Warlock

CLASS TRAITS

Role: Striker. Your attack powers are highly damaging and often weaken or hamper the target in some way. You can elude attacks by flying, teleporting, or turning invisible.
Power Source: Arcane. You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity.
Key Abilities: Charisma, Constitution, Intelligence

Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Rods, wands
Bonus to Defense: +1 Reflex, +1 Will.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 6+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex).

Build Options: Deceptive Warlock, Scourge Warlock, Sorcerer-King Pact.
Class features: Eldritch Blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock's Curse.

Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes.
    However you came to your arcane knowledge, you need not accept the poor reputation warlocks sometimes endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention. On the other hand, you could be a true diabolist using your gifts to tyrannize the weak—some warlocks unfortunately are exactly that.
    The pacts are complete. The rites have concluded. The signs are drawn in blood, and the seals are broken. Your destiny beckons.

CREATING A WARLOCK

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

DECEPTIVE WARLOCK

You prefer spells that deal a little less damage, but that inflict a variety of penalties and negative conditions on your foe. You’d rather fight at range and avoid getting caught in close-up battles. Most of your attack powers depend on Charisma, so that should be your best score. Many of your powers receive a bonus if you have a good Intelligence score, so that should be your second-best score. Constitution should be your third choice since you might want to choose some Constitution-based powers. You need it for a good Fortitude defense anyway.
    Deceptive warlocks should choose the fey pact or the star pact (see “Class Features”).
    Suggested Feat: Improved Misty Step (Human feat: Human Perseverance)
    Suggested Skills: Arcana, Bluff, Insight, Thievery
    Suggested At-Will Powers: eldritch blast, eyebite
    Suggested Encounter Power: witchfire
    Suggested Daily Power: curse of the dark dream

SCOURGE WARLOCK

No subtlety here—you want to deal damage. You’re tougher than the deceptive warlock, and you’ve got powers to help you attack and defend in melee, as well as excellent ranged attacks. Your best attack powers depend on Constitution—make that your best ability score. Choose Intelligence second because it provides special bonuses to many of your powers and improves your Reflex defense and AC, too. Charisma is clearly your third choice.
    Scourge warlocks should choose the infernal pact or the star pact (see “Class Features”).
    Suggested Feat: Improved Dark One’s Blessing (Human feat: Action Surge)
    Suggested Skills: Arcana, History, Intimidate, Streetwise
    Suggested At-Will Powers: eldritch blast, hellish rebuke
    Suggested Encounter Power: vampiric embrace
    Suggested Daily Power: flames of Phlegethos

SORCERER-KING PACT

On Athas, many templars swear an oath to a sorcerer-king in exchange for arcane power. The sorcerer-king pact reflects the training and magical transformations that a sorcerer-king might provide to an individual whom he or she deems worthy. A warlock who has this pact can draw on the reserves of power that a sorcerer-king commands.
    Most warlocks of this pact are templars in a sorcerer-king’s service. They are often trusted members of the templar hierarchy who are expected to command the soldiers, the agents, or the underlings of a sorcerer-king. Thus, the powers of the sorcererking pact aid allies and work well in melee. A sorcerer-king sometimes imparts his or her power to a promising protégé or a privileged noble without making the recipient into a templar, although such instances are unusual.
    The sorcerer-kings desire servants who have great stamina and force of personality, so Charisma or Constitution should be the primary ability score for someone who has this pact. Intelligence is best as your secondary ability score, because many sorcerer-king pact powers gain a benefit from it. Charisma or Constitution, whichever you didn’t pick as a primary score, is a good third choice. Choose Charisma to bolster your low Will defense if you plan to remain at range, or else use Constitution to gain extra hit points and healing surges if you intend to use your powers in melee combat.
    Class Feature: Sorcerer-king pact
    Suggested Feat: Scornful Denial
    Suggested Skills: Arcana, Bluff, Insight, Streetwise
    Suggested At-Will Powers: eldritch blast, hand of blight
    Suggested Encounter Power: cruel bounty
    Suggested Daily Power: ashen scourge

WARLOCK CLASS FEATURES


ELDRITCH BLAST
All warlocks know the eldritch blast at-will power. This power can be used as a basic attack. You gain this power as well as another at-will power as determined by your Eldritch Pact.

Warlock Attack 1Eldritch Blast

You fire a bolt of dark, crackling eldritch energy at your foe.

At-Will        Arcane, Implement
Standard Action      Ranged 10

Target: One creature

Attack: Charisma or Constitution vs. Reflex

Hit: 1d10 + Charisma modifier or Constitution modifier damage.
Increase damage to 2d10 + Charisma modifier or Constitution modifier at 21st level.

Special: At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can’t change it later.
    This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.


Update (8/11/2011)
Updated in Class Compendium.

ELDRITCH PACT
You have forged a pact with mysterious entities that grant you your arcane powers. Choose one pact. The pacts presented in the Player’s Handbook are the fey pact, the infernal pact, and the star pact. Other products present additional pacts. The pact you choose determines the following warlock abilities:
    At-Will Spells: Your pact determines one of the at-will spells you know.
    Pact Boon: Each pact includes a pact boon. The pact boon is a granted power you can use to further hex your enemies.
    The pact you take also provides bonuses to certain warlock powers. Individual powers detail the effects (if any) your Eldritch Pact selection has on them.

Dark Pact
You have forged a pact with the dark beings that lurk in the shadows of the drow civilization. Spells of darkness, poison, madness, and spite fill your mind. You might turn your powers to noble ends, but you always face the temptation to enhance your spells by hurting your friends—just a little.
    Spiteful Glamor: You know the spiteful glamor at-will spell.
    Darkspiral Aura: You have the Darkspiral Aura pact boon. As your cursed enemies fall in battle, your Darkspiral Aura grows in power. You can unleash it on an enemy, blasting its mind and body.
    When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, add 1 to your Darkspiral Aura. Your Darkspiral Aura has a starting value of 0, and it resets to 0 when you take a short rest or an extended rest.
    When an enemy makes a melee attack or a ranged attack against you, you can use your Darkspiral Aura as an immediate interrupt, dealing 1d6 necrotic and psychic damage to that enemy for each point of your Darkspiral Aura’s current value. If this attack deals less than 12 damage, the value of your Darkspiral Aura becomes 0. If this attack deals 12 damage or more, you can cause the enemy to be weakened for its attack (which means the attack deals half damage), and the value of your Darkspiral Aura becomes 1.
    At 11th level, the damage you deal increases to 1d8 per point of your Darkspiral Aura’s current value, and at 21st level the damage increases to 1d10 per point of your Darkspiral Aura’s current value.

Warlock Pact Boon 1Darkspiral Aura

As your cursed enemies fall in battle, your Darkspiral Aura grows in power. You can unleash it on an enemy, blasting its mind and body.

At-Will        Arcane, Necrotic, Psychic
Immediate Interrupt  

Prerequisite: Dark Pact

Effect: When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, add 1 to your Darkspiral Aura. Your Darkspiral Aura has a starting value of 0, and it resets to 0 when you take a short rest or an extended rest.

Trigger: When an enemy makes a melee attack or a ranged attack against you, you can use your Darkspiral Aura as an immediate interrupt.

Hit: 1d6 necrotic and psychic damage to that enemy for each point of your Darkspiral Aura’s current value
At 11th level, the damage you deal increases to 1d8 per point of your Darkspiral Aura’s current value, and at 21st level the damage increases to 1d10 per point of your Darkspiral Aura’s current value.

Special: If this attack deals less than 12 damage, the value of your Darkspiral Aura becomes 0. If this attack deals 12 damage or more, you can cause the enemy to be weakened for its attack (which means the attack deals half damage), and the value of your Darkspiral Aura becomes 1.


Revision (1/20/2009)
Replace "Once per round as a free action when an enemy makes a melee attack or a ranged attack against you, you can use your Darkspiral Aura as an immediate interrupt" with "When an enemy makes a melee attack or a ranged attack against you, you can use your Darkspiral Aura as an immediate interrupt"

Warlock Attack 1Spiteful Glamor

The mere sight of you is anathema to your enemy.

At-Will        Arcane, Implement, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Charisma vs. Will

Hit: 1d8 + Charisma modifier psychic damage, or 1d12 + Charisma modifier psychic damage to a target at maximum hit points.
Increase damage to 2d8 + Charisma modifier at 21st level, or 2d12 + Charisma modifier to a target at maximum hit points.



Elemental Pact
Elemental Affinity: After each rest, roll a d10 to determine your current elemental affinity. You can choose the damage type when you use your second wind, but the type changes again when you rest.
d10Affinity
1-2Acid
3-4Cold
5-6Fire
7-8Lightning
9-10Thunder

On your turn, when you use an arcane attack power that deals force, necrotic, poison, or psychic damage, you can change the damage type to match that of your current elemental affinity. Your elemental affinity’s damage type replaces each instance of force, necrotic, poison, and psychic damage that the power deals.
    Chromatic Bolt: You gain the chromatic bolt power.
    Accursed Affinity: You have the Accursed Affinity pact boon.

Warlock Pact Boon 1Accursed Affinity

At-Will  
Immediate Reaction      Personal

Prerequisite: Elemental Pact

Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer

Effect: The next enemy you place your Warlock’s Curse on gains vulnerable 5 to the damage type matching your current elemental affinity. This vulnerability is cumulative with the enemy’s existing vulnerability to the same damage type, if any, and lasts until the curse ends. The vulnerability increases to 10 at 11th level and 15 at 21st level.


Warlock Attack 1Chromatic Bolt

You loose a crackling bolt of raw chaos against your foes.

At-Will        Arcane, Elemental, Implement, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Charisma vs. Reflex

Hit: 1d8 + Charisma modifier psychic damage, and one creature within 5 squares of the target takes psychic damage equal to your Constitution modifier.
    Level 21: 2d8 + Charisma modifier psychic damage, and psychic damage equal to 3 + your Constitution modifier.



Fey Pact
You have forged a bargain with ancient, amoral powers of the Feywild. Some are primitive earth spirits, grim and menacing; some are capricious wood, sky, or water spirits; and others are incarnations of seasons or natural forces who roam the faerie realm like wild gods. They bestow magic that ranges from feral and savage to wondrous and enchanting.
    Eyebite: You know the eyebite spell.
    Misty Step: You have the Misty Step pact boon. You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack.
    When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you can immediately teleport 3 squares as a free action.

Warlock Attack 1Eyebite

You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.

At-Will        Arcane, Charm, Implement, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Charisma vs. Will

Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
    Level 21: 2d6 + Charisma modifier damage.


Update (8/11/2011)
Updated to match Class Compendium.

Warlock Pact Boon 1Misty Step

You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack.

At-Will  
Free Action      Personal

Prerequisite: Fey Pact

Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer

Effect: You can immediately teleport 3 squares as a free action.



Infernal Pact
Long ago a forgotten race of devils created a secret path to power and taught it to the tieflings of old to weaken their fealty to Asmodeus. In his wrath, Asmodeus destroyed the scheming devils and struck their very names from the memory of all beings—but you dare to study their perilous secrets anyway.
    Hellish Rebuke: You know the hellish rebuke spell.
    Dark One’s Blessing: You have the Dark One’s Blessing pact boon. You instantly gain vitality from a cursed enemy when that enemy falls.
    When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you immediately gain temporary hit points equal to your level.

Warlock Pact Boon 1Dark One's Blessing

You instantly gain vitality from a cursed enemy when that enemy falls.

At-Will  
Free Action      Personal

Prerequisite: Infernal Pact

Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer

Effect: You immediately gain temporary hit points equal to your level.


Warlock Attack 1Hellish Rebuke

You point your finger, and your foe is scoured in hellish flames stoked by your own anger and pain. If you are injured, the flames burst into life one more time before they fade away.

At-Will        Arcane, Fire, Implement
Standard Action      Ranged 10

Target: One creature

Attack: Constitution vs. Reflex

Hit: 1d6 + Constitution modifier fire damage. The first time you take damage before the end of your next turn, the target takes 1d6 + Constitution modifier fire damage.
    Level 21: 2d6 + Constitution modifier damage and extra damage.


Update (8/11/2011)
Updated in Class Compendium.


Sorcerer-King Pact
You have pledged yourself to the service of a sorcerer-king. In return, your master transformed you into an arcane spellcaster by means of eldritch rituals. What you do with this new power is up to you—the sorcerer-king has no special ability to observe you or to strip you of your power. However, all sorcerer-kings are suspicious and ruthless, so if you defy one, you do so at your own peril.
    Hand of Blight: You gain the hand of blight power.
    Fell Scorn: You have the Fell Scorn pact boon, which enables you to draw upon your sorcerer-king’s magical prowess and enhance a power by spending your fell might. You start each encounter with your fell might unspent. You must decide whether or not to spend your fell might when you choose to use a power, before you make any attack rolls or apply any of that power’s effects.
    When a creature affected by your Warlock’s Curse drops to 0 hit points, your pact boon triggers, restoring your fell might, which you can spend again during the encounter. If you already have your fell might available when a cursed creature drops to 0 hit points, you don’t gain a second use of it. You can have only one use of fell might available at one time.

Warlock Attack 1Hand of Blight

A crackling black sphere gathers around your outspread hand. You can smite a nearby foe with it, or else fling it at a distant enemy.

At-Will        Arcane, Implement, Necrotic, Psychic
Standard Action      Melee touch or Ranged 10

Target: One creature

Attack: Charisma or Constitution vs. Fortitude

Hit: 1d8 + Charisma modifier or Constitution modifier necrotic and psychic damage, and the target grants combat advantage until the end of your next turn.
Level 21: 2d8 + Charisma or Constitution modifier necrotic and psychic damage.

  Sorcerer-King Pact: If you spend your fell might, the target takes 1d8 extra damage.



Star Pact
You have mastered the astrologer’s art, learning the secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour your foes with icy banes and curses drawn from beyond the night sky.
    Dire Radiance: You know the dire radiance spell.
    Fate of the Void: You have the Fate of the Void pact boon. Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you.
    When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you gain a +1 bonus to any single d20 roll you make before the end of your next turn (attack roll, saving throw, skill check, or ability check). If you don’t use this bonus by the end of your turn, it is lost.
    This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn.

Warlock Attack 1Dire Radiance

You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes.

At-Will        Arcane, Fear, Implement, Radiant
Standard Action      Ranged 10

Target: One creature

Attack: Charisma or Constitution vs. Fortitude

Hit: 1d6 + Charisma modifier or Constitution modifier radiant damage. The first time the target moves closer to you on its next turn, it takes an extra 1d6 + Charisma modifier or Constitution modifier damage.
    Level 21: 2d6 + Charisma modifier or Constitution modifier damage.


Update (8/11/2011)
Updated in Class Compendium.

Warlock Pact Boon 1Fate of the Void

Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you.

At-Will  
Free Action      Personal

Prerequisite: Star Pact

Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer

Effect: You gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If you don’t use this bonus by the end of your turn, it is lost.
    This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn.



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 backgrounds 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.
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 allow you to change your vestige at a different time or under different circumstances (See Vestige Pact Boons

Warlock Attack 1Eyes of the Vestige

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.

At-Will        Arcane, Implement, Psychic ; Varies
Standard Action      Ranged 10

Target: One creature

Attack: Constitution vs. Will

Hit: 1d6 + Constitution modifier psychic damage. Choose the target or a creature within 3 squares of the target and within the target’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 damage to that creature instead of to the target.
Level 21: 2d6 + Constitution modifier psychic damage.

  Augment (King Elidyr): One ally who hits the target before the end of your next turn can roll a saving throw.

  Augment (Zutwa): You gain your Prime Shot bonus against the target until the end of your next turn.

  Augment (other vestige): See the “Eyes of the Vestige Augment” entry for the daily power that grants access to the vestige.


Vestige Pact PowerVestige Pact Boons

At-Will
Standard Action      Personal

Effect: The pact boons 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.



PRIME SHOT
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. You do not gain this feature if you choose the Beast Mastery fighting style.

SHADOW WALK
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.

WARLOCK'S CURSE
Once per turn you can use the Warlock's Curse power.

Warlock's Curse PowerWarlock's Curse

At-Will
Minor Action  

Effect: Once per turn as a minor action, you can place a Warlock’s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage only once per turn.
    A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
    You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another character’s Warlock’s Curse.
    As you advance in level, your extra damage increases.

LevelWarlock’s Curse Extra Damage
1st–10th+1d6
11th–20th+2d6
21st–30th+3d6


Update (8/23/2011)
Updated in Class Compendium.

IMPLEMENTS

Warlocks make use of rods and wands to help channel and direct their arcane powers. A warlock wielding a magic rod or wand can add its enhancement bonus to the attack rolls and the damage rolls of warlock powers, as well as warlock paragon path powers, that have the implement keyword. Without a rod or a wand, a warlock can still use these powers, but he or she doesn’t gain the bonus provided by the magic implement.
    A pact blade, a special magic dagger, can also be used as an implement for warlock powers, as well as warlock paragon powers. These daggers are highly sought after by warlocks.

Published in Player's Handbook, page(s) 129, Class Compendium.