra cold dmg.
Infernal Pact If tgt moves before EONT, you also gain a +2 pwr bonus to your next attack roll against tgt before EONT.
ENCClarion CallWarlock Attack 1 · ArPStd Close blast 3Arcane, Implement, ThunderTgt Each creature in blast
You invoke Yuri the Hunter, and the sound of his bellowing horn blasts your enemies into submission while inspiring you.
Atk Con vs Fortitude · Hit 3d4 + Con thunder dmg, and tgt is deafened until EONT.
Vestige Pact You gain 3 temp HP for each target you hit. Temporary HP gained in this way are cumulative.
ENCDarkworm FeastWarlock Attack 1 · ArPStd Ranged 10Arcane, Implement, NecroticTgt One creature
You speak a single, forbidden word, summoning shadowy worms that burrow into your enemy’s body.
Atk Cha vs Will · Hit 2d6 + Cha necrotic dmg, and tgt is slowed until EONT.
Dark Pact Tgt takes extra necrotic dmg = Int at the start of its next turn.
ENCDiabolic GraspWarlock (Infernal) Attack 1 · PHBStd Ranged 10Arcane, ImplementTgt One creature of size Large or smaller
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.
Atk Con vs Fortitude · Hit 2d8 + Con dmg, and you slide tgt 2 sq.
Infernal Pact You slide tgt a number of sq equal to 1 + Int.
ENCDreadful WordWarlock (Star) Attack 1 · PHBStd Ranged 5Arcane, Fear, Implement, PsychicTgt One creature
You whisper one word of an unthinkable cosmic secret to your foe. His mind reels in terror.
Atk Cha vs Will · Hit 2d8 + Cha psychic dmg, and tgt takes a –1 penalty to Will defense until EONT.
Star Pact The penalty to Will defense is equal to 1 + Int.
ENCLife BindWarlock Attack 1 · ArPStd Ranged 10Arcane, Implement, NecroticTgt One creature
You call upon arcane power to wither your foe’s flesh and cut its connection to life.
Atk Con vs Reflex · Hit 2d8 + Con necrotic dmg. Until EONT, tgt cannot regain HP, cannot gain temp HP, and takes a –2 penalty to saving throws.
Vestige Pact The attack deals extra necrotic dmg = Int.
ENCSprite War CallWarlock Attack 1 · ArPStd Ranged 5Arcane, ImplementTgt One creature
An army of sprites flickers into existence, loosing a barrage of miniature arrows that stings your enemy and induces lethargy in it.
Eff Fey Pact: The power’s range is 10 sq. · Atk Cha vs Reflex · Hit 1d8 + Cha dmg. Until EONT, tgt is slowed and grants CA to you.
ENCVampiric EmbraceWarlock (Infernal) Attack 1 · PHBStd Ranged 5Arcane, Implement, NecroticTgt One creature
A ribbon of twisting darkness streams from your hand to your target’s heart, feeding on his vital force as you grow stronger.
Atk Con vs Will · Hit 2d8 + Con necrotic dmg, and you gain 5 temp HP.
Infernal Pact You gain temp HP equal to 5 + Int.
ENCWitchfireWarlock (Fey) Attack 1 · PHBStd Ranged 10Arcane, Fire, ImplementTgt One creature
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.
Atk Cha vs Reflex · Hit 2d6 + Cha fire dmg, and tgt takes a –2 penalty to attack rolls until EONT.
Fey Pact The penalty to attack rolls is equal to 2 + Int.

Level 1 Daily Spells

DLYArmor of AgathysWarlock (Infernal) Attack 1 · PHBStd PersArcane, Cold
You surround yourself in a sheath of black ice from a dark and doleful realm. It protects you from attack and radiates fierce cold.
Eff You gain temp HP equal to 10 + Int. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Con cold dmg.
DLYCurse of the Dark DreamWarlock (Fey) Attack 1 · PHBStd Ranged 10Arcane, Charm, Implement, PsychicTgt One creature
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.
Atk Cha vs Will · Hit 3d8 + Cha psychic dmg, and you slide tgt 3 sq.
Sust Minor You slide tgt 1 sq, whether you hit or miss (save ends).
DLYDecree of KhiradWarlock Attack 1 · ArPStd Close blast 3Arcane, Charm, Implement, PsychicTgt Each enemy in blast
A pale blue flame appears above your brow as you utter a condemnation that makes foes mistake allies for enemies.
Eff Before the attack, you slide tgt 2 sq. · Atk Cha vs Will · Hit Tgt makes a MBA as a free action against a creature of your choice. If tgt misses with the attack, it takes 1d6 + Cha psychic dmg. · Miss 1d6 + Cha psychic dmg.
DLYDread StarWarlock (Star) Attack 1 · PHBStd Ranged 10Arcane, Fear, Implement, RadiantTgt One creature
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.
Atk Cha vs Will · Hit 3d6 + Cha radiant dmg, and tgt is immobilized until EONT.
Eff Tgt takes a –2 penalty to Will defense (save ends).
DLYFlames of PhlegethosWarlock (Infernal) Attack 1 · PHBStd Ranged 10Arcane, Fire, ImplementTgt One creature
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.
Atk Con vs Reflex · Hit 3d10 + Con fire dmg.
Eff Tgt takes ongoing 5 fire dmg (save ends).
DLYFortune’s ReversalWarlock Attack 1 · ArPImm React Ranged 10Arcane, Implement, PsychicTgt The triggering enemy
With a single word of power, you reverse a creature’s luck, turning fortune and happiness into misfortune and sorrow.
Atk Cha vs Will · Hit 1d8 + Cha psychic dmg. Tgt takes a –2 penalty to saving throws and ongoing 5 psychic dmg (save ends both). Tgt cannot save against this power until it takes the ongoing psychic dmg at least once.
Trig An enemy within 10 sq of you scores a critical hit or saves
Miss Tgt takes ongoing 5 psychic dmg (save ends). Tgt cannot save against this power until it takes the ongoing psychic dmg at least once. · Dark Pact Tgt takes a –3 penalty to saving throws instead of –2. · Fey Pact Tgt also takes a –2 penalty to attack rolls while affected by the ongoing psychic dmg.
DLYTyranny of FlameWarlock Attack 1 · ArPStd Ranged 10Arcane, Fire, ImplementTgt One creature
Burned by the fires of the Nine Hells, your enemy grovels, begging for mercy.
Eff You knock tgt prone. · Atk Con vs Will · Hit 3d6 + Con fire dmg, and tgt can’t stand up from prone (save ends). · Miss Half dmg. · Infernal Pact Tgt also takes a –2 penalty to saving throws against this power.
DLYVestige of KhaelethWarlock Attack 1 · ArPStd Ranged 10Arcane, ImplementTgt One creature
Khaeleth was a divine entity that gave of himself until only a shred remained. Invoking him, you perform a similar act on behalf of an ally.
Atk Con vs Reflex · Hit 1d8 + Con dmg. You gain a bonus to the dmg roll = Int for each ally adjacent to you.
Miss Half dmg. · Vestige Pact You gain access to the vestige of Khaeleth. · Khaeleth Pact Boon An ally within 5 sq of you gains temp HP = Int. · Eyes of the Vestige Augment The first time your eyes of the vestige target deals dmg to an ally before EONT, you can reduce that dmg by any amount and take dmg equal to the amount of the reduction. The dmg has no type.
DLYVestige of Mount VaelisWarlock Attack 1 · ArPStd Ranged 10Arcane, Implement, ThunderTgt One creature
You tell of the victory of the primordials against the divine army at Mount Vaelis, conjuring the thunderous echoes of their success.
Atk Con vs Reflex · Hit 1d8 + Con thunder dmg, and tgt cannot walk or run (save ends).
Miss Half dmg, and tgt cannot walk or run until EONT. · Vestige Pact You gain access to the vestige of Mount Vaelis. · Mount Vaelis Pact Boon One creature cursed by you and within 5 sq of you gains vulnerable 5 thunder until EONT. · Eyes of the Vestige Augment Your eyes of the vestige attack deals 1d6 extra thunder dmg.

Level 2 Utility Spells

ENCBeguiling TongueWarlock (Fey) Utility 2 · PHBMinor PersArcane
You channel the grace and glibness of your fey patrons for a time. Your voice gains great power and eloquence.
Eff You gain a +5 pwr bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.
ENCCaiphon’s LeapWarlock Utility 2 · ArPImm React PersArcane, Teleportation
You call upon Caiphon the Dream Whisperer, and with his aid, you move out of harm’s way.
Trig An enemy cursed by you hits you with a melee attack · Eff You reduce the dmg you take by Cha. You then teleport 2 sq.
ENCDevil’s TradeWarlock Utility 2 · ArPMinor PersArcane
You call on infernal powers to trade a sliver of your soul for temporary relief.
Eff You gain vulnerable 5 to all dmg until EONT, and you automatically succeed on one saving throw you make at the end of this turn.
ENCEthereal StrideWarlock (Star) Utility 2 · PHBMove PersArcane, Teleportation
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.
Eff You can teleport 3 sq, and you gain a +2 pwr bonus to all defenses until EONT.
DLYEyes of the Spider QueenWarlock Utility 2 · ArPMinor PersArcane
A cluster of dull black eyes appears on your forehead, giving you enhanced sight in darkness and the power to see the unseen.
Eff Until the end of the encounter, you gain darkvision and can see invisible objects and creatures that are adjacent to you.
ENCFey BargainWarlock Utility 2 · ArPMinor PersArcane
You gain good luck now in exchange for bad luck later.
Eff You gain a +2 bonus to your next attack roll, but automatically fail your next saving throw before the end of the encounter.
DLYFiendish ResilienceWarlock (Infernal) Utility 2 · PHBMinor PersArcane
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.
Eff You gain temp HP equal to 5 + Con.
ENCShadow VeilWarlock (Star) Utility 2 · PHBMinor PersArcane, Illusion
You garb yourself in a pall of murky darkness. While it lasts, you are difficult to see or hear.
Eff You gain a +5 pwr bonus to Stealth checks until EONT.

Level 3 Encounter Spells

ENCCloud of FliesWarlock Attack 3 · ArPStd Ranged 10Acid, Arcane, ImplementTgt One creature
You breathe out a cloud of acidic black flies that streak across the battlefield, swarming your foe and attempting to enter its body.
Atk Con vs Fortitude · Hit 2d6 + Con acid dmg, and tgt grants CA until EONT.
Infernal Pact or Vestige Pact On a miss, tgt grants CA to you until EONT.
ENCDelban’s Deadly AttentionWarlock Attack 3 · ArPImm Intr Close burst 4Arcane, Implement, NecroticTgt The triggering enemy
A bolt of frigid starlight shines down and bathes your foe, causing the creature to suffer a spasm of agony just as it attacks you.
Atk Cha vs Will · Hit 1d8 + Cha necrotic dmg. Tgt chooses either to deal half dmg to you with its melee attack or to take 1d8 extra necrotic dmg.
Trig An enemy in burst hits you with a melee attack
Star Pact The attack deals 1d8 + Int extra necrotic dmg.
ENCEldritch RainWarlock (Fey) Attack 3 · PHBStd Ranged 10Arcane, ImplementTgt One creature, or two creatures no more than 5 sq apart from each other
You fire purple rays of eldritch power at your foes.
Atk Cha vs Reflex, one attack per target · Hit 1d10 + Cha dmg.
Fey Pact Gain a bonus to each attack’s dmg roll = Int.
ENCFiery BoltWarlock (Infernal) Attack 3 · PHBStd Ranged 10Arcane, Fire, ImplementTgt One creature
You call up a bolt of golden flame and hurl it at your foe. Anyone standing close to him is burned as well.
Atk Con vs Reflex · Hit 3d6 + Con fire dmg, and creatures adjacent to tgt take 1d6 + Con fire dmg.
Infernal Pact Creatures adjacent to tgt take extra fire dmg = Int.
ENCFortune BindingWarlock Attack 3 · ArPStd Ranged 10Arcane, Implement, PsychicTgt One creature
You create ethereal black ropes that bind you to your enemy. As the ropes twist, your luck improves and your enemy’s falters.
Atk Con vs Fortitude · Hit 2d8 + Con psychic dmg. You end one effect on you that a save can end, and tgt gains that effect until EONT.
Vestige Pact The attack deals extra dmg = Int.
ENCFrigid DarknessWarlock (Star) Attack 3 · PHBStd Ranged 10Arcane, Cold, Fear, ImplementTgt One creature
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.
Atk Con vs Fortitude · Hit 2d8 + Con cold dmg, and tgt grants CA to you and your allies until EONT.
Star Pact Tgt takes a penalty to AC = Int until EONT.
ENCOtherwind StrideWarlock (Fey) Attack 3 · PHBStd Close burst 1Arcane, Implement, TeleportationTgt Each creature in burst
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.
Atk Cha vs Fortitude · Hit 1d8 + Cha dmg, and tgt is immobilized until EONT.
Eff You teleport 5 sq.
Fey Pact You teleport a number of sq equal to 5 + Int.
ENCPipes of WinterWarlock Attack 3 · ArPStd Ranged 5Arcane, Cold, ImplementTgt One creature
With a gesture, a set of glacial pipes appears at your lips. Blowing on it, you produce a horrid keening that chills your foes to the bone.
Atk Cha vs Fortitude · Hit 2d6 + Cha cold dmg, and tgt is immobilized until EONT.
Fey Pact Each enemy adjacent to tgt is slowed until EONT.
ENCShared AgonyWarlock Attack 3 · ArPStd Ranged 10Arcane, Implement, PsychicTgt One creature
Sometimes pain is the price of victory. To wrack your opponent’s mind, you might have to give up a fragment of your own sanity.
Atk Cha vs Will · Hit 2d12 + Cha psychic dmg.
Miss You can take 10 psychic dmg to reroll the attack roll. · Dark Pact If you reroll the attack roll and hit, reduce the psychic dmg you take by Int.
ENCVestiges’ CalamityWarlock Attack 3 · ArPStd Ranged 10Arcane, Cold, Fire, Implement, Lightning, ThunderTgt One creature
With a single word, you submerge your enemy in a deluge of chaotic energy.
Atk Con vs Reflex · Hit 2d8 + Con dmg. If tgt is cursed by you, it takes extra cold, fire, lightning, and thunder dmg = Int.
Vestige Pact If tgt is cursed by you, the attack also deals the extra dmg to each creature adjacent to tgt.

Level 5 Daily Spells

DLYAvernian EruptionWarlock (Infernal) Attack 5 · PHBStd Area burst 1 within 10 squaresArcane, Fire, ImplementTgt Each creature in burst
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.
Atk Con vs Reflex · Hit 2d10 + Con fire dmg.
Eff The targets take ongoing 5 fire dmg (save ends).
DLYCrackling FireWarlock Attack 5 · ArPStd Close blast 3Arcane, Fire, Implement, LightningTgt Each creature in blast
An eldritch storm of fire and lightning erupts from you to scour your foes, leaving them vulnerable to future attacks.
Atk Cha vs Reflex · Hit 2d8 + Cha fire and lightning dmg, and tgt gains vulnerable 5 fire and vulnerable 5 lightning (save ends both).
Miss Half dmg.
DLYCrown of MadnessWarlock (Fey) Attack 5 · PHBStd Ranged 10Arcane, Charm, Implement, PsychicTgt One creature
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.
Atk Cha vs Will · Hit 2d6 + Cha psychic dmg.
Miss Half dmg. · Sust Minor Tgt makes a MBA against one of its adjacent allies of your choice (save ends).
DLYCurse of the Bloody FangsWarlock (Fey) Attack 5 · PHBStd Ranged 10Arcane, ImplementTgt One creature
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.
Atk Cha vs AC · Hit 2d10 + Cha dmg.
Miss Half dmg. · Sust Minor Tgt and any of your enemies adjacent to it take 1d10 dmg (save ends).
DLYHunger of HadarWarlock (Star) Attack 5 · PHBStd Area burst 1 within 10 squaresArcane, Implement, Necrotic, Zone
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.
Eff The burst creates a zone of darkness until EONT, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 necrotic dmg.
Sust Minor When you sustain the power, you make a secondary attack.
2° Tgt Each creature within the zone · 2° Atk Con vs Fortitude · Hit 1d6 + Con necrotic dmg.
DLYLure of GibbethWarlock Attack 5 · ArPStd Ranged 10Arcane, Charm, Implement, PsychicTgt One creature
A fleeting thought of Gibbeth the Endless, an unknowable entity slain at the birth of the world but poised to return at the world’s ending, seizes your enemy’s mind and draws your foe toward you like a moth to flame.
Atk Cha vs Will · Hit 1d10 + Cha psychic dmg, and you pull tgt 4 sq.
Eff Until the end of the encounter, you can pull tgt 2 sq as a minor action once during your turn.
Miss Half dmg, and you pull tgt 2 sq.
DLYTyrannical ThreatWarlock Attack 5 · ArPStd Close burst 3Arcane, Fear, Implement, PsychicTgt Each enemy in burst
You speak, and each syllable is a deadly insinuation; each utterance a dangerous threat; each sentence, a dire curse.
Atk Con vs Will · Hit 1d10 + Con psychic dmg, and you place your Warlock’s Curse on tgt.
Eff Until the end of the encounter, whenever a creature cursed by you attacks you, it takes psychic dmg = Int.
Miss Half dmg. · Infernal Pact You place your Warlock’s Curse on tgt.
DLYVenomous WebsWarlock Attack 5 · ArPStd Ranged 10Acid, Arcane, Implement, PoisonTgt One creature
Sticky webs slick with acid burn your foe, poisoning its flesh with each step it takes.
Atk Cha vs Fortitude · Hit 3d6 + Cha acid dmg, and tgt grants CA to you and your allies (save ends).
Eff If tgt willingly moves before the end of its next turn, it takes ongoing poison dmg = Int (save ends).
Miss Half dmg.
DLYVestige of UgarWarlock Attack 5 · ArPStd Area burst 2 within 10 squaresArcane, Fire, Implement, ZoneTgt Each creature in burst
Upon his demise, Ugar the Unforgiving dissolved into sand and became a harsh desert. Your words of power bring forth the searing flame of that land to burn your foes.
Atk Con vs Reflex · Hit 1d10 + Con fire dmg.
Eff The burst creates a zone of burning light that lasts until the end of the encounter. Each creature that enters the zone or starts its turn there takes 1d10 fire dmg. Creatures cannot benefit from concealment while within the zone.
Vestige Pact You gain access to the vestige of Ugar the Unforgiving. · Ugar Pact Boon You can move the zone 3 sq as a free action. · Eyes of the Vestige Augment Your eyes of the vestige attack deals fire dmg instead of psychic dmg. Tgt loses concealment and cannot regain it until EONT.
DLYVestige of XandorWarlock Attack 5 · ArPStd Ranged 10Arcane, Implement, PsychicTgt One creature
To know the borders of sanity, one has to cross them. With the aid of Xandor the Mad, you push your foe across that threshold.
Atk Con vs Will · Hit 2d6 + Con psychic dmg, and tgt is influenced by the vestige of Xandor (save ends). While it is influenced, at the start of each of its turns, it must choose either to be dazed until the start of its next turn or to take psychic dmg equal to twice Con.
Miss 2d6 + Con psychic dmg, and tgt is dazed until EONT. · Vestige Pact You gain access to the vestige of Xandor the Mad. · Xandor Pact Boon You can roll a saving throw. If you have no effect on you that a save can end, you instead gain temp HP = Con. · Eyes of the Vestige Augment Your eyes of the vestige attack deals 1d8 extra psychic dmg.

Level 6 Utility Spells

DLYDark One’s Own LuckWarlock (Star) Utility 6 · PHBFree PersArcane
Refusing the result that fate has decreed for you, you invoke stars of uncertainty and try to rewrite what has been written.
Trig You make a roll you dislike · Eff Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.
ENCFey SwitchWarlock (Fey) Utility 6 · PHBMove Ranged 10Arcane, TeleportationTgt You and one willing ally
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.
Eff You and your ally trade spaces.
ENCLife SiphonWarlock Utility 6 · ArPImm React PersArcane, Healing
It’s not pretty, it’s not kind, but sometimes you need to draw power from an ally’s pain.
Trig An ally within 10 sq of you takes dmg · Eff You gain a +2 pwr bonus to one attack roll before EONT.
Dark Pact You regain HP = Cha. · Infernal Pact You gain temp HP equal to twice Con.
DLYMercurial FormWarlock Utility 6 · ArPMinor PersArcane, Polymorph
Your form flows and shimmers, allowing you to slip through cracks, escape an enemy’s claws, and evade even the most persistent hunter.
Eff Until the end of the encounter, you cannot be marked, you are considered Tiny for the purpose of squeezing, and you can automatically succeed at escaping from a grab as a free action.
ENCRacing Fire of UlbanWarlock Utility 6 · ArPMove PersArcane
You move with the swiftness of Ulban, whose burning glory sometimes flashes across the sky in a fiery streak of blue and white.
Eff You move twice your speed.
DLYShroud of Black SteelWarlock (Infernal) Utility 6 · PHBMinor PersArcane, Polymorph
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.
Eff You change your skin into living steel. You gain a +2 pwr 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.
ENCSpider ClimbWarlock (Infernal) Utility 6 · PHBMove PersArcane
You bestow on yourself the ability to cling to almost any surface and climb as easily as an insect.
Eff On this move action, you move with a climb speed equal to your speed.
DLYSpider Queen’s CaressWarlock Utility 6 · ArPMinor PersArcane
You whisper to those who dwell in the darkness of your undying love and loyalty, and in return you gain the gift of stealth.
Eff Until the end of the encounter, you gain a +2 pwr bonus to saving throws and Stealth checks.
Dark Pact Your Shadow Walk grants concealment to you after you move 2 sq instead of 3.

Level 7 Encounter Spells

ENCAcrid DecayWarlock Attack 7 · ArPStd Ranged 10Acid, Arcane, Implement, NecroticTgt One or two creatures
You extend your hand, and two sickly green bolts spiral out from your fingers, burning and devouring your enemy.
Atk Con vs Fortitude · Hit 1d12 + Con acid and necrotic dmg.
Vestige Pact Tgt also takes a –2 penalty to attack rolls until the end of its next turn.
ENCAll the Sand, All the StarsWarlock Attack 7 · ArPStd Close blast 3Arcane, Charm, Implement, PsychicTgt Each creature in blast
You make your foe see all the grains of sand in the desert and all the stars in the heavens, and it reels in shock, unable to grasp its insignificance.
Atk Cha vs Will · Hit 2d6 + Cha psychic dmg, and tgt is dazed until EONT.
Star Pact The attack deals extra psychic dmg = Int.
ENCHero’s ArrowWarlock Attack 7 · ArPStd Ranged 10Arcane, Healing, ImplementTgt One creature
You conjure a magic arrow and send it speeding toward an enemy. A hero’s arrow that hits its mark both hurts a foe and aids an ally.
Atk Con vs Reflex · Hit 2d8 + Con dmg. One ally adjacent to tgt regains HP = Int.
Vestige Pact Each ally adjacent to tgt regains HP = Int.
ENCHowl of DoomWarlock (Infernal) Attack 7 · PHBStd Close blast 3Arcane, Fear, Implement, ThunderTgt Each creature in blast
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.
Atk Con vs Fortitude · Hit 2d6 + Con thunder dmg, and you push tgt 2 sq.
Infernal Pact You push tgt a number of sq equal to 1 + Int.
ENCInfernal Moon CurseWarlock (Infernal) Attack 7 · PHBStd Ranged 10Arcane, Implement, PoisonTgt One creature
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.
Atk Con vs Fortitude · Hit 2d8 + Con poison dmg, and tgt is held immobilized 5 feet off the ground until EONT.
Infernal Pact You gain a bonus to the dmg roll = Int.
ENCMire the MindWarlock (Fey) Attack 7 · PHBStd Ranged 10Arcane, Illusion, Implement, PsychicTgt One creature
You assail your foe’s mind with unreal images until he can see nothing else.
Atk Cha vs Will · Hit 1d10 + Cha psychic dmg, and you and all of your allies in range are invisible to tgt until EONT.
Fey Pact You gain a pwr bonus to Stealth checks = Int until the end of the encounter.
ENCMordant Rains of DisWarlock Attack 7 · ArPStd Ranged 10Acid, Arcane, ImplementTgt One creature
You open a portal to Dis above your foe’s head, releasing a caustic rain upon your enemy.
Atk Con vs Reflex · Hit 1d6 + Con acid dmg, and tgt is blinded until EONT.
Infernal Pact Each enemy adjacent to tgt takes acid dmg = Int.
ENCNypadan SerpentsWarlock Attack 7 · ArPStd Ranged 10Arcane, Implement, PoisonTgt One creature
You create semblances of the serpents of the Nypadan Outlands to attack an enemy.
Atk Cha vs Reflex · Hit 2d8 + Cha dmg. The first time tgt takes dmg before EONT, it takes extra poison dmg = Int.
Fey Pact The poison dmg equals twice Int.
ENCShadow StranglerWarlock Attack 7 · ArPStd Ranged 10Arcane, ImplementTgt One creature
A wraithlike creature appears behind your enemy and attempts to strangle it. With each of your foe’s attacks, the specter’s grip tightens.
Atk Cha vs Reflex · Hit 2d8 + Cha dmg, and tgt takes a –2 penalty to attack rolls until EONT.
Dark Pact Until EONT, whenever tgt makes an attack roll, it takes dmg = Int.
ENCSign of Ill OmenWarlock (Star) Attack 7 · PHBStd Ranged 10Arcane, ImplementTgt One creature
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.
Atk Cha vs Will · Hit 2d6 + Cha dmg, and tgt must roll twice for its next attack and use the lower of the two rolls.
Star Pact When tgt rolls twice, it takes a penalty to both rolls = Int.

Level 9 Daily Spells

DLYCurse of the Black FrostWarlock (Fey) Attack 9 · PHBStd Ranged 10Arcane, Cold, ImplementTgt One creature
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.
Atk Cha vs Reflex · Hit 2d8 + Cha cold dmg.
Eff If tgt moves for any reason, it takes 1d8 cold dmg (save ends). If tgt saves, you cannot sustain this power.
Sust Minor Tgt takes 2d8 cold dmg.
DLYFeast of SoulsWarlock Attack 9 · ArPStd Area burst 1 within 10 squaresArcane, Cold, Implement, Psychic, ZoneTgt Each creature in burst
Souls trapped in the Nine Hells are hungry for life. Opening a temporary rift, you give them a taste of your foes’ vitality.
Atk Con vs Will · Hit 1d8 + Con psychic dmg, and tgt is dazed (save ends).
Eff The burst creates a zone of hungry spirits that lasts until EONT. The zone is difficult terrain. Each creature that enters the zone or starts its turn there takes 1d8 + Con cold dmg. As a move action, you can move the zone 2 sq.
Sust Minor The zone persists.
DLYHorrifying HatchingWarlock Attack 9 · ArPStd Ranged 10Arcane, Implement, PoisonTgt One creature
Spider eggs hatch inside your enemy’s flesh, unleashing a deadly poison and causing the creature to thrash in panic.
Atk Cha vs Fortitude · Hit 1d8 + Cha dmg.
Eff Tgt takes ongoing 10 poison dmg (save ends). Whenever tgt takes this ongoing dmg, you can slide tgt 1 sq.
Dark Pact As a minor action, you can end the ongoing poison dmg to deal 2d10 + Int poison dmg to tgt. · Fey Pact As a minor action, you can end the ongoing poison dmg to slide tgt 3 sq.
DLYIron Spike of DisWarlock (Infernal) Attack 9 · PHBStd Ranged 10Arcane, ImplementTgt One creature
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.
Atk Con vs Reflex · Hit 3d10 + Con dmg, and tgt is immobilized (save ends).
Miss Half dmg, and tgt is not immobilized.
DLYStorm Countess’s KissWarlock Attack 9 · ArPStd Ranged 10Arcane, Cold, ImplementTgt One creature
You sarcastically blow a kiss at your enemy, creating a swirling gale that lifts your foe off the ground and then tosses it aside.
Atk Cha vs Fortitude · Hit Cha cold dmg, and tgt is held restrained 10 feet (2 sq) off the ground (save ends). · Miss You push tgt 2 sq, and you knock it prone.
After Tgt falls, and you slide it 2 sq. · Fey Pact Tgt is held restrained off the ground a number of feet equal to 10 + five times Int.
DLYSummons of KhiradWarlock (Star) Attack 9 · PHBStd Ranged 10Arcane, Implement, Psychic, TeleportationTgt One creature
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.
Atk Con vs Will · Hit 2d10 + Con psychic dmg, and you teleport tgt to an unoccupied sq within 3 sq of you.
Sust Minor Make a Con vs Will attack against tgt. On a hit, you teleport tgt to an unoccupied sq within 3 sq of you. On a miss, the effect ends.
DLYThief of Five FatesWarlock (Star) Attack 9 · PHBStd Ranged 10Arcane, ImplementTgt One creature
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.
Atk Cha vs Will · Hit Until EONT, whenever tgt makes a saving throw or an attack roll, you roll a d20 without modifiers. If your result is higher than tgt’s unmodified die roll, tgt’s attack misses or tgt’s saving throw fails.
Sust Minor Make a Cha vs Will attack against tgt. On a hit, the effect continues. On a miss, the effect ends.
DLYVestige of IlmethWarlock Attack 9 · ArPStd Ranged 10Arcane, Implement, Psychic, TeleportationTgt One creature
The primordial Ilmeth felt sorrow for the lives he claimed in the Dawn War, and the war-frenzied titans under his command destroyed him for his weakness. You channel the sorrow of the slain primordial to wound your enemy with regret.
Atk Con vs Reflex · Hit 2d10 + Con psychic dmg. Until the end of the encounter, whenever tgt makes an attack roll against you, it takes psychic dmg = Int.
Miss Half dmg. · Vestige Pact You gain access to the vestige of Ilmeth. · Ilmeth Pact Boon You and an ally within 5 sq of you can swap positions as a free action. · Eyes of the Vestige Augment Your eyes of the vestige target also takes a –2 penalty to attack rolls until EONT.
DLYVestige of ShaxWarlock Attack 9 · ArPStd Close blast 3Arcane, ImplementTgt Each creature in blast
Shax the Devastator is a dead primordial of the sea. With a wave of your hand, you summon a fragment of his power.
Eff You knock tgt prone. · Atk Con vs Fortitude · Hit 2d10 + Con dmg, and you push tgt a number of sq = Int. · Miss Half dmg. · Vestige Pact You gain access to the vestige of Shax the Devastator. · Shax Pact Boon You can end one dazed, stunned, immobilized, or restrained condition on you or on an ally within 5 sq of you. · Eyes of the Vestige Augment You push your eyes of the vestige target a number of sq = Int.

Level 10 Utility Spells

DLYAmbassador ImpWarlock (Infernal) Utility 10 · PHBStd Ranged 100 milesArcane, Conjuration
You conjure forth an implike presence from the netherworld and give it a message to deliver to a far-off creature.
Eff 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 EONT to utter it. If the creature has no reply or is not within range, the imp appears adjacent to you at EONT to tell you so. The imp then disappears.
DLYBond of BrotherhoodWarlock Utility 10 · ArPImm React PersArcane, Healing
An ancient enclave of eladrin shared in each other’s triumphs and pain; you borrow their magic to benefit from your ally’s healing.
Trig An ally within 10 sq of you spends a healing surge · Eff You regain HP equal to the amount the triggering ally regains.
ENCCurse of NessusWarlock Utility 10 · ArPFree Ranged 10ArcaneTgt The enemy you missed
You transform your bad luck into your enemy’s misfortune.
Trig You miss an enemy with an attack · Eff Tgt takes a –5 penalty to saving throws until EONT.
ENCDestiny InversionWarlock Utility 10 · ArPImm Intr PersArcane
You untangle the threads of fate, rearranging them to suit your whims.
Trig An attack hits you · Eff You take no dmg from the triggering attack. Instead, you take ongoing dmg equal to half the triggering attack’s dmg (save ends). The ongoing dmg has the same dmg type as the triggering attack.
DLYShadow FormWarlock (Star) Utility 10 · PHBMinor PersArcane, Polymorph
You fly apart into a swarm of batlike shadows.
Eff 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.
DLYShielding ShadesWarlock (Star) Utility 10 · PHBImm React PersArcane
You call up a swirling shield of darkness from some far domain, interposing it between yourself and dire peril.
Trig You are hit by an attack · Eff Reduce the attack’s dmg to 0. If the attack targets other creatures, they take dmg as normal.
DLYTranscendent DanceWarlock Utility 10 · ArPMinor PersArcane
For a moment, your mind and body are in harmony, and you achieve the pinnacle of grace and speed.
Eff Until the end of the encounter, you gain a bonus to speed and saving throws = Dex (minimum 1).
DLYWarlock’s LeapWarlock (Fey) Utility 10 · PHBMove PersArcane, Teleportation
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.
Eff You teleport 6 sq. 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.

Level 13 Encounter Spells

ENCBewitching WhispersWarlock (Fey) Attack 13 · PHBStd Ranged 10Arcane, Charm, ImplementTgt One creature
You whisper words of fey power, words that drive mortals to madness.
Atk Cha vs Will · Hit Until EONT, tgt treats all creatures as enemies for the purpose of OAs and must take every OA possible.
Fey Pact Tgt gains a pwr bonus to these attack rolls = Int.
ENCColdfire VortexWarlock (Star) Attack 13 · PHBStd Ranged 10Arcane, Implement; Cold or Radiant
You create a spinning vortex of brilliant but frigid energy around your foe. Racing streamers of luminous coldfire lash all creatures nearby.
1° Tgt One creature · Atk Con vs Fortitude · Hit 2d10 + Con dmg (choose cold or radiant dmg). Make a secondary attack.
2° Tgt Each creature adjacent to the primary target · 2° Atk Con vs Reflex · Hit 1d10 + Con dmg (choose cold or radiant dmg). · Star Pact You gain a bonus to dmg rolls against the secondary targets = Int.
ENCDark Reach of XevutWarlock Attack 13 · ArPImm React Ranged 10Arcane, Implement, PsychicTgt The triggering enemy
You call on Xevut He Who Hungers, and send a dark maelstrom at one enemy, which transfers that creature’s affliction to a nearby foe.
Atk Cha vs Will · Hit 2d8 + Cha psychic dmg. One enemy within 3 sq of tgt gains the effect that tgt saved against.
Trig An enemy within 10 sq of you saves against an effect
Star Pact Until EONT, you gain a bonus to saving throws = Int.
ENCHarrowstormWarlock (Infernal) Attack 13 · PHBStd Ranged 10Arcane, Implement, ThunderTgt One creature
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.
Atk Con vs Fortitude · Hit 2d10 + Con thunder dmg, and you slide tgt 5 sq.
Infernal Pact You slide tgt a number of sq equal to 5 + Int.
ENCKilling FlamesWarlock Attack 13 · ArPImm React Ranged 10Arcane, Fire, ImplementTgt The triggering enemy
You use an enemy’s recent injury to fuel infernal flames and sear the foe.
Atk Con vs Fortitude · Hit 3d8 + Con fire dmg.
Trig An enemy within 10 sq of you becomes bloodied
Infernal Pact The dmg ignores resistance to fire.
ENCKorred’s TuneWarlock Attack 13 · ArPStd Ranged 10Arcane, Charm, Implement, PsychicTgt One creature
The songs of the korred inspire a dance that can destroy one’s mind if ignored.
Atk Cha vs Will · Hit 3d6 + Cha dmg. If tgt does not move at least 3 sq during its next turn, it takes 1d6 psychic dmg.
Fey Pact If tgt does not move at least 6 sq during its next turn, it takes 1d6 psychic dmg.
ENCSkirmisher’s VolleyWarlock Attack 13 · ArPStd Ranged 10Arcane, ImplementTgt One, two, or three creatures
You fire arcane bolts at your enemies before moving away.
Atk Con vs Reflex · Hit 1d8 + Con dmg.
Eff After the attack is resolved, you shift 1 sq.
Vestige Pact You shift a number of sq equal to 1 + the number of targets you hit with the attack.
ENCSoul FlayingWarlock (Infernal) Attack 13 · PHBStd Ranged 10Arcane, Implement, NecroticTgt One creature
You sear your enemy’s soul with a bolt of emerald energy, which weakens him greatly for a short time.
Atk Con vs Will · Hit 2d8 + Con necrotic dmg, and tgt is weakened until EONT.
Infernal Pact The attack deals extra dmg = Int.
ENCWraith’s ShadowWarlock Attack 13 · ArPStd Ranged 10Arcane, Implement, NecroticTgt One creature
The shadows coalesce and smother your foe in a sickly mass of debilitating darkness.
Atk Cha vs Fortitude · Hit 2d8 + Cha necrotic dmg, and tgt is weakened until EONT.
Dark Pact You can choose to deal no dmg with this attack and instead make tgt immobilized and weakened until EONT.

Level 15 Daily Spells

DLYCaution of DispaterWarlock Attack 15 · ArPStd Ranged 10Arcane, Charm, Implement, PsychicTgt One creature
Dispater remains in control of his part of Hell through cunning and by beating rivals into submission. You borrow a page from his book.
Atk Con vs Will · Hit 3d8 + Con psychic dmg.
Eff Tgt takes 1d8 + Con psychic dmg at the start of each of its turns until tgt is attacked or until it starts its turn without line of sight to you.
Infernal Pact The power’s effect does not end when you attack tgt.
DLYCurse of the Golden MistWarlock (Fey) Attack 15 · PHBStd Ranged 10Arcane, Charm, ImplementTgt One creature
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.
Atk Cha vs Will · Hit Tgt loses its next standard action.
Sustain Standard Make a Cha vs Will attack against tgt. On a hit, tgt loses its next standard action. On a miss, the power ends.
DLYDark Rain of Mutuz-VotWarlock Attack 15 · ArPStd Area burst 2 within 20 squaresArcane, Implement, Necrotic, ZoneTgt Each creature in burst
You bring forth storm clouds that exude droplets of liquid darkness, just like the rains of the massive cavern of Mutuz-Votin the Underdark.
Atk Cha vs Fortitude · Hit 3d8 + Cha necrotic dmg.
Eff The burst creates a zone of raining darkness that lasts until EONT. The zone’s area is lightly obscured. Each creature that enters the zone or starts its turn there is blinded (save ends).
Sust Minor The zone persists. · Dark Pact You ignore the zone’s effect.
DLYFireswarmWarlock (Infernal) Attack 15 · PHBStd Ranged 10Arcane, Fire, Implement, PoisonTgt One creature
Fiery scorpions crawl out of cracks in the ground and swarm your enemy, stinging madly and spreading out to engulf other nearby creatures.
Atk Con vs Reflex · Hit 4d10 + Con fire and poison dmg.
Sustain Standard Make a Con vs Fortitude attack against tgt. On a hit, tgt and each creature adjacent to it takes 2d10 + Con fire and poison dmg. On a miss, you deal half dmg and the power ends.
DLYPlague of FrogsWarlock Attack 15 · ArPStd Area burst 2 within 20 squaresArcane, Implement, ZoneTgt Each creature in burst
You summon hundreds of carnivorous frogs that bite and harry creatures around them.
Atk Cha vs Fortitude · Hit 2d8 + Cha dmg.
Eff The burst creates a zone of hopping carnivorous frogs that lasts until EONT. The zone is difficult terrain. Each creature that enters the zone or starts its turn there takes 2d8 + Cha dmg. As a move action, you can move the zone 3 sq.
Sust Minor The zone persists, and you can move it 1 sq.
DLYTendrils of ThubanWarlock (Star) Attack 15 · PHBStd Area burst 1 within 10 squaresArcane, Cold, Implement, ZoneTgt Each creature in burst
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.
Atk Con vs Fortitude · Hit 4d10 + Con cold dmg, and tgt is immobilized (save ends).
Eff The burst creates a zone of tendrils that lasts until EONT.
Sust Minor Make a Con vs Fortitude attack against all targets within the zone. On a hit, tgt takes 1d10 + Con cold dmg and is immobilized (save ends).
DLYThirsting MawWarlock (Infernal) Attack 15 · PHBStd Ranged 5Arcane, Healing, ImplementTgt One creature
With a flick of your wrist, you create a phantasmal eellike 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.
Atk Con vs Fortitude · Hit 4d8 + Con dmg, and you regain HP equal to half the amount of dmg dealt.
Sust Minor Tgt takes 2d8 dmg (save ends). Each time tgt takes this dmg, you regain HP equal to half the dmg.
DLYVestige of LerajeWarlock Attack 15 · ArPStd Ranged 10Arcane, Implement, PoisonTgt One creature
Leraje gave up the lush woods to prove her mastery of the bow, and was cast away for it. You borrow her skill, but not her pride.
Atk Con vs Reflex · Hit 2d10 + Con dmg.
Eff Tgt takes ongoing 5 poison dmg (save ends).
Vestige Pact You gain access to the vestige of Leraje. · Leraje Pact Boon Living plants temporarily grow around you. Until EONT, you have cover against attackers that are not adjacent to you. · Eyes of the Vestige Augment Your eyes of the vestige target is also immobilized until EONT.
DLYVestige of SolisWarlock Attack 15 · ArPStd Ranged 10Arcane, Fire, Implement, Thunder
A falling star soars downward, burning bright as it strikes your foe in a deafening explosion.
Eff 2d8 + Con fire dmg. · 1° Tgt One creature · 1° Atk Con vs Reflex · Hit Tgt takes ongoing 10 thunder dmg (save ends). Make a secondary attack that is an area burst 1 centered on the primary target.
2° Tgt Each creature in burst · 2° Atk Con vs Fortitude · 2° Hit The secondary target is dazed and deafened (save ends both). · Vestige Pact You gain access to the vestige of Solis. · Solis Pact Boon Each enemy within 3 sq of you is deafened and grants CA until EONT. · Eyes of the Vestige Augment If your eyes of the vestige target makes an attack roll against any of your allies before the end of tgt’s next turn, tgt takes fire and thunder dmg = Con.

Level 16 Utility Spells

DLYAmaan’s ContinuanceWarlock Utility 16 · ArPNo Act PersArcane
Invoking the remnant of a dead god, you borrow its lingering power to act when you would normally lie on the ground, bleeding.
Trig An attack reduces you to 0 HP or fewer and doesn’t kill you · Eff Until EONT, you do not become unconscious from having 0 HP or fewer.
ENCCloak of ShadowWarlock (Infernal) Utility 16 · PHBMove PersArcane
You briefly become a flying shadow, swift and insubstantial.
Eff Fly a number of sq equal to your speed + 2. If you don’t land at the end of this move, you fall. Until EONT, you are insubstantial, and you cannot affect, attack, or use powers on creatures or objects.
DLYEye of the WarlockWarlock (Star) Utility 16 · PHBMinor Ranged 10ArcaneTgt One creature
You create upon your forehead a mystical third eye and link that eye’s perception to the senses of some other creature nearby.
Eff You see through tgt’s eyes. Tgt is not aware that you are doing so. You have line of sight and line of effect from tgt for your attacks. Your warlock powers can originate in tgt’s sq. Each time you use a power through this link, a mystical third eye briefly appears upon tgt’s brow (save ends).
ENCHero’s DefenseWarlock Utility 16 · ArPImm Intr PersArcane
Your hasty spell draws on your greatest strength to cover your weaknesses.
Trig An enemy makes an attack roll against you · Eff You gain a +4 bonus to your highest defense for this attack only, and the triggering enemy’s attack targets that defense. If the attack hits, it deals half dmg to you.
ENCInfuriating ElusivenessWarlock (Fey) Utility 16 · PHBMove PersArcane, Illusion, Teleportation
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.
Eff You become invisible and then teleport 4 sq. The invisibility lasts until SONT.
ENCPainful TransferenceWarlock Utility 16 · ArPNo Act PersArcane
You transform your debilitation into an ally’s pain.
Req You must not be dying.
Eff You end an effect on you that a save can end. Each ally within 5 sq of you takes dmg = Cha. If no ally is within 5 sq of you, you take dmg equal to twice Cha. This dmg cannot be reduced or negated.
ENCWarp SpaceWarlock Utility 16 · ArPStd Close burst 5Arcane, TeleportationTgt You and two allies in burst
Using incomprehensible logic from beyond the stars, you rearrange the battlefield.
Eff Each target teleports to a space within the burst.

Level 17 Encounter Spells

ENCClaws of the MagpieWarlock Attack 17 · ArPStd Ranged 10Arcane, Implement, PsychicTgt One creature
A flock of spectral black and white birds flies through your enemy, tearing out pieces of the creature’s essence and power.
Atk Cha vs Will · Hit 3d6 + Cha psychic dmg.
Eff Until the end of tgt’s next turn, it can use only basic attacks or other at-will powers. Also, tgt’s auras end and cannot be reactivated until EONT.
Fey Pact You gain temp HP = Int.
ENCDespair of ZhudunWarlock Attack 17 · ArPStd Ranged 10Arcane, Fear, Implement, PsychicTgt One creature
You manifest an aspect of the blank face of dead Zhudun, causing your foe to collapse in fear.
Atk Con vs Will · Hit 1d8 + Con psychic dmg, and you knock tgt prone. If tgt stands up during its next turn, it takes 1d8 psychic dmg and grants CA until EONT.
Star Pact If tgt stands up during its next turn, it also takes a –2 penalty to attack rolls until EONT.
ENCDevouring DeathWarlock Attack 17 · ArPStd Ranged 10Acid, Arcane, ImplementTgt One creature
A bolt of black vitriol splashes over your foe, leaving it vulnerable to further acid attacks and to your magic of death and decay.
Atk Cha vs Fortitude · Hit 2d8 + Cha acid dmg. Until EONT, tgt gains vulnerable 10 acid and vulnerable 10 necrotic.
Dark Pact Tgt loses any resistance to acid or resistance to necrotic until EONT.
ENCLife Force ReclaimedWarlock Attack 17 · ArPStd Ranged 10Arcane, ImplementTgt One creature
Your bolt of arcane energy draws vitality from your foe.
Atk Con vs Fortitude · Hit 3d8 + Con dmg. You gain temp HP equal to your healing surge value.
Vestige Pact The number of temp HP you gain equals your healing surge value + twice Int.
ENCSea Tyrant’s FuryWarlock Attack 17 · ArPStd Close blast 5Arcane, ImplementTgt Each creature in blast
Arcane waves sweep your foes to the ground as you harness the magic of the ancient Sea Tyrant.
Atk Con vs Reflex · Hit 2d8 + Con dmg, and you knock tgt prone and push it a number of sq = Int.
Vestige Pact You and any allies within 5 sq of you gain a +2 pwr bonus to saving throws until EONT.
ENCStrand of FateWarlock (Star) Attack 17 · PHBStd Ranged 10Arcane, ImplementTgt One creature
You call upon a snaking strand of distilled fate that lances toward your foe. If he can’t evade it, terrible misfortune ensues.
Atk Cha vs Reflex · Hit 1d8 + Cha dmg, and tgt gains vulnerability 10 to all attacks until EONT.
Star Pact The vulnerability increases to 10 + Int.
ENCThirsting TendrilsWarlock (Fey) Attack 17 · PHBStd Ranged 10Arcane, Healing, ImplementTgt One creature
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.
Atk Cha vs Fortitude · Hit 3d6 + Cha dmg, and you can spend a healing surge.
Fey Pact You regain additional HP equal to twice Int.
ENCWarlock’s BargainWarlock (Infernal) Attack 17 · PHBStd Ranged 5Arcane, ImplementTgt One creature
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.
Atk Con vs Fortitude · Hit You take dmg equal to your level, and tgt takes 3d10 + Con dmg plus extra dmg equal to one-half your level.
Infernal Pact If you hit, you take dmg equal to your level minus Int.
ENCZutwa’s IncandescenceWarlock Attack 17 · ArPStd Close burst 2Arcane, Implement, RadiantTgt Each enemy in burst
You shine with the light of Zutwa’s life force, which overwhelms your foe’s vision.
Atk Con vs Will · Hit 2d8 + Con radiant dmg, and tgt is blinded until EONT.
Vestige Pact Tgt takes a –2 penalty to saving throws until EONT.

Level 19 Daily Spells

DLYArrangement of DisorderWarlock Attack 19 · ArPStd Close burst 5Arcane, Implement, TeleportationTgt Each enemy in burst
Like the still point in a storm, you stand at the center of a burst of astral power that tears your enemies through space while arranging your allies to occupy the most advantageous positions.
Atk Cha vs Will · Hit 3d8 + Cha dmg, and you teleport tgt to another space within the burst.
Eff You teleport each ally within the burst to another space within the burst.
DLYDelusions of LoyaltyWarlock (Fey) Attack 19 · PHBStd Ranged 10Arcane, Charm, ImplementTgt One creature
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.
Atk Cha vs Will · Hit On its next turn, tgt 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 tgt is unable to attack, tgt loses its standard action.
Sust Minor When you sustain this power, you can repeat the attack against tgt. If you miss, you can no longer sustain the power.
DLYForce of NatureWarlock Attack 19 · ArPStd Ranged 10Arcane, ImplementTgt One creature
Your magic creates a primordial force that hurls your foe through the air.
Atk Cha vs Fortitude · Hit 6d10 + Cha dmg, and you knock tgt prone and push it a number of sq = Int.
Miss Half dmg, and you push tgt 1 sq.
DLYMaelstrom of DespairWarlock Attack 19 · ArPStd Ranged 10Arcane, Implement, PsychicTgt One creature
You trap your foe in a crushing vortex of despair, wracking its mind with each passing moment of affliction.
Atk Cha vs Will · Hit 3d10 + Cha psychic dmg, and ongoing 5 psychic dmg (save ends).
Eff Until EONT, tgt takes psychic dmg = Int whenever it rolls a saving throw.
Sust Minor The effect persists. · Dark Pact The psychic dmg tgt takes whenever it rolls a saving throw equals twice Int. · Fey Pact Whenever you sustain the effect, you gain a +2 bonus to saving throws until EONT.
DLYMinions of MalbolgeWarlock (Infernal) Attack 19 · PHBStd PersArcane, Conjuration, Fire, Implement
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.
Eff You conjure flames in the shape of diabolic imps that appear at your feet. You gain 25 temp HP. Any enemy that enters a sq adjacent to you takes 2d10 fire dmg and is pushed 3 sq. This effect applies once per creature per round. It ends when you have no temp HP remaining.
DLYVestige of AmaanWarlock Attack 19 · ArPStd Ranged 10Arcane, ImplementTgt One creature
Your magic recalls Kaestelaria’s enslavement by the dead god Amaan, imposing similar shackles upon your foe.
Atk Con vs Fortitude · Hit 3d8 + Con dmg, and tgt is immobilized and gains vulnerable 10 to all dmg (save ends both).
Miss Half dmg, and tgt is immobilized (save ends). · Vestige Pact You gain access to the vestige of Amaan. · Amaan Pact Boon You can push or pull a creature cursed by you and within 10 sq of you a number of sq = Int. · Eyes of the Vestige Augment You push or pull your eyes of the vestige target a number of sq = Int.
DLYVestige of the Burned EmperorsWarlock Attack 19 · ArPStd Ranged 10Arcane, Implement, TeleportationTgt One creature
The Burned Emperors ruled a region torn by strife. Once defeated, they became a shadowy entity, which you now call upon.
Atk Con vs Reflex · Hit 2d10 + Con dmg. You gain a bonus to the dmg roll = Int for each ally adjacent to tgt.
Miss Half dmg. · Vestige Pact You gain access to the vestige of the Burned Emperors. · Burned Emperors Pact Boon You can teleport an ally within 5 sq of you 3 sq. · Eyes of the Vestige Augment Each ally adjacent to your eyes of the vestige target can shift 1 sq as a free action.
DLYVoid StarWarlock Attack 19 · ArPStd Ranged 10Arcane, Healing, Implement, NecroticTgt One creature
You summon a fragment of a dark star and hurl it at your foe, causing the creature’s flesh to slough away.
Atk Con vs Reflex · Hit 4d8 + Con necrotic dmg. Tgt takes ongoing 10 necrotic dmg, and whenever tgt would regain HP, you regain the HP instead (save ends both).
Miss Half dmg, and ongoing 5 necrotic dmg (save ends).
DLYWrath of AcamarWarlock (Star) Attack 19 · PHBStd Ranged 10Arcane, Implement, Necrotic, TeleportationTgt One creature
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.
Atk Cha vs Reflex · Hit 4d10 + Cha necrotic dmg, and tgt disappears into a starry realm (save ends).
Spec While in the starry realm, tgt cannot take actions, cannot be targeted, and takes 1d10 necrotic dmg at the start of its turn. On a save, it returns to the space it was last in. If that space is occupied, tgt returns to the nearest unoccupied space of its choice.

Level 22 Utility Spells

DLYAscension of the ElderWarlock Utility 22 · ArPMove PersArcane, Teleportation
You use a planar pathway known by ancient vestiges to transport yourself to the safety of the sky, where you can remain for a time.
Eff You teleport 100 feet (20 sq) to a space directly above you. Until EONT, you gain a speed of fly 8.
Sust Minor The effect persists. When you fail to sustain the effect, you float to the ground without taking dmg.
ENCEntropic WardWarlock (Star) Utility 22 · PHBMinor PersArcane
Fortune favors you; stars portending uncertainty lean in your favor and frown upon your foes.
Eff Until EONT, 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 pwr bonus to your next attack roll.
DLYRaven’s GlamorWarlock (Fey) Utility 22 · PHBMove PersArcane, Illusion, Teleportation
You teleport yourself away from imminent danger, but you leave an illusion of yourself behind, distracting and confusing your foes.
Eff You become invisible until SONT and teleport 20 sq. 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 dmg, 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.
DLYWakeman’s InvocationWarlock Utility 22 · ArPMinor PersArcane, Teleportation
You employ a defensive technique developed by the scholar from Wakeman, who learned to use the power of Far Realm creatures without risking one’s sanity.
Eff Until the end of the encounter, you gain a +2 pwr bonus to all defenses against ranged attacks, and whenever an enemy hits you with a melee attack, you can teleport that creature 2 sq as an immediate interrupt.
ENCWalk of the KantakaranWarlock Utility 22 · ArPMinor PersArcane
Your spell of peace borrows a lesson from the vestige of the Kantakaran monks, an order of mystics that espoused neutrality.
Eff Until EONT, you cannot use an attack power or be attacked.
DLYWall of Inky NightWarlock Utility 22 · ArPMinor Area wall 8 within 10 squaresArcane, Conjuration
You pull an oily blackness out of the ether to consume your enemies in darkness.
Eff You conjure a wall of rippling blackness that lasts until the end of the encounter. The wall is 2 sq high and blocks line of sight. Any creature is blinded while within the wall. As a standard action, you can move the wall 10 sq.
DLYWings of the FiendWarlock (Infernal) Utility 22 · PHBMinor PersArcane, Polymorph
You sprout a large pair of leathery wings from your back.
Eff You grow wings and gain a fly speed equal to your speed until the end of the encounter or for 5 minutes.

Level 23 Encounter Spells

ENCArrow of Arcane LightWarlock Attack 23 · ArPStd Ranged 10Arcane, Implement, RadiantTgt One creature
Drawing a bow made of radiant energy, you become like one of King Elidyr’s elite archers.
Atk Con vs Reflex. This attack ignores all cover and concealment, and the attack can score a critical hit on a roll of 19–20. · Hit 3d10 + Con radiant dmg.
Vestige Pact You push tgt a number of sq = Int.
ENCAwaken the DragonWarlock Attack 23 · ArPStd Area burst 1 within 10 squaresArcane, Implement, NecroticTgt Each creature in burst
You rouse the soul of a long-dead dragon, calling down its necrotic breath upon your foes.
Atk Con vs Will · Hit 3d8 + Con necrotic dmg. If tgt is cursed by you, it gains vulnerable 5 to all dmg until EONT.
Vestige Pact You gain temp HP equal to 5 + Int.
ENCDark TransportWarlock (Star) Attack 23 · PHBStd Ranged 10Arcane, Implement, TeleportationTgt One creature
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.
Atk Cha vs Will · Hit 4d10 + Cha dmg, and you can swap places with tgt.
Star Pact After swapping places with tgt, you can teleport a number of sq = Int.
ENCMaddening WhispersWarlock Attack 23 · ArPStd Ranged 10Arcane, Fear, Implement, PsychicTgt One creature
Your foe clasps its hands over its ears, shrieking in panic as it is overcome by terror.
Atk Cha vs Will · Hit 3d6 + Cha psychic dmg, and tgt is immobilized and grants CA until the end of its next turn. At the start of tgt’s next turn, you slide tgt 2 sq.
Star Pact At the start of tgt’s next turn, you slide tgt a number of sq = Cha.
ENCSpiteful DartsWarlock (Infernal) Attack 23 · PHBStd Close blast 5Arcane, ImplementTgt Each creature in blast
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.
Atk Con vs Reflex · Hit 4d8 + Con dmg, and you push tgt 3 sq.
Infernal Pact You push each target a number of sq equal to 3 + Int.
ENCSwarm of FangsWarlock Attack 23 · ArPStd Ranged 10Arcane, ImplementTgt One creature
High-pitched, shrieking laughter echoes around your foe as a horde of tiny, needle-toothed, winged fey descends upon it.
Atk Cha vs Fortitude · Hit 4d6 + Cha dmg, and tgt is knocked prone.
Fey Pact All enemies within 2 sq of tgt take 10 + Int dmg.
ENCThorns of VenomWarlock (Fey) Attack 23 · PHBStd Ranged 10Arcane, Implement, PoisonTgt One creature
Raising your hands, you call up from the ground thick vines studded with long, poisonous thorns that wrap around your foe. He is held fast and pierced by the deadly thorns.
Atk Cha vs Fortitude · Hit 3d8 + Cha poison dmg, and tgt is immobilized and takes a –2 penalty to AC and Reflex defense until EONT.
Fey Pact The penalty to AC and Reflex defense is equal to 1 + Int.

Level 25 Daily Spells

DLYCurse of the Twin PrincesWarlock (Fey) Attack 25 · PHBStd Ranged 5Arcane, Illusion, Implement, PsychicTgt One creature
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.
Atk Cha vs Will · Hit 4d10 + Cha psychic dmg. Until the end of the encounter, every time you take dmg, you make a Cha vs Will attack against tgt; if the attack hits, you take half dmg and tgt takes the other half.
Eff Until the end of the encounter, whenever you are adjacent to tgt, 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.
DLYInfernal ChainsWarlock Attack 25 · ArPStd Ranged 20Arcane, Fire, ImplementTgt One creature
Flames dance along the red-hot chains that you summon to enwrap your opponent.
Atk Con vs Reflex · Hit 4d10 + Con fire dmg, and tgt is grabbed by fiery chains. Until the grab ends, tgt takes 5 fire dmg at the start of its turn. Tgt takes a –4 penalty to checks to escape the grab. Until the end of the encounter or until the grab ends, you can make the following attack as a minor action once per round against the same target. · Atk Con vs Fortitude · Hit You slide tgt 3 sq.
Miss Half dmg, and tgt is slowed (save ends).
DLYInstruction in DarknessWarlock Attack 25 · ArPStd Ranged 10Arcane, Implement, Necrotic
You lower a black veil over your foe and show the creature what darkness truly means.
1° Tgt One creature · 1° Atk Cha vs Reflex · Hit 3d10 + Cha necrotic dmg. The primary target is transported to a place of utter darkness (save ends). While there, the primary target doesn’t have line of sight or line of effect to anything. When the primary target saves, it reappears in the space it last occupied or in the nearest unoccupied space. When the primary target reappears, make a secondary attack. · Miss The primary target is blinded (save ends).
Eff No Action. Area burst 1 centered on the primary target.
2° Tgt Each enemy in burst · 2° Atk Cha vs Will · 2° Hit The secondary target is blinded (save ends).
DLYTartarean TombWarlock (Infernal) Attack 25 · PHBStd Ranged 10Arcane, ImplementTgt One creature
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.
Atk Con vs Reflex · Hit 5d10 + Con dmg, and tgt 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 tgt.
Miss Half dmg, and tgt is immobilized (save ends).
DLYThe Prince’s HordeWarlock Attack 25 · ArPStd Ranged 10Arcane, ImplementTgt One creature
Thousands of tiny, insectlike warriors assault and confuse your enemy.
Atk Cha vs Reflex · Hit 4d8 + Cha dmg.
Eff Tgt is assaulted by a cloud of fairy warriors (save ends). While tgt is affected by the cloud, tgt treats all creatures as having concealment. At the start of tgt’s turn, tgt and each creature adjacent to tgt take 1d10 + Cha dmg.
DLYThirteen Baleful StarsWarlock (Star) Attack 25 · PHBStd Ranged 10Arcane, Fear, Fire, Implement, PsychicTgt One creature
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.
Atk Con vs Will · Hit 5d10 + Con fire and psychic dmg, and tgt is stunned until EONT.
Miss Half dmg, and tgt is dazed until EONT.
DLYVestige of Land’s SoulWarlock Attack 25 · ArPStd Ranged 10Arcane, Healing, ImplementTgt One creature
Your coil causes the earth to rise up and crush your foe while bestowing life on you.
Atk Con vs Fortitude · Hit 5d8 + Con dmg, and tgt is slowed (save ends). While tgt is slowed by this power, you gain regeneration 10.
Miss Half dmg. · Vestige Pact You gain access to the vestige of Land’s Soul. · Land’s Soul Pact Boon Each enemy cursed by you and within 5 sq of you takes 5 dmg, and you regain 5 HP for each enemy you dmg in this way. · Eyes of the Vestige Augment Until EONT, your eyes of the vestige target gains vulnerable 5 + Int to acid, fire, lightning, or thunder (your choice).
DLYVestige of the Queen of NamharWarlock Attack 25 · ArPStd Ranged 10Arcane, Implement, PsychicTgt One creature
You call upon the Queen of Namhar, who died of thirst in the Namharid Desert, to send your foe a vivid image of death by thirst.
Atk Con vs Will · Hit 4d10 + Con psychic dmg, and ongoing 10 psychic dmg (save ends). · Miss Half dmg, and ongoing 5 psychic dmg (save ends). Tgt is weakened until EONT.
After Tgt is weakened (save ends). · Vestige Pact You gain access to the vestige of the Queen of Namhar. · Queen of Namhar Pact Boon The nearest creature cursed by you is dazed (save ends). · Eyes of the Vestige Augment Your eyes of the vestige target is weakened until the end of its next turn.

Level 27 Encounter Spells

ENCBanish to the VoidWarlock (Star) Attack 27 · PHBStd Ranged 10Arcane, Fear, Implement, TeleportationTgt One creature
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.
Atk Con vs Will · Hit 2d10 + Con dmg. Tgt disappears into a starry realm. At the start of its next turn, tgt reappears in its original space. If that space is occupied, tgt returns to the nearest unoccupied space (its choice). Tgt makes a MBA against the nearest creature on its next turn. Until EONT, all creatures treat tgt as an enemy with respect to provoking OAs, and tgt must take every OA possible.
Star Pact Tgt gains a pwr bonus to attack rolls = Int. This bonus applies only to attack rolls it makes due to this power.
ENCCurse of the Fey KingWarlock (Fey) Attack 27 · PHBStd Ranged 10Arcane, ImplementTgt One creature
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.
Atk Cha vs Will · Hit 3d10 + Cha dmg. In addition, the first time tgt rolls a d20 on its next turn, you can steal that result. Tgt rerolls, and you use the stolen result for your next d20 roll.
Fey Pact You gain a bonus to the stolen result = Int.
ENCHellfire CurseWarlock (Infernal) Attack 27 · PHBStd Ranged 10Arcane, Fire, ImplementTgt One creature
You level your clenched fist toward your foe and unleash a terrific blast of black flames.
Atk Con vs Fortitude · Hit 5d10 + Con fire dmg.
Infernal Pact You gain a bonus to the dmg roll = Int.
ENCManipulating ThunderboltWarlock Attack 27 · ArPStd Ranged 10Arcane, Implement, Lightning, ThunderTgt One creature
With a clap of your hands, your enemy is struck by a clawlike thunderbolt, which picks up the creature and flings it aside.
Atk Con vs Reflex · Hit 3d8 + Con lightning and thunder dmg. You slide tgt 1 sq, and it is immobilized until the end of its next turn.
Infernal Pact You slide tgt a number of sq = Int.
ENCShattering of the SwordWarlock Attack 27 · ArPStd Ranged 10Arcane, ImplementTgt One creature
You invoke the shattering of King Elidyr’s sword—broken in the last moments of his life—and make your foes feel the king’s shock.
Atk Con vs Reflex · Hit 1d10 + Con dmg, and tgt is stunned until EONT.
Vestige Pact The attack deals extra dmg = Int.
ENCSoul of the TreantWarlock Attack 27 · ArPStd Ranged 10Arcane, Implement, PsychicTgt One creature
You awaken the spirit of a long-dead treant, which possesses your enemy’s body and makes the creature lash out against its allies.
Atk Cha vs Will · Hit 1d8 + Cha psychic dmg. Each enemy adjacent to tgt takes 1d8 + Cha dmg. You push each enemy adjacent to tgt a number of sq = Int and knock it prone.
Fey Pact You also knock tgt prone.

Level 29 Daily Spells

DLYCurse of the Dark DeliriumWarlock (Fey) Attack 29 · PHBStd Ranged 10Arcane, Charm, ImplementTgt One creature
You trap your enemy’s mind with bewildering fey 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.
Atk Cha vs Will · Hit On tgt’s next turn, you dictate its standard, move, and minor actions. Tgt 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 tgt 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 MBA against that ally. · Sustain Standard Repeat the attack against tgt as long as tgt is within range. On a miss, you can’t sustain this power.
DLYDoom of DelbanWarlock (Star) Attack 29 · PHBStd Ranged 10Arcane, Cold, Fear, ImplementTgt One creature
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.
Atk Con vs Fortitude · Hit 5d10 + Con cold dmg.
Miss Half dmg. · 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 dmg by 1d10 each time this power hits. Each time you sustain this power, you take 2d10 dmg.
DLYEyes of the VictimWarlock Attack 29 · ArPStd Ranged 10Arcane, Implement, NecroticTgt One creature
From magic, you craft an ancient contagion to eat away your foes’ sight.
Atk Cha vs Reflex · Hit 3d10 + Cha necrotic dmg.
Eff Tgt gains blindness contagion (save ends). While a creature is affected by blindness contagion, that creature is blinded, and each enemy that starts its turn adjacent to that creature gains blindness contagion (save ends).
DLYForbiddance of the NinthWarlock Attack 29 · ArPStd Area wall 3 within 1 squareArcane, Conjuration, Implement, Fire
A wall of black flame rises from the floor at your behest. It protects you while unleashing gouts of fire on foes.
Eff You conjure a wall of flame that is up to 3 sq high and lasts until the end of the encounter. The wall blocks line of sight. Entering a wall sq costs 3 extra sq of movement. Each creature that starts its turn within the wall’s space takes 2d10 + Con fire dmg, and any creature other than you that starts its turn adjacent to the wall takes 1d10 + Con fire dmg. As a move action, you can move the wall to a space adjacent to you. Once per round, you can make the following attack, which must include at least 2 wall sq in the blast.
Minor Close blast 3 · Tgt Each creature in blast · Atk Con vs Reflex · Hit 2d10 + Con fire dmg.
DLYHurl through HellWarlock (Infernal) Attack 29 · PHBStd Ranged 10Arcane, Fear, Fire, Implement, TeleportationTgt One creature
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.
Atk Con vs Will · Hit 7d10 + Con fire dmg, and tgt disappears into the Nine Hells until EONT. Tgt returns to the same sq it left, or the nearest unoccupied sq, and is prone and stunned (save ends).
Sust Minor If you spend a minor action to sustain the power, tgt’s return is delayed until EONT. You can sustain the power no more than three times. · Miss Half dmg, and tgt does not disappear.
DLYVestige of the Master of the Hidden FlameWarlock Attack 29 · ArPStd Ranged 10Arcane, Fire, ImplementTgt One creature
You call on the vestige of the spellcaster called the Master of the Hidden Flame. Through him, you burn foes by force of will.
Atk Con vs Fortitude · Hit 5d10 + Con fire dmg.
Miss Half dmg. · Vestige Pact You gain access to the vestige of the Master of the Hidden Flame. · Master of the Hidden Flame Pact Boon Each enemy cursed by you and within 5 sq of you takes ongoing 5 fire dmg (save ends). · Eyes of the Vestige Augment Your eyes of the vestige target takes ongoing 5 fire dmg (save ends).
DLYVestige of ZurielWarlock Attack 29 · ArPStd Ranged 10Arcane, ImplementTgt One creature
As you attack, you scream a war cry to Zuriel, a forgotten deity dedicated to wars of justice.
Atk Con vs Fortitude · Hit 5d10 + Con dmg.
Miss Half dmg. · Vestige Pact You gain access to the vestige of Zuriel. · Zuriel Pact Boon You gain a bonus to your next dmg roll before EONT = Int. · Eyes of the Vestige Augment You knock your eyes of the vestige target prone, and the attack deals extra dmg = Int.

Paragon Paths

At 11th level a warlock may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily spells shown. Some paths require a specific pact; others are open to any warlock.

Dark Reckoner

“There is an old drow saying: ‘Vengeance is sweeter when exacted in darkness.’”

Prerequisite: Warlock, dark pact

You deter creatures with physical and psychological threats when they intend to harm you, your allies, or other things important to you. You believe that threats mean nothing, though, if you are not willing to deliver on them. When intimidation fails, you visit vengeance swiftly and fully upon the offending party.

In your mind, vengeance is a virtue. As a warlock of the dark pact, you viscerally understand the concept of vengeance. Many of the entities with which you make pacts are consumed by revenge. In the Underdark, slights and rivalries fester and give birth to bouts of ruthless skulduggery and sinister schemes.

As a dark reckoner, you have internalized your baleful emotions and feelings of injustice. From dark alleyways and unlighted tunnels, you draw inspiration and purpose. You understand that vengeance is a potent source of power.

Dark Reckoner Path Features

Shadow Action (11th level): When you spend an action point to take an extra action, you and any allies within 5 squares of you when you spend the action point gain concealment until the start of your next turn.
Shadow and Threat (11th level): When you score a critical hit with an attack that deals necrotic damage, you become invisible until the end of your next turn or until you attack.
Death Curse (16th level): When you apply your Warlock’s Curse extra damage, you can choose to apply 1d6 extra necrotic damage.

Dark Reckoner Spells

ENCDeadly JudgmentDark Reckoner Attack 11 · ArPStd Ranged 10Arcane, Implement, NecroticTgt One creature
The pain your enemy suffers from your attack is also felt by its allies.
Atk Cha vs Reflex · Hit 2d8 + Cha necrotic dmg. Each enemy within 2 sq of tgt takes necrotic dmg = Int.
ENCShadow SlipDark Reckoner Utility 12 · ArPMinor PersArcane
Speaking a sinister word whispered only in the blackest parts of the Underdark, you disappear from the sight of those you have cursed.
Eff Until EONT, you are invisible to each creature cursed by you.
DLYCursing VengeanceDark Reckoner Attack 20 · ArPStd Ranged 10Arcane, Implement, NecroticTgt One creature
You call up the spirit of a slain drow priest, and her words resound in your foe’s ears, condemning the creature to a withering death.
Atk Cha vs Fortitude · Hit 4d8 + Cha necrotic dmg. Until the end of the encounter, the first time tgt makes an attack roll against you, it takes ongoing 10 necrotic dmg (save ends).
Miss Half dmg. Until EONT, the first time tgt makes an attack roll against you, it takes ongoing 5 necrotic dmg (save ends).

Doomsayer

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.

Doomsayer 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.

Doomsayer Spells

ENCFates EntwinedDoomsayer (Star) Attack 11 · PHBStd Ranged 5Arcane, Fear, Implement, PsychicTgt One creature
You lodge a painful psychic shard in your enemy’s brain that resonates whenever you take damage.
Atk Cha vs Will · Hit 2d8 + Cha psychic dmg. Until EONT, when you take dmg, tgt takes half that amount of psychic dmg.
DLYAccursed ShroudDoomsayer (Star) Utility 12 · PHBStd Ranged 5ArcaneTgt One creature
You envelop your enemy in an inky cloak of shadow that writhes and coils around him, twisting her attacks against you.
Eff You place your Warlock’s Curse upon tgt. In addition, it must reroll any successful attack it makes while affected by your curse and take the new result.
DLYLong Fall into DarknessDoomsayer (Star) Attack 20 · PHBStd Ranged 20Arcane, Fear, Illusion, Implement, PsychicTgt One creature
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.
Atk Cha vs Will · Hit 4d8 + Cha psychic dmg, and tgt is stunned until the end of its next turn and knocked prone.
Miss Half dmg, and tgt is dazed until the end of its next turn.

Entrancing Mystic

“Bend an ear and listen close. You don’t want to miss this, do you? That’s the way—calm and easy. See how easily you’ve fallen under my sway?”

Prerequisite: Warlock

You are a figure of rumor and local folklore. You learned your craft from the First Order, ascended quickly to the Second Order, and made your pacts to the invisible magi of the Third Order. In return for your devotion they have given you the power to beguile and warp minds.

Your ways are mysterious and frightening to other creatures. When you use your spells, and even when you speak, people sit and listen, enraptured by the hypnotic sound of your words and mesmerized by your eyes. Few ever realize what they risk upon meeting your ensnaring gaze or listening to your enthralling voice. Those who do realize your true power consider themselves lucky to have survived the experience.

Entrancing Mystic Path Features

Maddening Action (11th level): When you spend an action point to take an extra action, one creature within 5 squares of you takes ongoing 5 psychic damage (save ends).
Mystic Rapture (11th level): Each enemy that enters a space within 3 squares of you or that starts its turn there takes a –5 penalty to saving throws against charm effects and a –2 penalty to all other saving throws.
Mystery Given Form (16th level): You gain a +1 bonus to the attack roll of each charm power you use. If you use an encounter attack power that has the charm keyword and miss all targets with the attack, you don’t expend the use of that power.

Entrancing Mystic Spells

ENCHekiah’s TranceEntrancing Mystic Attack 11 · ArPStd Ranged 5Arcane, Charm, Implement, PsychicTgt One creature
Your foe becomes lost in your eyes, shuffling in the direction of your gaze.
Atk Cha vs Will · Hit 1d8 + Cha psychic dmg, and you slide tgt a number of sq = Cha. Tgt is slowed until EONT.
DLYShroud of AdeptusEntrancing Mystic Utility 12 · ArPImm React Ranged 5Arcane, CharmTgt The triggering enemy
Your enemy moves to strike you, but you stare into its eyes and rob the creature of its will.
Trig An enemy within 5 sq of you misses you with an attack · Eff Tgt is dazed until EONT.
DLYUltimatum of the Third OrderEntrancing Mystic Attack 20 · ArPStd Close burst 5Arcane, Charm, Implement, PsychicTgt Each enemy in burst
You speak in a secret tongue, assaulting the minds of your foes and presenting them with a mental dilemma.
Atk Cha vs Will · Hit Tgt chooses either to be stunned until EONT, or to take ongoing 20 psychic dmg (save ends).
Miss Tgt chooses either to be dazed until EONT, or to take ongoing 10 psychic dmg (save ends).

Feytouched

Prerequisite: Warlock class, fey pact

Your constant visits to the Feywild and your communion with the fey 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 Feywild might be maddening, but they provide you with new opportunities to achieve your goals and defeat your enemies. You relish the madness and can control it, but those you unleash it upon can do nothing but crumble in the wake of the unparalleled majesty of the Feywild.

Feytouched Path Features

Feytouched 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.

Feytouched Spells

ENCWill of the FeywildFeytouched (Fey) Attack 11 · PHBStd Ranged 10Arcane, Charm, Implement, Psychic, TeleportationTgt One creature
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.
Atk Cha vs Will · Hit 2d8 + Cha psychic dmg. You can teleport tgt 5 sq, whereupon it makes a MBA against an adjacent creature of your choice.
Eff Tgt is dazed until the end of its next turn.
DLYTwilight TeleportFeytouched (Fey) Utility 12 · PHBFree Ranged 20Arcane, Teleportation
An enemy falls to your curse, and another creature appears in its place, surrounded by motes of twilight.
Trig A creature within range and affected by your Warlock’s Curse drops to 0 HP or fewer · Eff You teleport yourself or another creature into the triggering creature’s space.
DLYWhispers of the FeyFeytouched (Fey) Attack 20 · PHBStd Close burst 5Arcane, Charm, Implement, PsychicTgt Each enemy in burst
The disquieting whispers of fey spirits surround you, filling the minds of nearby enemies with deranged thoughts and provoking them to turn on their allies.
Atk Cha vs Will · Hit Tgt must make a basic attack against its nearest ally (you choose tgt if there are multiple possible targets). If it can’t make the attack, tgt takes 2d8 + Cha psychic dmg.
Eff After it makes its attack or takes psychic dmg, tgt is dazed (save ends).

God Fragment

“When a god dies, it leaves behind power that lingers. I will find a way to access one of these dead gods and tap into its power.”

Prerequisite: Warlock, vestige pact

Gods, primordials, and other powerful beings are sometimes preserved in the Astral Sea after their deaths. Drifting through the starry mists like immortal flotsam, they slumber through the millennia, awaiting the divine spark that might reawaken them. As the ages pass, the drifting corpses transform into astral matter.

Your curiosity was kindled when you first heard the term “dead god” while studying vestiges. Something about the concept of dead immortals fascinated you. And why not? When a god dies, where does its power go? You discovered the answer to this question: The power becomes dormant, crystallizing into a solid form within the Astral Sea. There, it drifts across the starry expanse, forgotten but not destroyed.

You study the history of deceased deities, primordials, and other legendary beings. From these accounts, you learn to siphon the beings’ lost energy and dormant power. However, you know that real power lies in locating the crystallized essence of one of these dead immortals and awakening its full force.

God Fragment Path Features

Lifegiving Action (11th level): When you spend an action point to take an extra action, you regain hit points equal to your level.
Road to Reawakening (11th level): You gain a +3 bonus to death saving throws.
Dormant Power (16th level): When you use a warlock power against a creature and score a critical hit, the attack deals 2d10 extra damage to that creature.

God Fragment Spells

ENCDeific DecayGod Fragment Attack 11 · ArPStd Ranged 10Arcane, Implement, NecroticTgt One creature
You harness the necrotic power of a dead god’s corpse, and you hurl it at an unsuspecting foe.
Atk Con vs Fortitude · Hit 2d12 + Con necrotic dmg.
DLYDeific DoomGod Fragment Utility 12 · ArPMinor Close burst 2Arcane, Zone
You borrow the remnants of power from a dead god, instilling your presence with an overwhelming sense of loss and regret.
Eff The burst creates a zone of suffering, loss, and regret that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Each enemy within the zone takes a –2 penalty to attack rolls and saving throws.
DLYVestige of KarmathGod Fragment Attack 20 · ArPStd Ranged 10Arcane, Charm, Implement, NecroticTgt One creature
You overwhelm an enemy’s mind with a fragment of Karmath the Unmourned God, giving you control over the creature’s body.
Atk Con vs Will · Hit Tgt is dominated (save ends). · Miss Tgt is dazed (save ends).
Eff You gain access to the vestige of Karmath the Unmourned God.
After Tgt takes 2d8 + Con necrotic dmg. · Karmath Pact Boon One creature cursed by you that you can see takes a –2 penalty to all defenses (save ends). · Eyes of the Vestige Augment Until EONT, each enemy that starts its turn within 2 sq of your eyes of the vestige target takes 1d6 necrotic dmg.

Hellbringer

“I have looked into the fiery heart of the Nine Hells. There, I saw tantalizing power.”

Prerequisite: Warlock, infernal pact

Your choice to swear a pact to an infernal entity in exchange for power was not an easy choice, but it was a choice you made with open eyes. You understand the moral dangers implicit in your pact, but you believe that your soul can withstand the physical and mental force of Hell. Though devils constantly attempt to lure you into their sinister plots, you remain steadfast against their persuasion.

When an opportunity came to claim even more strength from your devilish patron, you leaped at it. You accepted their empowering flames, wearing your might like a crown. Sometimes your allies worry about the ultimate fate of your soul, but you laugh off their concern. You assure them that you are in no danger, and that they need not pity you. However, you have heard the call of darkness, and sometimes you question what destination awaits you when you die.

Hellbringer Path Features

Flames of Empowerment (11th level): When you spend an action point to make a ranged attack, and that attack hits, it deals 2d6 extra fire damage to the attack’s target and each enemy that is adjacent to the target.
No Pity, No Mercy (11th level): Whenever you score a critical hit against an enemy, that creature grants combat advantage to you and gains vulnerable 5 fire until the end of your next turn.
Prince of Hell (16th level): Your arcane attack powers ignore resistance to fire.

Hellbringer Spells

ENCPillar of PowerHellbringer Attack 11 · ArPStd Ranged 10Arcane, Fire, ImplementTgt One creature
You call up a pillar of fire that rises from the bowels of the Hells and incinerates your foe.
Atk Con vs Reflex · Hit 2d8 + Con fire dmg. Each creature adjacent to tgt takes fire dmg equal to half the dmg dealt.
DLYGates of HellHellbringer Utility 12 · ArPMinor Ranged 10Arcane, FireTgt Two unoccupied sq
You open a gate through Hell to connect points on the battlefield. Your allies can pass through it unharmed, but your foes cannot.
Eff You create a dimensional rift between the two target sq that lasts until EONT. Any creature that enters one of tgt sq can move to the other target sq as if it were adjacent to that sq. A creature cannot pass through the rift if either sq is occupied by another creature. Each enemy that moves from one gate sq to the other takes 1d10 + Con fire dmg.
Sust Minor The gates persist.
DLYUnleash the InfernoHellbringer Attack 20 · ArPStd Close burst 10Arcane, Fire, ImplementTgt Each enemy in burst
You call up an earth-shaking column of fire, which burns and knocks down your foes.
Atk Con vs Fortitude · Hit 2d10 + Con fire dmg, and you knock tgt prone.
Miss Half dmg.

Hexer

“Art can be created in any medium. Painters draw images on canvas, bards write epic narratives, and musicians compose sweet harmonies. I spit curses of such beauty and potency that all who hear them are stricken.”

Prerequisite: Warlock

Any warlock can scream “I curse you!” but in your opinion, such curses are shallow and meaningless. Such a simple, insubstantial curse is a betrayal of the warlock’s ability to channel arcane might wrested from primeval entities. A normal curse might be enough to make an enemy quail, but you believe a curse should curdle the blood and elicit wide-eyed, slack-jawed shock.

You have delved deeply into the intricacies of crafting curses. You have discovered that greater effects can be wrung from a well-placed curse than most warlocks realize. When you place a hex, your foes reel from the power of your curse. You have learned to weave your spells with your curses and your curses with your spells. Your body and mind resonate with the damning curses you articulate. When you speak, all who hear your words flinch.

Hexer Path Features

Damning Curse (11th level): When you spend an action point to take an extra action, each creature under your Warlock’s Curse takes a –2 penalty to attack rolls until the end of your next turn.
Greater Hex (11th level): Instead of placing your Warlock’s Curse on the nearest enemy to you that you can see, you can place your Warlock’s Curse on any single enemy within 5 squares that you can see.
Walking Curse (16th level): Whenever your Warlock’s Curse deals damage to a creature, you can slide that creature 1 square.

Hexer Spells

ENCHexblastHexer Attack 11 · ArPStd Close blast 5Arcane, Implement, PsychicTgt Each enemy in blast
You scream an eerie curse that harms your enemies’ minds more than their ears.
Eff You can place your Warlock’s Curse on tgt. · Atk Cha or Con vs Will · Hit 1d8 + Cha or Con psychic dmg.
ENCVengeful HexHexer Utility 12 · ArPImm React Ranged 10ArcaneTgt The triggering enemy
You balefully eye the enemy who shot you. The creature might think itself beyond your reach, but it’s wrong.
Trig An enemy hits or misses you with a ranged or area attack · Eff You place your Warlock’s Curse on tgt.
DLYHex of AbandonmentHexer Attack 20 · ArPStd Ranged 10Arcane, Implement, PsychicTgt One creature
Your foe imagines that you and your allies are manifestations of its worst nightmare that have come to torment and murder it.
Atk Cha or Con vs Will · Hit 3d10 + Cha or Con psychic dmg.
Eff Until the end of the encounter, you can place your Warlock’s Curse on each enemy that ends its turn adjacent to tgt, and that enemy takes 2d6 dmg when you curse it.

Life-Stealer

Prerequisite: Warlock class, infernal pact

Your pact with infernal 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.

Life-Stealer 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 until the end of your next turn. 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.

Life-Stealer Spells

ENCSoul ScorchLife-Stealer (Infernal) Attack 11 · PHBStd Ranged 10Arcane, Fire, Implement, NecroticTgt One creature
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.
Atk Con vs Will · Hit 3d8 + Con fire and necrotic dmg.
Eff If tgt creature has the same origin as a life spark you possess, you can expend that life spark to deal an extra 10 dmg to tgt.
DLYLife Spark SummonsLife-Stealer (Infernal) Utility 12 · PHBMinor Ranged 10Arcane
You expend one of your life sparks to fashion an effigy of the creature whose spark you’ ve just released.
Eff 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 HP 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 HP again, dies, and fades away at EONT.
DLYSoultheftLife-Stealer (Infernal) Attack 20 · PHBStd Ranged 5Arcane, Implement, NecroticTgt One, two, or three creatures
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.
Atk Con vs Fortitude, one attack per target · Hit 3d8 + Con necrotic dmg, and you gain a life spark from any target that drops to 0 HP or fewer as a result of this attack.
Miss Half dmg, and no life spark.

Master of the Starry Night

“The stars are points of light burning beyond the world. Some believe them to be windows through which inimical creatures study our cosmos. In my view, that’s a parochial conception of stars, at best.”

Prerequisite: Warlock, star pact

You understand the true nature of stars, and your knowledge surpasses that of nearly all other creatures. You have studied all the standard texts of star pact warlocks. You found the interpretation contained within those tomes to be catastrophic if accepted as fact. Perhaps some stars are windows into the Far Realm, as many star pact warlocks claim. You suspect that many stars hold other secrets, though. Thus, you have forged a new set of beliefs.

With your star chart, astrolabe, and viewing glass, you have determined the luminosity and motion of many stars. You have plumbed their colors, their sizes, and most important, the power they offer to a warlock. You understand the symbiosis of nature and magic that is embodied by the stars, and so you have twisted your pact into something different from those of your counterparts. You no longer fear the depths of the sky, for you are the master of the starry night.

Master of the Starry Night Path Features

Starcrossed Action (11th level): When you spend an action point, one creature cursed by you is dazed until the end of your next turn.
Star-Blessed Wanderer (11th level): If you use the bonus from your Fate of the Void pact boon on an attack roll and you miss with the attack, you retain the bonus until the end of your next turn.
Fate of the Body (16th level): As a free action during your turn, you can expend your Fate of the Void bonus to gain an equivalent bonus to speed or to one defense until the end of your next turn.

Master of the Starry Night Spells

ENCStellar DebrisMaster of the Starry Night Attack 11 · ArPStd Close blast 5Arcane, Fire, Implement, RadiantTgt Each creature in blast
Brilliant stellar debris explodes outward from you, burning your enemies.
Atk Con vs Reflex · Hit 1d8 + Con radiant and fire dmg. Until EONT, tgt treats all creatures as having concealment.
ENCMinor Gift of ForesightMaster of the Starry Night Utility 12 · ArPFree PersArcane
You can see the doom of your enemies, and that foresight lets you benefit from your boon.
Eff You remove any number of Warlock’s Curses you have placed on your enemies and gain the benefit of your pact boon as if each of those creatures had been reduced to 0 HP.
DLYShooting StarMaster of the Starry Night Attack 20 · ArPStd Ranged 20Arcane, Implement, RadiantTgt One creature
You release a starlike spear of light that impales your enemy and enables you to further afflict it with every successful attack you make.
Atk Cha vs Reflex · Hit 4d10 + Cha radiant dmg. Until the end of the encounter, whenever you hit tgt, it takes 2d6 extra radiant dmg.
Miss Half dmg. Until EONT, whenever you hit tgt, it takes 2d6 extra radiant dmg.

Sea Tyrant Oracle

“I have looked upon the glittering sea that reflects past and future. My visions reveal both hope and disaster.”

Prerequisite: Warlock, vestige pact

An oracle appeared to you in dreams. She strode from a cave mouth arrayed in the sea-green robe of an ancient prophet, and called herself the scion of the Sea Tyrant. “Behold!” she declared, revealing a vision of a terrible flood in which legions of angels were swept into eternal chaos. After showing you this disaster, the oracle bathed your eyes in water, and your vision was forever changed.

Like the prophets of old, you are capable of gaining horrible insights into the future. In most cases your predictions extend so far ahead in time that you can do little to affect the course of events. However, you sometimes predict imminent events, and in these cases you can take steps to avert or fulfill the occurrences you foresaw.

Sea Tyrant Oracle Path Features

Visionary Action (11th level): When you spend an action point to use an at-will or encounter attack power that misses all targets, you gain an extra standard action that you must use before the end of the encounter.
Future Foreseen (11th level): The first time you fail a skill check, an ability check, or a saving throw during an encounter, you can reroll the check or the saving throw. You must use the second result.
Future Evaded (16th level): The first time an enemy cursed by you ends its move adjacent to you during an encounter, you can shift 2 squares as an immediate interrupt.

Sea Tyrant Oracle Spells

ENCDoomsday PortentSea Tyrant Oracle Attack 11 · ArPStd Ranged 10Arcane, Fear, ImplementTgt One creature
You prophesize the demise of your enemy, filling it with horrifying visions of its death.
Atk Con vs Will · Hit Tgt is dazed and weakened until EONT.
DLYPrepared by FateSea Tyrant Oracle Utility 12 · ArPNo Act PersArcane
Using your powers of foresight, you anticipate a conflict and are ready for it.
Trig You roll initiative · Eff You gain a +20 bonus to the initiative check.
DLYVestige of the Sea TyrantSea Tyrant Oracle Attack 20 · ArPStd Close blast 5Arcane, ImplementTgt Each creature in blast
Your magic evokes the wrath of the Sea Tyrant, sweeping your foes away.
Atk Con vs Fortitude · Hit 3d6 + Con dmg, and you push tgt a number of sq = Con and knock it prone.
Eff You gain access to the vestige of the Sea Tyrant.
Miss Half dmg. · Sea Tyrant Pact Boon You slide one creature cursed by you that you can see a number of sq = Con. · Eyes of the Vestige Augment You also slide your eyes of the vestige target a number of sq = Int.

Storm Scourge

“The world reels from my wrath, for I ride upon storms and carry wind and lightning in my footsteps.”

Prerequisite: Warlock, fey pact

In a small tome called Fey Pacts of Ancient Days, you discovered the names of ancient archfey once revered by primitive humans. The tome described Zeifion the Lord of Bats, Zebechial the Lord of Lightning, and Alorrisa the Lady of Swords.

You were amazed and intrigued. You could feel a power within each name calling out to you. These ancient entities, so long forgotten, offered you strength in exchange for devotion.

You eventually acquiesced, swearing yourself to the fey creature whose ethos you believed most matched your own: the Lord of Lightning. Now, the entity whispers secrets of the storm to you from his floating demesne within the Feywild. You listen carefully to each utterance, every growl of the storm or roar of lightning. Although the Lord of Lightning seems most concerned with unleashing the force of the storm, you have gained much power under his tutelage. It might be only a matter of time before your own spells rival the power of your master.

Storm Scourge Path Features

Lightning Quick (11th level): When you spend an action point to take an extra action, you become lightning quick until the end of your next turn. While you are lightning quick, you can shift 1 square as a free action each time you hit or miss with an attack.
Zebechial’s Blessing (11th level): You gain resistance to lightning equal to one-half your level + your Charisma modifier.
Eldritch Storm (11th level): You can choose to have your eldritch blast deal lightning damage.
Servant of the Lord of Lightning (16th level): When you hit a creature with a lightning attack power, each enemy adjacent to the target takes lightning damage equal to your Intelligence modifier.

Storm Scourge Spells

ENCJudgment of the StormStorm Scourge Attack 11 · ArPStd Ranged 10Arcane, Implement, LightningTgt One or two creatures
You unleash bolts of lightning upon those who offend you, smiting them with your power.
Atk Cha vs Reflex · Hit 1d10 + Cha + Int lightning dmg.
DLYLightning DanceStorm Scourge Utility 12 · ArPMinor PersArcane, Lightning, Teleportation
Lightning crackles around you, striking any enemy that hits you and allowing you to close with it.
Eff Until the end of the encounter, whenever a melee attack hits you, the attacker takes lightning dmg = Int, and you can teleport to any space adjacent to the attacker as an immediate reaction.
DLYWrath of the CloudsStorm Scourge Attack 20 · ArPStd Ranged 10Arcane, Implement, LightningTgt One creature
Lightning leaps around your enemy, lashing the creature whenever it is distracted by another attack.
Atk Cha vs Reflex · Hit 2d10 + Cha + Int lightning dmg.
Eff Whenever tgt is hit by an attack, tgt takes lightning dmg = Int (save ends). Tgt cannot save against this effect until it is hit at least once.

Warlock (PHB + Arcane Power) — 1