Might of Eden: Warlocks in Eden

Between the polar opposites of Wizards and Clerics or Paladins – those who study the entire external phenomena of magic to produce the results in a calculated fashion, and those who take spirit magic into their bodies and become part of it – lies the Warlocks, arcanists who have drawn a piece of power from an external source and imbued it in their bodies in a limited, and some may say corrupted, fashion. Unlike a Cleric or Paladin, a Warlock’s magic primarily destroys and warps, rather than protects and cures – those spells that don’t are rare. Unlike a Wizard, a Warlock’s magic is limited to the elements that he or she has taken into his or her body and can draw upon. All Warlocks have a main element they can manipulate above all else.

Warlocks tend to have an undeservedly bad reputation in highly spiritual areas like the rural country, at least if they announce themselves as such. Most people can’t tell the difference between them and Wizards for the most part, so they can settle for the lesser stigma. To the other magic users, Warlocks are an interesting exemplar of magic but silently agreed upon to be limited in scope and perhaps dangerous. If they prove themselves upstanding and honorable, Warlocks can achieve respect, even admiration from people. It is all a matter of how they use their powers. Even the most evil and destructive powers drawn from the most vile of sources can be wielded towards good. All it takes is willpower, fortitude and a thick skin.

Many Warlocks learn some bit of Wizardry themselves, seeking mentors to help them to control their powers. Many Wizards take such pupils if only for a chance to see first hand a Warlock’s powers and perhaps even make a mutual agreement and become imbued themselves. Such Warlocks tend to gravitate to learning a Wizard’s prodigious utility powers, since their own attack spells are already destructive enough.

Infernal: Infernal Warlocks draw their powers from Septinum, the plane of fire, deserts and wastes that is said to lie beneath Eden under a sea of shadows. Their powers are thus mainly fire and necrotic based, as those are the elements most prevalent in Septinum. Infernal Warlocks make pacts with spirits of fires and darkness, or accept into their bodies corrupted essence from these spirits or from Septinum itself. A warlock might have become Infernal from contact with an artifact from Septinum, from a pact with an evil spirit or by surviving an attack from a spirit of hellfires.

Fey: Fey Warlocks draw their powers from Selvage, the ancient and uncivilized jungle nation said to be the cradle of life in Eden. Selvage plays host to Fey Jungles, wild lands where crystalline trees and their inhabitants toy with the minds of any mortals that wander into their territory. As such, Fey Warlocks’ powers are predominantly based around psychic attacks or striking at an enemy’s will power, and traversing space very quickly through teleportation spells. A Warlock might have become fey by being poisoned with twilight crystals, making a pact with fey peoples or spirits, or having become lost and warped by the influence of a Fey Jungle.

Star: Star Warlocks draw their powers from the Crawling Chaos of the Forlorn Void, the outer space beyond Eden’s skies that holds the Thousand Stars and the empire of the Dromidae race. The Forlorn Void is a cold and dark void, like an ocean where the only light comes from the sun and stars that are floating in its expanse. Like an ocean, the Forlorn Void plays host to many aberrant creatures that swim in its stifled essences. Star Warlock’s powers are cold, necrotic and psychic based primarily, using the aberrant pull of the void or the strange substances that float in it to strike enemies. A Warlock might have become Star aligned by coming into contact with a gate to the Forlorn Void or with leaking essence from one of its dark showers, or even being stricken by a meteorite or making a direct pact with an aberrant creature.

LEVEL 1 AT-WILL POWERS

Eldritch Glaive Warlock Attack 1
You form a blade of eldritch energy to strike your enemies.
At-Will @ Arcane, Implement
Standard Action Melee 1
Target: One creature
Attack: Constitution or Charisma modifier vs Reflex
Hit: 1d10 + Constitution or Charisma modifier damage and you push the target 1 square.
Increase damage to 2d10 + Constitution or Charisma modifier damage at 21st level.
Special: At 1st level, you determine whether you use Constitution or Charisma for attack and damage rolls with this power. Once you’ve made this decision, you can’t change it later. You can take this power in place of Eldritch Blast.
This power counts as a melee basic attack.

Frozen Grasp of Eta Warlock (Star) Attack 1
You remove the heat from your opponent’s body and leave it shivering and vulnerable.
At-Will @ Arcane, Implement, Cold
Standard Action Ranged 5
Target: One creature
Attack: Constitution or Charisma vs Reflex
Hit: 1d8 + Constitution or Charisma modifier cold damage, and if the target was bloodied it grants combat advantage to you until the end of your next turn.
Increase damage to 2d8 + Constitution modifier cold damage at 21st level.
Special: At 1st level, you determine whether you use Constitution or Charisma for attack and damage rolls with this power. Once you’ve made this decision, you can’t change it later. You can take this power in place of Dire Radiance.

LEVEL 1 ENCOUNTER POWERS

Ashen Air Warlock (Infernal) Attack 1
You unleash a blast of fiery wind at an enemy that slowly sears its skin rock hard.
Encounter @ Arcane, Implement, Fire
Standard Action Ranged 10
Target: One creature or Two creatures adjacent to each other.
Attack: Constitution vs Reflex
Hit: 2d8 + Constitution modifier fire damage. If the target attacks you during its next turn it is slowed until the end of your next turn.
Infernal Pact: If the target is under your Warlock’s Curse, it is immobilized instead of slowed if it attacks you.

Misty Conflagration Warlock (Fey) Attack 1
A fey mist traps your enemies in a terrible nightmare.
Encounter @ Arcane, Implement, Psychic, Illusion, Zone
Standard Action Area Burst 1 Within 10 Squares
Target: One creature in burst
Attack: Charisma vs Fortitude
Hit: 1d6 + Charisma modifier psychic damage and the target takes a -2 penalty to Will defense until the end of your next turn.
Fey Pact: The burst creates a zone of twilight mist until the end of your next turn. Creatures in the zone are dazed. You can end this effect as a minor action.

Chilling Presence of the Void Warlock (Star) Attack 1
You bring forth the soul-chilling essence of the forlorn void to consume an enemy.
Encounter @ Arcane, Implement, Necrotic, Cold
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Fortitude
Hit: 1d10 + Constitution modifier cold and necrotic damage and the target is slowed until the end of your next turn.
Star Pact: If the target is bloodied, it is dazed until the end of your next turn instead.

LEVEL 1 DAILY POWERS

Unknowable Will Warlock (Fey) Attack 1
The wild energies of the Twilight Forests warp and bend your enemies’ shapes, minds and souls.
Daily @ Arcane, Implement, Polymorph, Reliable
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs Will
Hit: The target is dazed (save ends). Until the end of the encounter, whenever the target fails a saving throw, it takes a -2 penalty to all defenses until the end of its next turn.
Aftereffect: The target is slowed and takes a -2 penalty to all defenses until the end of its next turn.

Hellish Quake Warlock (Infernal) Attack 1
The turbulent energies of Septinum rise up and throw your enemy into the air.
Daily @ Arcane, Implement, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Fortitude
Hit: 2d12 + Constitution modifier damage and you slide the target 3 + your intelligence modifier squares and knock it prone. This movement can take the target over obstacles 2 squares (10 feet) tall and over pits or hindering terrain without a saving throw and without losing any movement, as long as the target ends the movement on a safe, unoccupied, stable surface.

Freezing The Air Warlock (Star) Attack 1
Trails of cold cosmic dust and lines of alien frost trace the air around the target before exploding in an icy burst.
Daily @ Arcane, Implement, Cold
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Reflex
Hit: 2d6 + Constitution modifier cold damage. You can make the attack against each enemy with line of sight to the target within 10 squares of the target.
Miss: Half damage, and each enemy within 10 squares of the target with line of sight to the target takes half damage as well.

LEVEL 2 UTILITY POWERS

Nuclear Fusion Warlock (Infernal) Utility 2
You unleash the power within even the smallest traces of life.
Daily @ Arcane, Stance
Minor Action Personal
Benefit: Until the end of the encounter, creatures you attack with Fire powers have a penalty to their Fire resistance against those attacks equal to your intelligence modifier. You can end this effect as a minor action.

LEVEL 3 ENCOUNTER POWERS

Frozen Reach of the Forlorn Void Warlock (Star) Attack 3
You cast a chilling madness upon your foe that weakens it’s resolve.
Encounter @ Arcane, Implement, Cold
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Will
Hit: 2d6 + Constitution modifier cold damage and the target takes a -2 penalty to saving throws until the end of your next turn.
Star Pact: The target rolls twice for its next saving throw and takes the lowest result instead of the penalty.

Knack of Endurance Warlock (Fey) Attack 3
You let loose your pain upon your tormentors.
Encounter @ Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Will
Hit: 1d10 + Constitution modifier psychic damage. If you are suffering from an ongoing condition that a save can end, this attack deals 1d10 extra damage and you can roll a saving throw.
Fey Pact: If you succeed on your saving throw, the target gains the effect you saved against until the end of your next turn.

Wasteland Geyser Warlock (Infernal) Attack 3
Calling upon the wastes of Septinum, you bring forth a geyser belching burning black gas.
Encounter @ Arcane, Implement, Fire, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Reflex
Hit: 1d8 + Constitution modifier necrotic and fire damage. If the target does not move at least 2 squares during its next turn, it takes 1d8 + Constitution modifier necrotic and fire damage.
Infernal Pact: Allies adjacent to the target have concealment until the end of your next turn.

LEVEL 5 DAILY POWERS

Cold Iron Spear Warlock (Infernal) Attack 5
You conjure a spear of inky black writhing threads that turn to cold, deathly but still-living steel in your hands, and cast it towards an enemy.
Daily @ Arcane, Implement, Necrotic, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Reflex
Hit: 2d10 + Constitution modifier damage and the target takes ongoing 5 necrotic damage (save ends). Whenever the target suffers the necrotic damage from this ongoing effect, it slides 2 squares in any direction of your choice.

LEVEL 6 UTILITY POWERS

Lessen Gravity Warlock (Star) Utility 6
You loosen the ground’s hold upon you and leap higher than before.
Encounter @ Arcane
Move Action Personal
Effect: You leap 10 feet high or 4 squares long OR gain a +5 bonus to your next athletics check made before the end of your next turn.

LEVEL 7 ENCOUNTER POWERS

Incinerating Cinder of Septinum Warlock (Infernal) Attack 7
Casting heavy flames upon an opponent, you burn it cruelly to where it stands.
Encounter @ Arcane, Implement, Fire
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Reflex
Hit: 2d6 + Constitution modifier fire damage. If the target moves during its next turn, it takes extra damage equal to your intelligence modifier at the end of its turn.
Infernal Pact: The extra damage is equal to 1d6 + Intelligence modifier.

Rainfall of the Fey Jungles Warlock (Fey) Attack 7
Lightly frozen rains wash away the iron skin of your enemies.
Encounter @ Arcane, Implement, Psychic, Cold
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs Fortitude
Hit: 1d12 + Charisma modifier psychic and cold damage and the target loses all resistances until the end of your next turn.
Fey Pact: The target has a -2 penalty to a defense of your choice, in addition.

Magnetic Force of Omicron Warlock (Star) Attack 7
You create a pole of energy between two enemies that drags them into each other.
Encounter @ Arcane, Implement, Lightning
Standard Action Ranged 10
Target: Two enemies in range you can see
Attack: Constitution vs Fortitude
Hit: 1d10 + Constitution modifier lightning damage and you teleport the targets 2 squares. If the targets end their movement adjacent to one another, they take 1d10 + Intelligence modifier lightning damage.
Star Pact: You teleport the targets 1 + your intelligence modifier squares instead.

LEVEL 9 DAILY POWERS

Frigid Aura of Iota Warlock (Star) Attack 9
A cold blue outline forms around you and you glow like a dark star, draining the warmth of life from your enemies.
Daily @ Arcane, Implement, Cold
Standard Action Ranged 10
Attack: Constitution vs Fortitude
Hit: 3d8 + Constitution modifier cold damage.
Effect: Until the end of the encounter, each creature that enters a square adjacent to you takes a penalty to attack rolls equal to your intelligence modifier and is slowed until the end of its next turn.

Nuclear Flare Warlock (Infernal) Attack 9
From a small spark of life, you create a diabolical eruption of pain.
Daily @ Arcane, Implement, Fire
Standard Action Area Burst 1 Within 10 Squares OR Close Burst 3
Special: You can choose whether the attack range will be Area or Close each time you use this power.
Target: Each creature in burst
Attack: Constitution vs Reflex
Hit: 3d10 + Constitution modifier fire damage.
Effect: Until the end of the encounter, any creature that ends its turn adjacent to you takes damage equal to your intelligence modifier.

LEVEL 10 UTILITY POWERS

Knack of Fate Warlock (Fey) Utility 10
You trick karma itself into pulling for your benefit.
Daily @ Arcane
Immediate Reaction Personal
Trigger: You spend an action point to make an attack and miss.
Effect: Reroll the attack and use the highest result, and you gain 1 action point.

LEVEL 13 ENCOUNTER POWERS

Centrifugal Manipulation Warlock (Star) Attack 13
Tapping into forces unknown, you cause enemies to move madly about one other.
Encounter @ Arcane, Implement, Cold
Standard Action Area Burst 1 Within 10 Squares
Target: Each enemy in burst
Attack: Constitution vs Reflex
Hit: 2d10 + Constitution modifier cold damage and each target swaps places with another target of your choice.
Star Pact: Each target swaps places with an enemy or an ally you can see instead.

Concentrated Flare Warlock (Infernal) Attack 13
You launch a plume of flames that leaves upon the body a burning aurora.
Encounter @ Arcane, Implement, Fire
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Reflex
Hit: 3d6 + Constitution modifier fire damage and you deal 5 fire damage to all creatures within 2 squares of the target.
Infernal Pact: You deal 5 + your intelligence modifier fire damage instead.

Twilight Rays Warlock (Fey) Attack 13
You spray twilight energy at your foe, turning its skin into brittle twilight crystal.
Encounter @ Arcane, Implement
Minor Action Ranged 5
Target: One creature under your Warlock’s curse
Attack: Charisma vs Fortitude
Hit: The target has vulnerability 5 to all damage until the end of your next turn.
Fey Pact: The vulnerability is equal to 5 + your intelligence modifier instead.

LEVEL 15 DAILY POWERS

Terrifying Gravity of Lambda Warlock (Star) Attack 15
You call upon the massive Dromidae star Lambda and warp gravity around an opponent, drawing other enemies to their doom.
Encounter @ Arcane, Implement, Cold
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Will
Hit: 2d10 + Constitution modifier cold damage and the target pulls all enemies within 5 squares of it 3 squares.
Effect: Until the end of the encounter, whenever you attack the target, you can pull one enemy within 5 squares of the target 3 squares closer to the target.

LEVEL 16 UTILITY POWERS

Twilight Forest Area Warlock (Fey) Utility 16
You transform the surroundings into blue and purple twilight spirit crystal.
Daily @ Arcane, Stance, Zone
Minor Action Close Burst 10
Effect: The burst creates a zone which lasts until you end the stance. You can teleport from any stable surface square in the zone to any other stable surface square in the zone as a move action. You can end the stance as an immediate interrupt triggered by an enemy attacking you, to teleport to any stable surface square in the zone.

Infallible Pull of the Moon Warlock (Star) Utility 16
You raise a creature quite easily into the air.
At-Will @ Arcane
Move Action Personal or Ranged 5
Target: You or one ally
Effect: The target can fly your Intelligence modifier squares as a free action.

LEVEL 17 ENCOUNTER POWERS

Crimson Lace Warlock (Infernal) Attack 17
Threads of flame scatter from the tips of your hand and surround a creature.
Encounter @ Arcane, Implement, Fire
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Reflex
Hit: 3d6 + Constitution modifier fire damage.
Effect: The target is restrained until the end of your next turn, unless it spends a minor action to take 2d6 fire damage.
Infernal Pact: The damage the target takes to end the Restrained condition is 2d6 + Intelligence modifier fire damage instead.

Eight Stars of The Ancient Sky Warlock (Star) Attack 17
Fist-sized glowing stars gather in orbit around you, and you send them off to attack your enemies, leaving behind a small asteroid field surrounding you.
Encounter @ Arcane, Implement, Cold
Standard Action Ranged 10
Target: Up to three creatures
Attack: Constitution vs Reflex, three attacks. (No more than two attacks per target.)
Hit: 2d8 + Constitution modifier cold damage.
Effect: Creatures that attack you until the end of your next turn take damage equal to your intelligence modifier and are pushed 1 square.
Star Pact: You have a +2 power bonus to the attack rolls.

Twilight Cage Warlock (Fey) Attack 17
You trap a target with bindings of crystal that are painful to shatter.
Encounter @ Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 1d12 + Charisma modifier damage and the target is restrained until the end of your next turn. The target can end the condition as a minor action on its turn by taking 2d6 psychic damage.
Fey Pact: The psychic damage is 2d12.

LEVEL 19 DAILY POWERS

Transient Pull of Delta Warlock (Star) Attack 19
You float off the ground and pull an enemy with you, but only one of you can remain afloat for long.
Daily @ Arcane, Implement, Cold
Standard Action Ranged 10
Target: One creature
Effect: You gain a fly speed equal to your speed and can hover until the end of the encounter or for 5 minutes. You have an altitude limitation of 4 squares above ground (20 feet) and grant combat advantage to all enemies while flying.
Attack: Constitution vs Will
Hit: 3d10 + Constitution modifier damage and the target is suspended 4 squares (20 feet) above ground (save ends). While suspended in mid-air, the target is immobilized, has a -4 penalty to attack rolls and grants combat advantage to you and your allies.
Miss: Half damage and the target floats 4 squares (20 feet) up and then falls.

LEVEL 22 UTILITY POWERS

Twilight Atmosphere Warlock (Fey) Attack 22
Whenever you make magic, the air stiffens with your essence.
Daily @ Arcane, Force
Minor Action Personal
Effect: Whenever you miss with a Warlock at-will or encounter attack power, the target of the attack takes 5 + your intelligence modifier damage.

LEVEL 23 ENCOUNTER POWERS

Dragonhead Plumes Warlock (Infernal) Attack 23
Twin torrents of fire snake out of your arms towards the enemy.
Encounter @ Arcane, Implement, Fire
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Reflex, two attacks
Hit: 3d6 + Constitution modifier fire damage. The target is pushed 2 squares for each successful hit against it.
Infernal Pact: The target is pushed 1 + your intelligence modifier squares for each successful hit against it.

Vastness of Space Warlock (Star) Attack 23
At your call, the essence of the voids infects your target’s mind and takes them through a tour of all reality.
Encounter @ Arcane, Implement, Psychic, Cold
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Will
Hit: 2d8 + Constitution modifier psychic and cold damage. The target is suspended 5 feet (1 square) in the air and is stunned and insubstantial until the end of your next turn.
Star Pact: The target is not insubstantial.

Flaying Rain of Selvage Warlock (Fey) Attack 23
All of your enemy’s defenses are flushed away by the heated rain.
Encounter @ Arcane, Implement, Acid
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs Fortitude
Hit: 3d6 + Constitution modifier damage and the target loses all resistances and immunities until the end of your next turn.
Fey Pact: The target’s resistances to Fire, Acid, Cold, Lightning or Poison become Vulnerability 5 and its immunities to those keywords become Vulnerability 10 until the end of your next turn.

LEVEL 25 DAILY POWERS

Everburning Flare Warlock (Infernal) Attack 25
The surroundings are ablaze with your wrath.
Daily @ Arcane, Implement, Fire, Zone
Standard Action Two Area Burst 1s Within 20 Squares
Target: Each creature in any of the bursts.
Attack: Constitution vs Reflex
Hit: 3d8 + Constitution modifier fire damage.
Miss: 2d6 + Constitution modifier fire damage.
Effect: The bursts create one zone each which last until the end of your next turn.
Sustain Standard: Repeat the attack against any creature standing inside one of the zones. All other creatures take fire damage equal to your intelligence modifier. You can sustain this power until the end of the encounter or until you become bloodied.

LEVEL 27 ENCOUNTER POWERS

Curse of the Chosen Soldier Warlock (Fey) Attack 27
Your enemy becomes a mere plaything to your eldritch power.
Encounter @ Arcane, Implement, Charm
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: The target is dominated, becomes immune to daze and has a +2 power bonus to attack rolls until the end of your next turn.
Fey Pact: You can teleport the target 5 squares in any direction.

Esoteric Rings of Sigma Warlock (Star) Attack 27
From your hand, snaking comets of fire and ice form rings around your enemies which they cannot escape.
Encounter @ Arcane, Implement, Fire, Cold
Standard Action Ranged 10
Target: One or two creatures
Attack: Constitution vs Reflex
Hit: 4d6 + Constitution modifier fire and cold damage and the target is immobilized until the end of your next turn.
Star Pact: All creatures adjacent to the target are also immobilized.

The Infinite Wastes Warlock (Infernal) Attack 27
Your opponent is forced to wander an endless, solitary plane of choking smoke.
Encounter @ Arcane, Implement, Necrotic, Teleportation, Illusion
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs Will
Hit: 3d6 + Constitution modifier necrotic damage. Until the end of your next turn, the target disappears into a seemingly endless waste. It is in reality trapped in a 10 x 10 squares room. It begins in the center of the room and if it reaches the edge of the room, it takes 2d6 + Constitution modifier necrotic damage and enters a new 10 x 10 squares room. At the end of your next turn, the target returns in an unoccupied square of your choice.
Infernal Pact: If the target does not double move while inside the room, it takes 1d12 + Constitution modifier necrotic damage.

LEVEL 29 DAILY POWERS

Cataclysmic Invocation Warlock (Star) Attack 29
You invoke the gravitational crush of the the largest star body you know to pulverize your enemies – Eden itself.
Daily @ Arcane, Implement
Standard Action Close Burst 10
Target: Each enemy in burst
Attack: Constitution vs Fortitude
Hit: Your level damage and the target is restrained (save ends).
Aftereffect: The target is dazed until the end of its next turn.
Miss: Half damage and the target is slowed (save ends).
Miss Aftereffect: The target falls prone.

Paragon Path: Eldritch Knight

This weapon is the medium by which I control the most uncontrollable of the arcane.

Prerequisite: 11th level, Warlock

Warlocks wrestling to control their incredible magic look for numerous ways to expand their focus and master themselves. Some of them seek more knowledge of their respective pacts, consulting Wizards, Clergy, and the creatures from which they draw their power. Others go a different way, seeking to empower themselves by empowering their bodies.

Through physical and martial training, they try to make themselves as a whole strong enough to wrest control of their powers from the uncontrollable forces that govern them. Warlocks who master themselves in this way are called Eldritch Knights. By sealing some of their power into a weapon and interfacing with the steel spirit within, they add new focus to their magic.

Eldritch Knight Path Features

Eldritch Action (11th level): Whenever you spend an action point, you can add the proficiency bonus of a weapon you are wielding to attack rolls with Warlock powers until the end of your turn.

Bonus Proficiencies (11th level): You gain proficiency with all military melee weapons and with hide and chainmail armor.

Pact Weapon (11th level): After each extended rest, you can select a magic melee weapon you own. You can treat that weapon as an implement for your Warlock powers, adding its enhancement bonus to attack rolls and damage rolls, but do not add its proficiency bonus to attack rolls while wielding it as an implement. You can make melee basic attacks using your Pact Weapon that are modified by your Constitution or Charisma modifier instead of your Strength modifier.

Eldritch Weapon Skill (11th level): You gain two encounter path powers. You can use only one of them each encounter.

Eldritch Weapon Mastery (16th level): While wielding your Pact Weapon, once per encounter, you can make an At-Will Attack against an enemy under your Warlock’s curse as a minor action.

Eldritch Knight Powers

Eldritch Torrent Eldritch Knight Attack 11
Your weapon seems to come from all sides at your enemies, in a column of slashing eldritch blades.
Encounter @ Arcane, Weapon
Standard Action Area Burst 1 Within 10 Squares
Target: Each creature in burst
Attack: Constitution or Charisma vs AC
Hit: 2[W] + Constitution or Charisma modifier damage. If you have combat advantage against the target, you deal 1[W] extra damage.

Eldritch Spear Eldritch Knight Attack 11
You drive your weapon into an enemy regardless of its innate reach.
Encounter @ Arcane, Weapon
Standard Action Melee 2
Weapon: If you are wielding a polearm, you have Threatening Reach until the end of your next turn.
Target: One creature
Attack: Constitution or Charisma vs AC, two attacks
Hit: 1[W] + Constitution or Charisma modifier damage per attack. If both attacks hit, you deal 1[W] + Intelligence modifier damage to all enemies within 3 squares.

Violent Auspice Eldritch Knight Utility 12
You tap into the spirit of steel within all magic weapons, and turn its emotions hateful and brutal.
Encounter @ Arcane
Minor Action Personal
Effect: Until the end of your next turn, you can reroll any result of 1 on the damage dice of your attack powers, and your encounter attack powers deal half damage even on a miss.

Curse of the Steel Spirits Eldritch Knight Attack 20
You lay upon the target a Warlock’s Curse more frightening than any other seen.
Daily @ Arcane, Weapon
Standard Action Melee Weapon
Target: One creature
Effect: The target is afflicted by a Steel Curse (save ends). Whenever you make an attack against it while wielding a weapon as an implement, you can apply your Warlock’s curse damage for the round against the target, but deal 2[W] extra damage instead of your Warlock’s curse damage.
Aftereffect: The target takes 4[W] damage.
Attack: Constitution or Charisma vs AC
Hit: 2[W] + Constitution or Charisma modifier damage.
Miss: Half damage

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Categories: D&D 4e, Fluff/Inspiration, RPG | 2 Comments

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2 thoughts on “Might of Eden: Warlocks in Eden

  1. Telicis

    These are awesome. Too awesome in fact, I won’t be letting mike use them. :D

  2. mikeloop86

    D8< NOOOOOOOO!!!!!!!!!!

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