Doomlord

Prerequisite: Ironwrought theme, or proficiency with scale armor and a military melee weapon

From brooding fortresses in the Elemental Chaos, the Doomguard watches the decay of the cosmos and its unstoppable slide into dissolution. These stoic warriors believe the universe’s fate was sealed when the gods defeated the primordials, because imprisoning these entities kept them from sustaining the world and thus doomed it. The Doomlords are the Doomguard’s champions, warriors aligned against those who espouse order and perpetuate corrupt and tyrannical regimes. As is true of their cousins, the Doomguard Marauders (Manual of the Planes), the ranks of the Doomlords include both valiant champions of freedom and murderous anarchists.

DOOMLORD PATH FEATURES

    Doomlord’s Action (11th level): You can spend an action point to deal 1d10 + your highest ability modifier necrotic damage to each creature adjacent to you, instead of taking an extra action. Each creature damaged in this way then gains vulnerable 5 necrotic until the end of your next turn.
    Entropic Surge (11th level): Whenever you spend a healing surge to regain hit points, you can choose to reduce the hit points regained by half your surge value to instead gain a +2 bonus to attack rolls until the end of your next turn.
    Entropic Harbinger (16th level): You gain the entropic harbinger power.

Doomlord Attack 11Entropy Strike

A ruinous attack ravages an enemy and delays its ability to recover from its injuries.

Encounter        Elemental, Necrotic
No Action      Special

Trigger: You hit an enemy with a melee weapon attack.

Effect: The attack deals 1[W] extra necrotic damage, and the target cannot regain hit points or gain temporary hit points until the end of your next turn.


Doomlord Utility 12Doomlord’s Advance

Reality decays at your word, letting you slip through time and space in an instant.

Encounter        Elemental, Teleportation, Zone
Move Action      Personal

Effect: You teleport up to 5 squares, and the space you leave becomes a zone that lasts until the end of your next turn. Creatures in the zone or adjacent to it take a -2 penalty to attack rolls and saving throws.


Doomlord Utility 16Entropic Harbinger

Dispatching an enemy releases entropic forces to rend and ruin your foes.

At-Will        Aura, Elemental
Free Action      Personal

Trigger: You reduce a nonminion enemy to 0 hit points.

Effect: You activate an aura 2 that lasts until the end of your next turn. Enemies in the aura cannot regain hit points or gain temporary hit points.


Doomlord Attack 20Hasten the End

Your weapon turns black when it strikes and causes your target to dissolve before your eyes.

Daily        Elemental, Necrotic
No Action      Special

Trigger: You hit an enemy with a melee weapon attack.

Effect: The enemy takes 2[W] extra damage, and it takes ongoing 20 necrotic damage (save ends). If any of this damage reduces the enemy to 10 hit points or fewer, it dies.

  Aftereffect: Ongoing 10 necrotic damage (save ends).


Published in Heroes of the Elemental Chaos, page(s) 123.