Attributes
Attack | Magic | Skill | Defense |
---|---|---|---|
0.5/level | 1/level | 0.5/level | 0.5/level |
Hit Points | Mana | Skill Points |
---|---|---|
3/level | 2/level | 2/level |
Class Abilities
Minions
tbd
Bindings
You can choose to gain permanent supernatural abilities at the cost of maximum Mana.
Examples:
Name | Mana Cost | Description |
---|---|---|
Mystic Eyes | 2 | You see the outline of all creatures despite concealment or invisibility, within range. |
Fey Step | 1+ | Recharge 33%, move; you teleport to a location you can see within one move. For +1 mana, increase to at-will. For +1 mana, change max range to spell range. Etc |
Glamour | 1 | You can change your appearance at will (a la disguise self). Gain advantage to Charisma based checks where appearance would be a factor. |
Born in Flames | 1 | Gain Resist 50% (fire). For 3 mana, gain immunity. |
Fel Flight | 1+ | Gain double-jump for 1 mana, levitation for 2, or flight for 3. |
Armor of Darkness | 1 | Gain Armor rating equal to your highest mental stat. |
Devilsight | 1 | Gain darkvision. |
Guardian Force | 2 | Each time you suffer harm, you have a 50% chance to enable a reaction that allows you to negate the attack for yourself. |
Soul Magic
You can absorb portions of creature's souls with your magic, and use the resultant Soul Shards for many purposes.
To all outsiders, the most important currency is free will--the ability of Prime Material denizens to determine their fates for themselves. By nature, outsiders do not possess this ability; despite their immortality and overt supernatural powers, they lack free will and are slaves to their nature. However, they can consume the free will of mortals to break free of these restrictions, however briefly. Nothing is sweeter to any outsider than a taste of mortal will.
The smallest unit of will is the "soul shard". Is not a complete soul--not even close--just a tiny fragment of one. Despite its minute size, a single soul shard can be very valuable to an outsider. As a warlock, it can also be very valuable to you.
While the exact mechanics of how an outsider can store, utilize, or consume soul shards is esoteric and difficult for mortal to understand, suffice to say that once a shard is given to them, it isn't your problem anymore. However, shards in your possession are a different matter; as they are shards of someone else's soul, they are foreign to your own, and cause dissonance with your own. If you possess too many foreign soul shards, they begin to contest your own will for control of your body and mind. This is not ideal. Thus, you have a maximum amount of Soul Shards you can possess.
Gaining Shards
Various warlock spells grant the ability to gain soul shards.
Also, all warlocks gain the following:
- Curse of Souls: When you damage any enemy, they gain this curse for 10 rounds, refreshing on each instance of damage. Should they die while the curse is active, you gain 1 soul shard. (3 elite, 5 boss, if those rules are used)
Using Shards
- Advanced summoning spells require soul shards
- Many spells can be empowered by spending soul shards
Warlock Spells
2/level plus rituals
Fey
- Summon Sprites: At-will, swift, ranged; you summon a cloud of sprites--extremely small fey creatures too small to directly harm enemies, but able to flummox them somewhat when grouped together. Each round, they can do one of the following to a chosen target:
- Annoy: Target suffers disadvantage to any check requiring concentration, such as spellcasting, the Aim action, etc.
- Obscure: Target suffers a 25% chance to mis-target any attack, instead targeting another random target within range.
- Hinder: Target treats all squares as difficult terrain, as they can't see where they are moving.
- Steal Soul: Steals 1 soul shard from target (max 1 per target; 3 elite, 5 boss)
(Higher level sprites can do real damage)
Infernal
- Immolate: At-will, std, ranged; medium fire damage plus same on turn start for 3 rounds.
- 1 soul shard, swift; spreads immolate from target to enemies within 3 squares of target, refreshing duration.
- 1 soul shards, std; causes target's immolate to instantly burn for all remaining damage.
- Curse of Agony: At-will, swift, ranged; target suffers wracked, rendering them unable to take actions. They may beg for mercy, gaining a lesser version costing them only one action per round instead of all, but granting you a soul shard. They may instead attempt to tough it out, rolling Con Defense each round to act normally (minus one action), and on failure they remain wracked that round.
Shadow
- Lifedrain: At-will, std, ranged; medium shadow damage, plus you gain 1 soul shard.
- 1 soul shard, std, ranged; you reverse the flow, infusing target with life energy, healing them for medium damage.
- Corruption: At-will, swift, ranged; offer subject power, with a price. They gain advantage to one chosen roll per round. However, they suffer vulnerability to shadow damage. They may attempt a Wisdom Defense to turn down the offer; if they succeed, they gain neither the advantage nor the vulnerability, but you gain a soul shard.
Warlock Rituals
Warlock Paths
Optionally, you may forego some of your baseline Warlock resources to gain alternative powers that may be preferable for your character.
Fel Knight / Fel Stalker
One less spell/level and one less Mana/level.
Fel Knight gains:
- +1 HP/level
- increase attack to 0.75/level
- increase defense to 0.75/level
- choose a Fighter maneuver each level
Fel Stalker gains:
- increase attack to 0.75/level
- increase skill to 0.75/level
- increase speed by 1 per rank
- choose a Rogue maneuver each level
Both gain:
Level | Ability |
---|---|
1 | Fusion |
2 | Fel Armor |
3 | Sigil |
4 | Soul Drinker |
5 | Metamorphosis |
etc
Fusion
Instead of summoning a minion into their usual form, you can bind them to a weapon, or even your own natural weapons. This enhances the weapon with a benefit based on the minion chosen. This still counts as having an active minion, so you cannot bind a minion and summon another one at the same time.
Minion | Benefit |
---|---|
Imp | Weapon inflicts half base damage as fire damage, instantly and repeating on turn start for 3 turns. |
Voidwalker | Weapon causes half base damage as shadow damage, and gains advantage to Parry checks. While wielding it, your attacks cause an effect which wracks enemies who do not spend a standard action to attack you in a given round. |
etc
Fel Armor
You imbue worn armor or clothing with fel essence. By expending X soul shards, your armor rating increases by Y. Additionally, choose one additional effect:
Name | School | Min Level | Effect |
---|---|---|---|
Shimmer | Fey | 1 | When you move 1 or more squares, you gain shimmer until your next turn, causing enemies to suffer disadvantage to hit you. The buff is removed if you suffer damage, but can be regained by moving again. |
Hypnotic Gaze | Fey | 5 | Enemies who attempt to attack you directly must pass a Wisdom Defense or lose their action. They can choose to avert their eyes, avoiding this penalty, but they are rendered effectively blinded with respect to you. |
Transparency | Fey | 10 | On turn start, you are invisible until you attack or suffer damage. |
Armor of Darkness | Shadow | 1 | Gain DR 1/level. Once/rd, you can attempt to Soak any one attack: by defeating the attack DC with a Con Defense roll, you resist half the damage. |
Cloak of Shadows | Shadow | 5 | Each time you are affected by a magical effect, you can roll a Cha Defense to dispel it, max once/rd |
Dispersion | Shadow | 10 | At-will, free, once/rd; you become incorporeal until you attack. While incorporeal, you can fly at half speed. |
Flame Aura | Infernal | 1 | Enemies who strike you in melee suffer medium fire damage. Projectiles suffer the same, which may destroy them before they hurt you. |
tbd
Soul Drinker
Your melee attacks grant soul shards. TBD
Metamorphosis
Instead of binding a minion into a weapon, you bind it into your entire body, morphing into the form of an outsider for a limited time (soul shards).
This ability is probably redundant with Fel Armor, not to mention Tiefling ascenscions. Will probably replace with Armiger.
Summoner
One less spell/level.
Level | Ability | Minion Evolutions |
---|---|---|
1 | Minion Talents | 0 |
2 | Rapid Summoning | 0 |
3 | Soul Link | 1 |
4 | Rod of Domination | 1 |
5 | Demonic Sacrifice | 1 |
6 | 1 | |
7 | 2 | |
8 | 2 | |
9 | 2 | |
10 | Helm of Domination | 3 |
etc
Minion Talents
Each level, you choose one minion talent.
Examples:
General
- Resilience: all minions gain +50% HP.
Voidwalker
- Pound: upgrades Slam to Pound: at-will, std, melee; heavy bludgeoning plus dazed (Con ends).
- Gravity: recharge 33%, swift, close burst 5; enemies pulled 5, and suffer 50% movement penalty (Str ends).
- Nullify Pain: reaction, ally within range suffers harm; voidwalker rolls a Con Defense against the attack. On success, it absorbs half the damage.
Felhunter
Rapid Summoning
All std-action warlock spells become swift actions for you. Dismissing a summon becomes a free action.
Soul Link
Whenever your minion is within range, any time either of you suffer damage, you can choose to split it evenly between both of you.
Rod of Domination
By expending X soul shards, you create a Rod of Domination, allowing you to control two minions at a time for Y rounds/day. (Probably consumes shards while in use)
Demonic Sacrifice
At-will, as an immediate action, you can sacrifice any of your active minions. They instantly die, but in doing so they cause an effect that is generally beneficial to you.
Examples:
- Voidwalker: allies within a burst 5 gain a shared damage shield, absorbing 100% of damage, to a maximum equal to the voidwalker's max HP, as long as they stay within the area.
- Felhunter: roll a dispel check against each spell in a burst 5.
- Pixie: allies within a burst 5 are healed for medium damage and become invisible until they suffer or inflict damage.