Evermeet Warlock

"Bright lands cast strong shadows."

Prerequisite: Warlock

The beacon that is Evermeet shines gloriously bright, even in the darkest of hours. You have tempered your warlock pact by communion with the ancient powers that dwell in the forests of the eladrin home island. The
spirits of Evermeet have the most to offer to warlocks who are already bound to other fey (those of the fey pact), but any warlock, regardless of his or her pact, can discover advantages of allying with Evermeet’s pact-makers.
    The almost-forgotten, gossamer spirits of Evermeet offer great boons to those who call upon their secret names, which have not been uttered by mortal lips for millennia. The fey of Evermeet move freely to and from the Feywild. With their aid you can wield powers that mere mortals were not meant to wield.
    You are a light against the blackness, a beacon of hope in the coldest depths of night.


    Feywild Wake (11th level): When you leave a square by teleporting, you become invisible to all enemies adjacent to the square you left until the start of your next turn.
    Mercurial Action (11th level): When you spend an action point to take an extra action, you also gain a move action and your speed increases by 1 until the end of your turn.
    Mastery of Passage (16th level): When you teleport 10 squares or less, you can take one adjacent ally with you. Your ally appears in any square of your choice adjacent to your ending location.

Evermeet Warlock Attack 11Blinding Beacon

Blinding light erupts around your foe, searing your enemy in a flood of wild energy.

Encounter        Arcane, Implement, Radiant
Standard Action      Ranged 20

Target: One creature

Attack: Charisma vs. Reflex

Hit: 1d10 + Charisma modifier radiant damage, and the target is blinded until the end of your next turn. While blinded, the target also shines, giving off bright light in a 5-square radius.

Evermeet Warlock Utility 12Feylights

Spheres of silver flame dance around you, driving back shadows and revealing hidden foes.

Daily        Arcane, Zone
Minor Action      Close burst 3

Effect: You create a zone of bright light until the end of your next turn. All insubstantial creatures lose that quality while in the zone. All effects of concealment (including invisibility) are negated within the zone.

Sustain Minor: The zone lasts until the end of your next turn, but its radius shrinks by 1 square (to a minimum of burst 1).

Sustain Standard: The zone lasts until the end of your next turn, and its radius increases by 1 square.

Evermeet Warlock Attack 20Moonflower Inspiration

Shafts of moonlight streak from above, seeping into the minds and bodies of all of those around you. Your allies are healed, and your enemies are tormented.

Daily        Arcane, Healing, Implement
Standard Action      Area burst 2 within 20

Target: Each enemy in the burst

Attack: Charisma vs. Fortitude, Reflex, or Will (your choice for each target)

Hit: If your attack was vs. Fortitude, the target is weakened (save ends).
    If your attack was vs. Reflex, the target is immobilized (save ends).
    If your attack was vs. Will, the target is dazed (save ends).

Effect: Each ally in the burst regains hit points equal to your Intelligence modifier.
    Each time an ally ends his or her turn adjacent to an enemy that has not yet saved against this power, he or she regains that number of hit points again.

Published in Forgotten Realms Player's Guide, page(s) 54.