Hellbringer

"I have looked into the fiery heart of the Nine Hells. There, I saw tantalizing power."

Prerequisite: Warlock, infernal pact

Your choice to swear a pact to an infernal entity in exchange for power was not an easy choice, but it was a choice you made with open eyes. You understand the moral dangers implicit in your pact, but you believe that your soul can withstand the physical and mental forces of Hell. Though devils constantly attempt to lure you into their sinister plots, you remain steadfast against their persuasion.
When an opportunity came to claim even more strength from your devilish patrons, you leaped at it. You accepted their empowering flames, wearing your might like a crown. Sometimes your allies worry about the ultimate fate of your soul, but you laugh off their concern. You assure them that you are in no danger, and that they need not pity you. However, you have heard the call of darkness, and sometimes you question what destination awaits you when you die.

HELLBRINGER PATH FEATURES

    Flames of Empowerment (11th level): When you spend an action point to make a ranged attack, and that attack hits, it deals 2d6 extra fire damage to the attackā€™s target and each enemy that is adjacent to the target.
    No Pity, No Mercy (11th level): Whenever you score a critical hit against an enemy, that creature grants combat advantage to you and gains vulnerable 5 fire until the end of your next turn.
    Prince of Hell (16th level): Your arcane attack powers ignore resistance to fire.

Hellbringer Attack 11Pillar of Power

You call up a pillar of fire that rises from the bowels of the Nine Hells and incinerates your foe.

Encounter        Arcane, Fire, Implement
Standard Action      Ranged 10

Target: One creature

Attack: Constitution vs. Reflex

Hit: 2d8 + Constitution modifier fire damage. Each creature adjacent to the target takes fire damage equal to half the damage dealt.


Hellbringer Utility 12Gates of Hell

You open a gate through Hell to connect points on the battlefield. Your allies can pass through it unharmed, but your foes cannot.

Daily        Arcane, Fire
Minor Action      Ranged 10

Target: Two unoccupied squares

Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature. Each enemy that moves from one gate square to the other takes 1d10 + your Constitution modifier fire damage.

Sustain Minor: The gates persist.


Hellbringer Attack 20Unleash the Inferno

You call up an earth-shaking column of fire, which burns and knocks down your foes.

Daily        Arcane, Fire, Implement
Standard Action      Close burst 10

Target: Each enemy in the burst

Attack: Constitution vs. Fortitude

Hit: 2d10 + Constitution modifier fire damage, and you knock the target prone.

Miss: Half damage.


Published in Arcane Power, page(s) 91.