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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
[SPOILER=Feats][ooc=Improved Defenses]Improved Defenses Benefit: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level. Published in Player Essentials: Heroes of the Fallen Lands, page(s) 315, Player Essentials: Heroes of the Forgotten Kingdoms, page(s) 315. [/ooc], [ooc=Ritual Caster]Ritual Caster Heroic Tier Prerequisite: Trained in Arcana or Religion Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals. Published in Player's Handbook, page(s) 200. [/ooc], [ooc=Quickend Spellcasting: Dire Radiance]Quickened Spellcasting Epic Tier Prerequisite: 21st level, any arcane class Benefit: Choose an arcane at-will attack power that you know that is used as a standard action. Once per encounter, you can use that power as a minor action. Update (11/23/2009) Add “that you know” after “arcane at-will attack power” on the Benefit line. Published in Arcane Power, page(s) 135. [/ooc], [ooc=Arcane Implement Proficiency:Light Blade]Arcane Implement Proficiency Heroic Tier Prerequisite: Any arcane class Benefit: Choose a kind of implement associated with any arcane class. You can now use that kind of implement. If that implement is also a weapon, you do not add the weapon’s proficiency bonus to attack rolls made while you wield it as an implement. Update (11/23/2009) In the first sentence of the first paragraph of the Benefit line, remove “other than your own.” Published in Arcane Power, page(s) 124. [/ooc], [ooc=Superior Implement Training: Defiant Rod] Superior Implement Training Heroic Tier Benefit: You can use a single superior implement of your choice. The implement must be of a type you are already able to use. Special: You can take this feat more than once. Each time you take this feat, choose a different superior implement. Published in Player's Handbook 3, page(s) 183. Defiant rod Superior Cost: 18 gp Weight: 2 lb. A defiant rod is made of white gold and studded with crystals or gemstones. Properties: Energized (radiant) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement’s damage type. The bonus increases to +3 at 11th level and +4 at 21st level.). Shielding (Whenever you hit at least one target with an attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next turn.). Group: Rod (If you are a member of a class that can use a rod as an implement, you can apply its enhancement bonus to the attack and damage rolls of any of your powers from that class that have the implement keyword, and you can use a rod’s properties and powers. Members of other classes gain no benefit from wielding a rod. A rod is a short, heavy cylinder, typically covered in mystic runes or inscribed crystals. As with most other implements, you can’t make melee attacks with a rod.). Published in Player's Handbook 3, page(s) 195. [/ooc], [ooc=Rod Expertise]Rod Expertise Benefit: You gain a +1 feat bonus to implement attack rolls that you make with a rod. When you hold a rod, you gain a +1 shield bonus to AC and Reflex. The bonus to attack rolls increases to +2 at 11th level and +3 at 21st level. Published in Player Essentials: Heroes of the Forgotten Kingdoms, page(s) 317. [/ooc], [ooc=Dual Implement Spellcaster]Dual Implement Spellcaster Heroic Tier Prerequisite: Dex 13, any arcane class Benefit: When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement’s enhancement bonus to damage rolls. Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit. Published in Arcane Power, page(s) 125. [/ooc], [ooc=Implement Focus: Rods]Implement Focus Benefit: Choose an implement with which you have proficiency. You gain a +1 feat bonus to the damage rolls of implement attacks that you make with the chosen implement. This bonus increases to +2 at 11th level and +3 at 21st level. Special: You can choose this feat more than once. Each time you select this feat, choose another implement with which you have proficiency. Published in Player Essentials: Heroes of the Fallen Lands, page(s) 314, Player Essentials: Heroes of the Forgotten Kingdoms, page(s) 315. [/ooc], [ooc=Twofold Pact: Infernal]Twofold Pact Paragon Tier Prerequisite: 11th level, Eldritch Pact class feature Benefit: You gain a second Eldritch Pact. You gain the at-will spell and pact boon of that pact. You can use only one of your pact boon benefits at a time, however. Update (6/14/2010) In the second sentence, replace “both pacts” with “that pact.” Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 20. [/ooc], [ooc=Twofold Curse]Twofold Curse Paragon Tier Prerequisite: 11th level, Warlock, Warlock’s Curse class feature Benefit: When you use your Warlock’s Curse class feature, you can curse the two nearest enemies. Published in Player's Handbook, page(s) 206. [/ooc], [ooc=Student of the Athanaeum]Student of the Athanaeum Epic Tier Prerequisite: 21st level, Int 15, warlock Benefit: Once per day when you use a warlock daily power, you regain the use of that daily power at the end of the encounter. Addition (10/14/2009) In the Benefit line, add “warlock” before “daily power”. Published in Dragon Magazine Annual, Dragon Magazine 366, page(s) 20. [/ooc], [ooc=Bloodied Boon]Bloodied Boon Heroic Tier Prerequisite: Warlock, Eldritch Pact class feature, Warlock’s Curse class feature Benefit: You can choose to gain your pact boon when an enemy you curse is first bloodied. If you do so, you remove your curse from that enemy. Published in Dragon Magazine 384, page(s) 30. [/ooc], [ooc=Starfire Womb]Starfire Womb Heroic Tier Prerequisite: Cha 13, warlock Benefit: When you deal damage with a power that has the radiant or fear keyword, immediately roll a saving throw to relieve a condition of your choice from which you are suffering. Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 20. [/ooc], [ooc=Inevitable Doom]Inevitable Doom Epic Tier Prerequisite: 21st level, warlock, Warlock’s Curse class feature Benefit: If you miss a cursed enemy with an attack and deal no damage to it, you gain a +1d6 bonus to your next damage roll against it made before the end of the encounter. Each time you miss the target with the attack, increase the damage bonus by 1d6. Published in Dragon Magazine 384, page(s) 32. [/ooc], [ooc=Contagious Curse]Contagious Curse Epic Tier Prerequisite: 21st level, warlock, Warlock’s Curse class feature Benefit: When an enemy cursed by you drops to 0 hit points, you can curse all enemies adjacent to the target as a free action. Published in Dragon Magazine 384, page(s) 32. [/ooc] [/SPOILER][SPOILER=Items][ooc=+5 Defiant Rod of the Bloodthorn]Rod of the Bloodthorn Level 22 Uncommon This rod thirsts for the blood of its prey and master alike. Price: 325,000 gp Implement (Rod) Enhancement: +5 attack rolls and damage rolls Critical: +5d8 damage Property: Gain a +1 bonus to attack rolls with the rod if you or the target is bloodied. These bonuses stack with each other. Property: On a critical hit you deal +5d10 damage instead of +5d8 if you or the target is bloodied. Power (Daily • Healing): Free Action. Use this power when you score a critical hit with this rod. Drain one healing surge from the target and add it to your total. If you are already at your maximum number of healing surges, you instead regain hit points equal to your healing surge value. Published in Adventurer's Vault, page(s) 100. [/ooc], [ooc=+3 Incisive Dagger]Incisive Dagger Level 14 Uncommon You cut through space as easily as you cut through flesh. Price: 21,000 gp Weapon: Dagger Enhancement: +3 attack rolls and damage rolls Critical: +1d6 damage per plus Property: You can use this weapon as a focus when performing a travel ritual that involves creating and moving through portals. You can add the dagger’s enhancement bonus as an item bonus to any skill checks related to the ritual’s performance. Property: When you use a teleportation power, the distance you can teleport increases by a number of squares equal to the dagger’s enhancement bonus. Power (Daily * Teleportation): Minor Action. You teleport 10 squares. Published in Adventurer's Vault 2, page(s) 20. [/ooc], [ooc=+2 Defiant Rod of Starlight]Rod of Starlight Level 20 Uncommon This rod makes targets you curse feel the full force of the radiance you cull from distant stars. Price: 5,000 gp Implement (Rod) Enhancement: +2 attack rolls and damage rolls Critical: +2d6 radiant damage Property: When you place your Warlock’s Curse on a target, it gains vulnerability to radiant damage equal to the rod’s enhancement bonus until the end of your next turn. Published in Adventurer's Vault, page(s) 100. [/ooc], [ooc=+1 Masters Wand of Blazing Starfall]Sorcerer Attack 1Blazing Starfall A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through. At-Will Arcane, Fire, Implement, Radiant, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Charisma vs. Reflex Hit: 1d4 + Charisma modifier radiant damage. Level 21: 2d4 + Charisma modifier radiant damage. Cosmic Magic: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength modifier. Published in Arcane Power, page(s) 28. [/ooc], [ooc=Warlock's Bracers]Warlock's Bracers Level 11 Uncommon These dark leather cuffs, etched with symbols and runes, protect you against those you’ ve cursed. Price: 9,000 gp Item Slot: Arms Property: Gain a +1 item bonus to all defenses against attacks by creatures affected by your Warlock’s curse. Published in Adventurer's Vault, page(s) 121. [/ooc], [ooc=Gloves of Eldritch Admixture]Gloves of Eldritch Admixture Level 8 Uncommon You funnel the energy granted by your pact through these gloves, amplifying your power. Price: 3,400 gp Item Slot: Hands Prerequisite: Warlock Property: When you deal extra damage as a result of your Warlock’s Curse, you can choose that damage to be acid, cold, or fire (or leave it untyped). Power (Encounter, 5 Charges/Day • Acid, Cold, or Fire): Free Action. The next attack you make this turn deals extra damage depending on how many charges you spend: 1 charge, 1d6 damage; 2 charges, 2d6 damage; 5 charges, 3d6 damage. This extra damage can be acid, cold, or fire damage. Revision (2/26/2009) In the item’s power, replace “At-Will” with “Encounter”. Published in Adventurer's Vault, page(s) 134. [/ooc], [ooc=Pelor's Sun's Blessing]Pelor's Sun Blessing Level 3 Uncommon The undimmed light of Pelor shines from individuals who champion his cause. They drive evil before them and bring solace to companions who fight alongside them. Price: 680 gp Divine Boon Property: If you deal damage to a target that has vulnerability to radiant damage, you deal extra damage equal to your Wisdom or Constitution modifier, whichever is higher. Power (At-Will): Minor Action. You emit bright light in a 5-square radius. As a minor action, you can stop emitting light. Power (Daily * Healing): Minor Action. An ally within 5 squares of you can spend a healing surge, and that ally gains a +1 item bonus to saving throws until the end of the encounter. Published in Dungeon Master's Guide 2, page(s) 141. [/ooc], [ooc=+4 Shadow Warlock Feyleather Armor]Shadow Warlock Armor Level 20 Uncommon While wearing this suit of black leather, you can cloud the mind of a cursed enemy so that your attack strikes true. Price: 125,000 gp Armor: Leather Enhancement: +4 AC Property: While you have concealment from your Shadow Walk class feature, any creature affected by your Warlock’s Curse grants combat advantage to you. Published in Adventurer's Vault 2, page(s) 12. [/ooc], [ooc=+2 Cloak of Translocation]Cloak of Translocation Level 9 Uncommon This silver-white cloak glimmers and shimmers when you teleport, hampering your enemy’s ability to locate you. Price: 4,200 gp Item Slot: Neck Enhancement: +2 Fortitude, Reflex, and Will Property: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn. Power (Daily): Minor Action. You regain the use of an encounter teleportation power that you have already used during this encounter. Published in Adventurer's Vault 2, page(s) 66. [/ooc], [ooc=Stalwart Belt]Stalwart Belt Level 6 Uncommon Each time you deal a grievous wound to an enemy, you feel the invigorating power of this belt. Price: 1,800 gp Item Slot: Waist Property: When you score a critical hit, gain temporary hit points equal to your Constitution modifier. Published in Adventurer's Vault, page(s) 167. [/ooc], [ooc=Demonskin Tattoo]Demonskin Tattoo Level 3 Uncommon Not all societies understand that tattooing a portion of demonskin onto your body isn’t an evil act. Price: 680 gp Wondrous Item Property: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter. Published in Adventurer's Vault 2, page(s) 87. [/ooc], [ooc=Shadowfel Signet Ring]Shadowfell Signet Level 19 Uncommon This black ring of unknown metal bears the symbol of the Raven Queen in silver. Price: 105,000 gp Item Slot: Ring Property: You gain resist 10 necrotic, and if an enemy’s attack causes you to lose a healing surge, you can take 10 damage instead of losing that healing surge. Power (Daily * Stance): Minor Action. Until the stance ends, you gain a +4 bonus to all defenses against opportunity attacks from undead creatures, and you don’t grant combat advantage when flanked by undead. If you’ve reached at least one milestone today, you don’t provoke opportunity attacks from undead creatures. Published in Adventurer's Vault 2, page(s) 73. [/ooc], [ooc=Eladrin Boots]Eladrin Boots Level 16 Uncommon These enchanted boots, crafted in the eladrin tradition, increase your teleport distance. Price: 45,000 gp Item Slot: Feet Property: Add 2 to the maximum range of any teleport you make (other than that provided by these boots). Power (Daily • Teleportation): Move Action. Teleport up to 5 squares (or up to 10 if you’re an eladrin). Published in Player's Handbook, page(s) 246. [/ooc], [ooc=+1 Wand of Spectral Image]Wizard Utility 2Spectral Image You make a complex illusion of a creature or an object to fool your enemies. Encounter Arcane, Illusion Minor Action Ranged 10 Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches it or moves through it. An Insight check (DC 15 + one-half your level + your Intelligence modifier) allows a creature to determine that the image is an illusion. Published in Dragon Magazine 381, page(s) 66, Heroes of the Fallen Lands, page(s) 210. [/ooc], [ooc=Starlight Goggles]Starlight Goggles Level 8 Uncommon These dark leather goggles sparkle with tiny silver studs, aiding your vision in dim light. Price: 3,400 gp Item Slot: Head Property: Gain low-light vision. Published in Adventurer's Vault, page(s) 145. [/ooc], [ooc=Reading Spectacles]Reading Spectacles Level 2 Uncommon You can decipher any written passage while gazing through these unadorned copper eyeglasses. Price: 520 gp Item Slot: Head Property: You can read any language while wearing this item. Published in Adventurer's Vault, page(s) 144. [/ooc], [ooc=Hedge Wizards Gloves]Hedge Wizard's Gloves Level 4 Uncommon With a wave of these patched gloves, you can perform magic tricks. Price: 840 gp Item Slot: Hands Power (At-Will • Arcane, Conjuration): Standard Action. As the wizard’s mage hand power. Power (At-Will • Arcane): Standard Action. As the wizard’s prestidigitation power. Wizard Utility Mage Hand You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn. Update (8/4/2010) Power updated to match Essentials data. Wizard Utility Prestidigitation You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. At-Will Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below: * Change the color of items in 1 cubic foot. * Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. * Clean or soil items in 1 cubic foot. * Instantly light (or snuff out) a candle, a torch, or a small campfire. * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. * Make a small mark or symbol appear on a surface for up to 1 hour. * Produce out of nothingness a small item or image that exists until the end of your next turn. * Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Update (8/4/2010) Power updated to match Essentials data. Published in Adventurer's Vault, page(s) 135. [/ooc], [ooc=Hat of Disguise]Hat of Disguise Level 10 Uncommon This chapeau appears as you wish, changing you and your equipment as it transforms. Price: 5,000 gp Item Slot: Head Property: While using this item’s power, gain a +5 item bonus to Bluff checks to pass off a disguise. Power (At-Will • Illusion): Standard Action. You gain the appearance of any humanoid race of the same size category as you. Your clothing and equipment alter appearance to reflect this change. The illusion does not alter sound or texture, so a creature listening to you or touching you might detect the illusion. Published in Adventurer's Vault, page(s) 142. [/ooc], [ooc=Ring of the Radiant Storm]Ring of the Radiant StormLevel 17 Uncommon A gem of pure energy set into this platinum ring sharpens your mastery of light and lightning. Ring Slot 65,000 gp Property When you hit an enemy with a lightning or radiant power and deal damage to it, you can roll the damage twice and use either result. Power Daily (Free Action) Trigger: You attack an enemy with an encounter lightning or radiant power and miss every target. Effect: You regain the use of the power. If you've reached at least one milestone today, a daily lightning or radiant power can trigger this power instead. Published in Adventurer's Vault 2, page(s) 115. [/ooc][/SPOILER][SPOILER=Rituals][spoiler=Rope Trick]Rope Trick You drop a silver rope that passes through the floor and into a safe chamber where you can rest. Component Cost: 1,000 gp, plus a focus worth 2,000 gp Market Price: 2,500 gp Key Skill: ArcanaLevel: 12 Category: Exploration Time: 10 minutes Duration: 7 hours When you perform Rope Trick, the ritual’s focus passes through a portal and into a temporary demiplane. The portal entrance occupies 1 square. A creature can climb down the rope into a demiplane that is 2 squares high, 8 squares long, and 8 squares wide. The entrance to the demiplane appears as a subtle shimmer and has solid transparency. A successful Perception check (DC 15 + half your level) allows a creature outside the portal to detect the entrance. The portal can be locked with the Arcane Lock ritual, and unless you choose to lock the portal, the demiplane remains accessible from the outside. Once the ritual ends, the demiplane disappears, and any creatures or objects in the demiplane appear in the nearest unoccupied space to the demiplane’s former entrance. The ritual’s focus appears where the demiplane’s entrance was. The ritual caster can choose to end the ritual at any time. Focus: A silver rope worth at least 2,000 gp. Published in Manual of the Planes, page(s) 151. [/spoiler], [spoiler=Seeming]Seeming You and your allies move through the guarded outpost without attracting unwanted attention. Component Cost: 680 gp Market Price: 1,700 gp Key Skill: ArcanaLevel: 12 Category: Deception Time: 10 minutes Duration: 4 hours (special) Upon completing the ritual, you and up to eight allies assume the appearance of any Medium humanoid creatures. The ritual allows you to assume the general appearance of a particular race, but not of a unique creature. The ritual’s effect is centered on you; if any ally moves more than 5 squares away from you, the ritual’s effect ends for that ally. Creatures viewing or interacting with you or your allies can make an Insight check to detect the deception. The check’s DC equals your Arcana check result. A creature is allowed a check the first time it sees you and each time it interacts with you or one of your allies. If the creature touches you or an ally, it automatically realizes the deception. Published in Eberron Player's Guide, page(s) 119. [/spoiler], [spoiler=Consult Mystic Sages]Consult Mystic Sages You enter a trance in which you commune with the spirits of long-dead sages and otherworldly loremasters, seeking answers to your esoteric questions. Component Cost: 400 gp Market Price: 1,000 gp Key Skill: ReligionLevel: 10 Category: Divination Time: 30 minutes Duration: 10 minutes You ask a single question of mysterious, extraplanar presences about matters beyond your ken. Make a Religion check with a +10 bonus instead of an Arcana or a History check to uncover a clue, remember a bit of lore, or otherwise gain information about the world around you. The ritual grants you a single piece of information. That information can take the form of a word, a name, a phrase, or even a brief story, depending on what exactly you’re looking for. You can learn the name of the usurper who ended the Katerran Dynasty a thousand years ago, the burial rites of the Crimson Wolf clan, or the weaknesses of the shadow assassins who have been dogging your steps. The ritual can’t uncover information beyond the ken of the most learned sages. It’s of no use if you’re trying to find the magic word that unlocks the vampire’s crypt, because only the vampire knows the word. Nor can the ritual tell you definitively where great stores of treasure are, but the mystic sages could tell you where a specific empress kept her treasury in ancient times or whether the treasure was looted when her empire fell. Published in Player's Handbook, page(s) 302. [/spoiler], [spoiler=Analyze Portal]Analyze Portal Scintillating motes of color sparkle inside the portal and from their patterns and movements you discern its secrets. Component Cost: 250 gp Market Price: 800 gp Key Skill: ArcanaLevel: 8 Category: Divination Time: 1 hour Duration: Instantaneous When you perform this ritual, choose a specific active and permanent portal you can clearly see. Analyze Portal causes the portal to erupt with faint lights that flicker and spin, letting you learn a great deal about its destination and function. Its most basic effect is to reveal the portal’s destination. Although a portal usually displays what its destination looks like, this ritual reveals the destination’s name and its general location in the world or the plane on which it is located. When you learn the origin and type of the last creature to use the portal, you also learn any keywords associated with that creature. Analyze Portal can also reveal the identity of the creature that created the portal. If no creature created it, you learn of the event that created it. Arcana Check Result Information Learned 29 or lower The name of the portal's destination 30 or higher The origin and type of the creature to use it last 30 + one-half creator's level Identity of the creature that created it, if any Published in Forgotten Realms Player's Guide, page(s) 142. [/spoiler], [spoiler=Linked Portal]Linked Portal You create a glowing circle of sigils on the ground nearby, and you can see a hazy vision of a far-off city. You and your friends step into the circle, and you’re instantly whisked away to that place. Component Cost: 135 gp (see text) Market Price: 680 gp Key Skill: ArcanaLevel: 8 Category: Travel Time: 10 minutes Duration: Special You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle somewhere else on the same plane. With a step, you can move from one circle to the other. As part of performing the ritual, you must sketch out a 10-foot-diameter circle in various rare chalks and inks. This temporary teleportation circle must exactly match the permanent teleportation circle at your destination. It disappears at the end of the portal’s duration. At the completion of this ritual, make an Arcana check. The result determines the duration that the portal remains open. Arcana Check Result Portal Duration 19 or lower 1 round 20–39 3 rounds 40 or higher 5 rounds You can use a permanent teleportation circle as the origin point of this ritual, making minor temporary modifications as part of the ritual. Doing this reduces the cost to 50 gp of reagents and grants you a +5 bonus to your Arcana check. While the portal is open, any creature that enters the circle at the origin point instantly appears at the other location, along with anything the creature holds or carries. The creature can even finish the rest of its move. Any number of creatures of any size can use an open portal; the only limitation is the number that can reach the circle before it ends. Anyone standing in the vicinity of either end of the portal can see a haze-infused vision of the teleportation circle at the other end of the connection, as well as the environment 60 feet beyond it. Effectively, everything at the destination within this area of visibility is lightly obscured, and the area beyond is completely fogged out. (Naturally, portals that last longer give you a better opportunity to study the place you’re going to before you step into the circle.) Environmental effects at one end of the connection don’t affect the other end. Most major temples, important wizards’ guilds, and large cities have permanent teleportation circles, each of which has a unique set of magic sigils etched or inlaid into the ground. The exact sequence of sigils matters, because you’ve got to match it if you want to open a portal leading there. The sigils aren’t any more complex than remembering a string of letters and numbers. You can use Linked Portal to any permanent teleportation circle whose sequence of sigils you know. When you learn this ritual, your DM will tell you at least two such sequences. In your travels and research, you’ll undoubtedly learn more. This ritual can take you anywhere in the world, but it can’t take you to other planes. Sufficiently powerful warding magic, such as the Forbiddance ritual, can block a teleportation ritual. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components. Revision (7/28/2008) Replaced "has concealment" with "is lightly obscured" in 5th paragraph, 2nd sentence, also added period before parenths in same sentence, removed period after parenths. Published in Player's Handbook, page(s) 307. [/spoiler], [spoiler=Wizards Sight]Wizard's Sight You extend your senses beyond the door, looking and listening inside as if you were there. Component Cost: 270 gp, plus a focus worth 200 gp Market Price: 680 gp Key Skill: ArcanaLevel: 8 Category: Scrying Time: 10 minutes Duration: Special When you perform a Wizard’s Sight ritual, choose a square within 20 squares of you, even a square that you can’t see or don’t have line of effect to. You create a magical sensor in that square. You can see and hear as if you were standing there, and you have darkvision through the sensor. Use the Perception skill to determine whether you hear quiet sounds or notice unobtrusive things while observing an area through the sensor. Your Arcana check determines how long the sensor lasts. Arcana Check Result Duration 19 or lower 1 round 20–24 2 rounds 25–29 3 rounds 30–39 4 rounds 40 or higher 5 rounds The ritual creates a scrying sensor—a shimmer in the air—that watchful creatures might notice. Creatures must succeed on a Perception check with a DC equal to 10 + your level to notice the sensor. They can’t disrupt or interact with the sensor in any way. Sufficiently powerful warding magic, such as the Forbiddance ritual, can block Wizard’s Sight. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components. Focus: A mirror or a crystal ball worth at least 200 gp. The focus conveys what you see and hear. Published in Player's Handbook, page(s) 315. [/spoiler], [spoiler=Sending]Sending You can see him in your mind’s eye, clear as the first time you met him. Your magic lets him know that you’re safe, despite encountering the followers of Thoon, and he reassures you that the red dragon caused him no harm. Component Cost: 50 gp Market Price: 360 gp Key Skill: ArcanaLevel: 6 Category: Exploration Time: 10 minutes Duration: Instantaneous You convey a mental message of up to 25 words to a person you know. If the target is within range, he or she receives the message mentally and can respond likewise. The ritual’s maximum range is determined by your Arcana check result. Arcana Check Result Maximum Range 9 or lower 10 miles 10–19 100 miles 20–29 500 miles 30–39 1,000 miles 40 or higher Anywhere on the same plane Published in Player's Handbook, page(s) 312. [/spoiler], [spoiler=Water Breathing]Water Breathing The cool water fills your lungs, yet you find yourself able to breathe and speak as well as you can on land. Component Cost: 135 gp Market Price: 680 gp Key Skill: Arcana or NatureLevel: 8 Category: Exploration Time: 10 minutes Duration: Special When you perform this ritual, you can designate up to eight participants (including yourself if you wish) who breathe water as easily as they breathe air. Furthermore, they can speak normally underwater. Water Breathing doesn’t change your ability to breathe air. It doesn’t confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear you and the participants carry, such as books and scrolls, from water damage. Your check result determines the duration of the effect. Arcana Check Result Duration 14 or lower 1 hour 15–19 2 hours 20–24 4 hours 25–29 8 hours 30 or higher 24 hours Published in Player's Handbook, page(s) 315. [/spoiler], [spoiler=Speak with Dead]Speak with Dead At your prompt, the corpse reveals its secrets to you. Component Cost: 140 gp Market Price: 360 gp Key Skill: ReligionLevel: 6 Category: Exploration Time: 10 minutes Duration: 10 minutes You ask the corpse of an intelligent creature questions and receive answers. The corpse knows what the creature knew in life, what has occurred near the corpse, and no more; the spirit has (usually) moved on to another plane and is not present in the body. Your Religion check result determines the number of questions you can ask. Religion Check Result Number of Questions 9 or lower Zero 10–19 One 20–29 Two 30 or higher Three At the DM’s option, questioning the departed spirit might require a skill challenge using Diplomacy. Published in Player's Handbook, page(s) 312. [/spoiler], [spoiler=Phantom Steed]Phantom Steed You conjure black, ghostly horses. They sniff the air and stamp impatiently as if ready to ride like the wind. Their hooves, manes, and tails trail off into mist. Component Cost: 70 gp Market Price: 360 gp Key Skill: ArcanaLevel: 6 Category: Exploration Time: 10 minutes Duration: 12 hours This ritual conjures forth up to eight horselike creatures. Each one is Large and can be ridden by you or any other character you designate during the ritual. Your Arcana check determines the speed of the steeds you conjure and whether they have any special movement capabilities. The steeds have the special movement capabilities associated with your check result and all lower results. Arcana Check Result Speed Special Movement 19 or lower 10 None 20–29 12 Ignore difficult terrain 30–39 15 Move on water as if it were solid ground 40 or higher 20 Fly (up to 10 squares above ground) The steeds cannot attack or affect other creatures in any way other than to serve as mounts. Each steed’s defense scores are equal to its rider’s (or yours, if the steed has no rider). A phantom steed is immune to any effect other than damage. A steed created by this ritual lasts for 12 hours or until it takes any damage. When the ritual ends, or when a steed is destroyed, the steed fades into nothingness and its rider lands on his or her feet in the steed’s space. If a steed is flying when it disappears, the rider descends safely to the ground, landing at the start of his or her next turn. Published in Player's Handbook, page(s) 310. [/spoiler], [spoiler=Enchant Magic Item]yyy[/spoiler], [spoiler=Disenchant Magic Item]yyy[/spoiler], [spoiler=Discern Lies]Discern Lies His lies quiver through the ether like water thrown on a hot griddle. The suspect doesn’t even know he’s giving off this signal, but to you it’s clear as day. Component Cost: 140 gp Market Price: 360 gp Key Skill: ReligionLevel: 6 Category: Divination Time: 10 minutes Duration: 5 minutes Make a Religion check. Use the result as a bonus to your Insight checks to discern any untruths spoken in your presence during the duration. If anyone aided you while performing this ritual, they can’t help you make the resulting Insight checks. Published in Player's Handbook, page(s) 303. [/spoiler], [spoiler=Object Reading]yyy[/spoiler], [spoiler=Magic Circle]yyy[/spoiler], [spoiler=Knock]yyy[/spoiler], [spoiler=Traveler's Feast]yyy[/spoiler], [spoiler=Hand of Fate]Hand of Fate A ghostly apparition appears to give you basic guidance about a course of action. Component Cost: 70 gp Market Price: 175 gp Key Skill: Religion (no check)Level: 4 Category: Divination Time: 10 minutes Duration: 10 minutes When you perform the ritual, ask up to three questions about possible courses of action. A translucent blue hand appears and indicates with a gesture what the most rewarding course of action is. If you describe courses of action that refer to directions or specific objects, then the hand points toward the choice that bears the greatest reward. If you ask the hand, “Should we head down the stairs or through the doors?” then the hand responds by pointing either to the stairs or the doors. If you ask the hand, “Which of these three levers should we pull first?” then the hand responds by pointing to a lever. If you describe only a single course of action, the ritual assumes that inaction is your other option. The hand either beckons you (to indicate that you should proceed) or gestures for you to halt. For example, the question “Should we explore the ruins of Solitronia?” results in the hand either beckoning you or gesturing for you to halt. The hand can’t assess events in the far future; its judgment extends only to likely events in the next hour. If the hand can’t indicate a preference, the ritual has no effect and expends no components. There are two drawbacks to using the ritual to aid your decisions. First, fate values rewards over risk, and this ritual provides guidance accordingly. It points you toward a high risk, high reward option before pointing you toward a low risk, low reward alternative. For example, if one tunnel leads to a dragon and great wealth and the other tunnel leads back to town, then the hand points toward the dragon. However, a high risk, low reward alternative is considered less rewarding than a low risk, low reward option. Second, the hand can choose only the most rewarding course of action relative to the alternatives provided. That doesn’t mean that the indicated choice is necessarily a good idea, only that it’s a better idea than the other options you’ve indicated. In the example above, if all three levers activate traps, then the hand points toward the lever that triggers a trap less lethal than the others. Published in Player's Handbook, page(s) 306. [/spoiler], [spoiler=Arcane Lock]yyy[/spoiler], [spoiler=Undead Ward]yyy[/spoiler], [spoiler=Endure Elements]yyy[/spoiler], [spoiler=Detect Secret Doors]yyy[/spoiler], [spoiler=Last Sight Vision]yyy[/spoiler], [spoiler=Eye of Alarm]yyy[/spoiler], [spoiler=Silence]yyy[/spoiler], [spoiler=Brew Potion]yyy[/spoiler], [spoiler=Magic Mouth]yyy[/spoiler], [spoiler=Purify Water]yyy[/spoiler], [spoiler=Tensors Floating Disk]yyy[/spoiler], [spoiler=Comprehend Language]yyy[/spoiler], [spoiler=Make Whole]yyy[/spoiler], [spoiler=Create Holy Water]yyy[/spoiler], [spoiler=Arcane Mark]yyy[/spoiler], [spoiler=Amanuensis]yyy[/spoiler], [spoiler=Unseen Servant]yyy[/spoiler][/SPOILER]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=286498][size=4][B]Ado al-Ghul[/B][/size][/url], Human Star Pact Warlock, Student of Caiphon, Radiant One [B]Init[/B] +13 [B]HP[/B] 148/148 [B]Bloodied[/B] 74 [B]Healing Surge[/B] 37 (3 used /14) [B]AC[/B] 32 [B]Fort[/B] 35 [B]Reflex[/B] 32 [B]Will[/B] 31 [B]Speed[/B] 6 [B]Str[/B] 12 (+1) [B]Con[/B] 26 (+8) [B]Dex[/B] 14 (+2) [B]Int[/B] 16 (+3) [B]Wis[/B] 10 (0) [B]Cha[/B] 16 (+3) [OOC='[color=green]Dire Radiance[/color]'][B][color=green]Dire Radiance[/color][/B] 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: Constitution vs. Fortitude Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage. Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. Published in Player's Handbook, page(s) 131. DM ruling (2011-5-6): conditional extra damage (when the foe moves closer) is radiant as well. [/OOC], [OOC='[color=green]Eldritch Blast[/color]'][B][color=green]Eldritch Blast[/color][/B] 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 or Constitution modifier damage. Increase damage to 2d10 + Charisma 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. Published in Player's Handbook, page(s) 132. [/OOC], [OOC='[color=green]Hellish Rebuke[/color]'][B][color=green]Hellish Rebuke[/color][/B] 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. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage. Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. Published in Player's Handbook, page(s) 132. [/OOC], [OOC='[color=green]Hand of Blight[/color]'][B][color=green]Hand of Blight[/color][/B] 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. Published in Dark Sun Campaign Setting, page(s) 94. [/OOC], [OOC='[color=red]Howl of Doom[/color]'][B][color=red]Howl of Doom[/color][/B] Warlock Attack 7Howl of Doom You unleash a devastating shout that cracks stone and pulps flesh. Supernatural terror goes with your mighty blast, and your foes are driven back in fright. Encounter Arcane, Fear, Implement, Thunder Standard Action Close blast 3 Target: Each creature in the blast Attack: Constitution vs. Fortitude Hit: 2d6 + Constitution modifier thunder damage, and you push the target 2 squares. Infernal Pact: You push the target a number of squares equal to 1 + your Intelligence modifier. Published in Player's Handbook, page(s) 135. [/OOC], [OOC='[color=red]Trust in the Guide Star[/color]'][B][color=red]Trust in the Guide Star[/color][/B] Student of Caiphon Attack 11Trust in the Guide Star You squeeze tight your eyes and call upon the Purple Star to grasp your mind and guide your strike. Encounter Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Special: You ignore penalties for cover (but not superior cover), concealment, and total concealment. You can attack an invisible target as if it were not invisible. Hit: 2d10 + Charisma modifier radiant damage. Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 24. Note: think twice before using this power. Dire radiance may be better since this is a Cha attack. [/OOC], [OOC='[STRIKE][color=red]Pandorym's Prism[/color][/STRIKE]'][B][color=red]Pandorym's Prism[/color][/B] Warlock Attack 23Pandorym’s Prism A purple crystal intrudes on reality, shining with fell light and turning the one who looks upon it into a dull receptacle for your will. Encounter Arcane, Charm, Implement, Psychic, Radiant Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Will Hit: 2d6 + Constitution modifier psychic and radiant damage, and the target makes a basic attack as a free action against a creature of your choice. Star Pact: The target also takes a penalty to Will until the end of your next turn. The penalty equals your Intelligence modifier. Published in Dragon Magazine 403. [/OOC], [OOC='[STRIKE][color=red]Dispair of Zhudun[/color][/STRIKE]'][B][color=red]Dispair of Zhudun[/color][/B] Warlock Attack 17Despair of Zhudun You manifest an aspect of the blank face of dead Zhudun, causing your foe to collapse in fear. Encounter Arcane, Fear, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Will Hit: 1d8 + Constitution modifier psychic damage, and you knock the target prone. If the target stands up during its next turn, it takes 2d8 psychic damage and grants combat advantage until the end of your next turn. Star Pact: If the target stands up during its next turn, it also takes a -2 penalty to attack rolls until the end of your next turn. Published in Arcane Power, page(s) 82. [/OOC], [OOC='[color=darkslategrey]Tyrannical Threat[/color]'][B][color=darkslategrey]Tyrannical Threat[/color][/B] Warlock Attack 5Tyrannical Threat You speak, and each syllable is a deadly insinuation; each utterance a dangerous threat; each sentence, a dire curse. Daily Arcane, Fear, Implement, Psychic Standard Action Close burst 3 Target: Each enemy in the burst Attack: Constitution vs. Will Hit: 1d10 + Constitution modifier psychic damage, and you place your Warlock’s Curse on the target. Miss: Half damage. Infernal Pact: You place your Warlock’s Curse on the target. Effect: Until the end of the encounter, whenever a creature cursed by you attacks you, it takes psychic damage equal to your Intelligence modifier. Published in Arcane Power, page(s) 76. [/OOC], [OOC='[color=darkslategrey]Malicious Guide Star[/color]'][B][color=darkslategrey]Malicious Guide Star[/color][/B] Warlock Attack 19Malicious Guide Star An apocalyptic starscape waits for the world’s end. That inevitable end draws a little closer each time you conjure a malicious spark to guide your foes to ruination. Daily Arcane, Aura, Implement, Radiant, Teleportation Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Reflex Hit: 4d10 + Constitution modifier radiant damage. Miss: Half damage. Effect: You activate an aura 1 on the target. The aura lasts until the end of your next turn, and the target cannot deactivate it. The target and any of your enemies grant combat advantage while in the aura. In addition, you can teleport the target or another creature in the aura up to 5 squares as a move action. Sustain Minor: The aura persists until the end of your next turn. Published in Dragon Magazine 403. [/OOC], [OOC='[color=darkslategrey]Hellfire Eruption[/color]'][B][color=darkslategrey]Hellfire Eruption[/color][/B] Warlock Attack 19Hellfire Eruption Your foe erupts in hellish black flames that boil and writhe, incinerating anyone that comes too close. Daily Arcane, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Reflex Hit: 4d8 + Constitution modifier fire damage, and ongoing 10 fire damage (save ends). While the target has this ongoing fire damage, any creature that starts its turn in a square adjacent to the target takes ongoing 5 fire damage (save ends). Infernal Pact: The target also takes a –2 penalty to attack rolls while it has ongoing damage from this power. Miss: By choosing to take psychic damage equal to 5 + one-half your level, you do not expend this power and you gain a +4 power bonus to the attack roll with this power against the same target before the end of your next turn. You cannot reduce the damage you take in any way. Published in Dragon Magazine 382, page(s) 51. [/OOC], [OOC='[color=green]Ethereal Sidestep[/color]'][B][color=green]Ethereal Sidestep[/color][/B] Warlock Utility 10Ethereal Sidestep You slip through a rift in reality and appear a few feet away. At-Will Arcane, Teleportation Move Action Personal Effect: You teleport 1 square. Published in PH Heroes: Series 1. Note: Eladrin Boots increases the range by 2 to 3. If he also wields the incisive dagger that range increases by 3 of 6. [/OOC], [OOC='[color=red]Hero's Defense[/color]'][B][color=red]Hero's Defense[/color][/B] Warlock Utility 16Hero's Defense Your hasty spell draws on your greatest strength to cover your weaknesses. Encounter Arcane Immediate Interrupt Personal Trigger: An enemy makes an attack roll against you Effect: You gain a +4 bonus to your highest defense for this attack only, and the triggering enemy’s attack targets that defense. If the attack hits, it deals half damage to you. Published in Arcane Power, page(s) 82. [/OOC], [OOC='[color=red]Steps on the Purple Stair[/color]'][B][color=red]Steps on the Purple Stair[/color][/B] Student of Caiphon Utility 12Steps on the Purple Stair At Caiphon’s bidding, you take a half step into a temporary echo plane where wind shrieks like the screams of tortured lunatics and where indescribable colors squirm across your skin. Something shudders on the horizon, but you step fully back into the world before its identity resolves. Encounter Arcane Minor Action Personal Effect: You gain invisibility and a fly speed equal to your speed until the start of your next turn. On your next turn you take ongoing 3 psychic damage (save ends). Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 24. [/OOC], [OOC='[color=darkslategrey]Assassin's Bane[/color]'][B][color=darkslategrey]Assassin's Bane[/color][/B] Warlock Utility 2Assassin's Bane The ground blackens as coruscating energy swirls around you, hindering your foes’ movements and revealing any hidden enemies. Daily Arcane, Zone Minor Action Close burst 3 Effect: The burst creates a zone that lasts until the end of your next turn. Enemies within the zone cannot shift, teleport, or benefit from invisibility, concealment, or total concealment. Sustain Minor: The zone persists. Published in Dark Sun Campaign Setting, page(s) 95. [/OOC], [OOC='[STRIKE][color=darkslategrey]Dark One's Own Luck[/color][/STRIKE]'][B][color=darkslategrey]Dark One's Own Luck[/color][/B] Warlock Utility 6Dark One’s Own Luck Refusing the result that fate has decreed for you, you invoke stars of chaos and uncertainty and try to rewrite what has been written. Daily Arcane Free Action Personal Trigger: You make a roll you dislike Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results. Published in Player's Handbook, page(s) 134. [/OOC], [OOC='[color=darkslategrey]Caiphon's Hungry Mercy[/color]'][B][color=darkslategrey]Caiphon's Hungry Mercy[/color][/B] Student of Caiphon Utility 20Caiphon's Hungry Mercy Your guide star offers all who heed your sudden rant to “Trust in Caiphon!” a boon of renewed power. Your lord requires only a sip of life from each ally who partakes. So little in return for so much! Daily Arcane Minor Action Close burst 10 Target: You and all allies in the burst Effect: You and each ally in the burst can spend a healing surge to recover a power. Each of you choosing to do so rolls a d6. On a roll of 1–5, the power recovered is an encounter power. On a roll of 6, the power recovered is a daily power. Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 25. [/OOC], [OOC='[color=darkslategrey]Master of Magic[/color]'][B][color=darkslategrey]Master of Magic[/color][/B] Warlock Utility 22Master of Magic The secrets of the magic of the planes are revealed to you, allowing you to access any magic to suit your needs. Daily Arcane Minor Action Close burst 5 Target: You or one ally in the burst Effect: Choose one of the following effects. * Arcane (Teleportation): You teleport the target up to 20 squares. * Divine (Healing): The target can spend a healing surge. In addition, he or she can make a saving throw with a +5 power bonus. * Shadow: The target is insubstantial and weakened until the end of the encounter. The target can end this effect as a minor action. Published in Heroes of the Forgotten Kingdoms, page(s) 223, Heroes of Shadow, page(s) 74. [/OOC], [OOC='[color=green]Feature: Star Pact[/color]'][B][color=green]Feature: Star Pact[/color][/B] 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. 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 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. [/OOC], [OOC='[color=green]Feature: Infernal Pact[/color]'][B][color=green]Feature: Infernal Pact[/color][/B] 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. 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. [/OOC], [OOC='[color=green]Feature: Warlock's Curse[/color]'][B][color=green]Feature: Warlock's Curse[/color][/B] [b]WARLOCK'S CURSE[/b] Once per turn you can use the Warlock's Curse power. Warlock's Curse PowerWarlock's Curse At-Will Minor Action Effect: 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 once per round, so if you have dealt Warlock’s Curse damage since the start of your turn, you cannot deal it again until the start of your next turn. A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy is defeated. 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. Level Warlock’s Curse Extra Damage 1st–10th +1d6 11th–20th +2d6 21st–30th +3d6 [/OOC], [OOC='Feature: Warlock Other Features'][B]Feature: Warlock Other Features[/B] You have the following class features. [b]PRIME SHOT[/b] 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. [b]SHADOW WALK[/b] 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. [/OOC], [OOC='Feature: Student of Caiphon'][B]Feature: Student of Caiphon[/B] STUDENT OF CAIPHON PATH FEATURES [b]Caiphon's Guidance (11th level):[/b] Your fear or radiant warlock powers and student of Caiphon powers score critical hits on rolls of 18–20. [b]Star Bright (11th level):[/b] When you spend an action point to take an extra action, if you use your action to make an attack that hits, that hit deals ongoing 5 radiant damage (save ends). Such powers are considered to have the radiant keyword. [b]Caiphon's Intercession (16th level):[/b] You can choose to use Caiphon’s Intercession in place of your Fate of the Void pact boon when an enemy under your Warlock’s Curse drops to 0 hit points or fewer. One ally of your choice within 10 squares of you can make an immediate melee basic attack against a target you choose; if the attack hits, it deals ongoing 5 radiant damage (save ends) in addition to normal damage. If your ally makes the attack, Caiphon takes its due and deals 5 damage to your ally. If your ally refuses to accept Caiphon’s Intercession, you take 5 damage (despite the fact no attack was made); in such an instance, you retain the use of Fate of the Void. Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 24. [/OOC], [OOC='Feature: Radiant One'][B]Feature: Radiant One[/B] RADIANT ONE FEATURES [b]Starborn (21st level):[/b] You gain resistance to fire damage and radiant damage equal to 10 + your level. Whenever you deal damage to a target that is granting combat advantage to you, you deal extra fire and radiant damage to the target equal to your Intelligence modifier. [b]Starburst (24th level):[/b] The first time you are reduced to 0 hit points or fewer each day, you gain the immediate use of a healing surge and deal radiant and fire damage of equal value to all enemies within 3 squares of you. [b]Starry Rift (30th level):[/b] Your dawning understanding of reality and the façadelike nature of time and space allows you to take “shortcuts” through time itself. Once per day you can tell the DM that your turn has come up again. Treat this action as if you had chosen to take the delay action (even if you took your last turn normally without delaying). Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 25. [/OOC] [B]Notes[/B] [SPOILER=Feats][ooc=Improved Defenses]Improved Defenses Benefit: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level. Published in Player Essentials: Heroes of the Fallen Lands, page(s) 315, Player Essentials: Heroes of the Forgotten Kingdoms, page(s) 315. [/ooc], [ooc=Ritual Caster]Ritual Caster Heroic Tier Prerequisite: Trained in Arcana or Religion Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals. Published in Player's Handbook, page(s) 200. [/ooc], [ooc=Quickend Spellcasting: Dire Radiance]Quickened Spellcasting Epic Tier Prerequisite: 21st level, any arcane class Benefit: Choose an arcane at-will attack power that you know that is used as a standard action. Once per encounter, you can use that power as a minor action. Update (11/23/2009) Add “that you know” after “arcane at-will attack power” on the Benefit line. Published in Arcane Power, page(s) 135. [/ooc], [ooc=Arcane Implement Proficiency:Light Blade]Arcane Implement Proficiency Heroic Tier Prerequisite: Any arcane class Benefit: Choose a kind of implement associated with any arcane class. You can now use that kind of implement. If that implement is also a weapon, you do not add the weapon’s proficiency bonus to attack rolls made while you wield it as an implement. Update (11/23/2009) In the first sentence of the first paragraph of the Benefit line, remove “other than your own.” Published in Arcane Power, page(s) 124. [/ooc], [ooc=Superior Implement Training: Defiant Rod] Superior Implement Training Heroic Tier Benefit: You can use a single superior implement of your choice. The implement must be of a type you are already able to use. Special: You can take this feat more than once. Each time you take this feat, choose a different superior implement. Published in Player's Handbook 3, page(s) 183. Defiant rod Superior Cost: 18 gp Weight: 2 lb. A defiant rod is made of white gold and studded with crystals or gemstones. Properties: Energized (radiant) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement’s damage type. The bonus increases to +3 at 11th level and +4 at 21st level.). Shielding (Whenever you hit at least one target with an attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next turn.). Group: Rod (If you are a member of a class that can use a rod as an implement, you can apply its enhancement bonus to the attack and damage rolls of any of your powers from that class that have the implement keyword, and you can use a rod’s properties and powers. Members of other classes gain no benefit from wielding a rod. A rod is a short, heavy cylinder, typically covered in mystic runes or inscribed crystals. As with most other implements, you can’t make melee attacks with a rod.). Published in Player's Handbook 3, page(s) 195. [/ooc], [ooc=Rod Expertise]Rod Expertise Benefit: You gain a +1 feat bonus to implement attack rolls that you make with a rod. When you hold a rod, you gain a +1 shield bonus to AC and Reflex. The bonus to attack rolls increases to +2 at 11th level and +3 at 21st level. Published in Player Essentials: Heroes of the Forgotten Kingdoms, page(s) 317. [/ooc], [ooc=Dual Implement Spellcaster]Dual Implement Spellcaster Heroic Tier Prerequisite: Dex 13, any arcane class Benefit: When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement’s enhancement bonus to damage rolls. Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit. Published in Arcane Power, page(s) 125. [/ooc], [ooc=Implement Focus: Rods]Implement Focus Benefit: Choose an implement with which you have proficiency. You gain a +1 feat bonus to the damage rolls of implement attacks that you make with the chosen implement. This bonus increases to +2 at 11th level and +3 at 21st level. Special: You can choose this feat more than once. Each time you select this feat, choose another implement with which you have proficiency. Published in Player Essentials: Heroes of the Fallen Lands, page(s) 314, Player Essentials: Heroes of the Forgotten Kingdoms, page(s) 315. [/ooc], [ooc=Twofold Pact: Infernal]Twofold Pact Paragon Tier Prerequisite: 11th level, Eldritch Pact class feature Benefit: You gain a second Eldritch Pact. You gain the at-will spell and pact boon of that pact. You can use only one of your pact boon benefits at a time, however. Update (6/14/2010) In the second sentence, replace “both pacts” with “that pact.” Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 20. [/ooc], [ooc=Twofold Curse]Twofold Curse Paragon Tier Prerequisite: 11th level, Warlock, Warlock’s Curse class feature Benefit: When you use your Warlock’s Curse class feature, you can curse the two nearest enemies. Published in Player's Handbook, page(s) 206. [/ooc], [ooc=Student of the Athanaeum]Student of the Athanaeum Epic Tier Prerequisite: 21st level, Int 15, warlock Benefit: Once per day when you use a warlock daily power, you regain the use of that daily power at the end of the encounter. Addition (10/14/2009) In the Benefit line, add “warlock” before “daily power”. Published in Dragon Magazine Annual, Dragon Magazine 366, page(s) 20. [/ooc], [ooc=Bloodied Boon]Bloodied Boon Heroic Tier Prerequisite: Warlock, Eldritch Pact class feature, Warlock’s Curse class feature Benefit: You can choose to gain your pact boon when an enemy you curse is first bloodied. If you do so, you remove your curse from that enemy. Published in Dragon Magazine 384, page(s) 30. [/ooc], [ooc=Starfire Womb]Starfire Womb Heroic Tier Prerequisite: Cha 13, warlock Benefit: When you deal damage with a power that has the radiant or fear keyword, immediately roll a saving throw to relieve a condition of your choice from which you are suffering. Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 20. [/ooc], [ooc=Inevitable Doom]Inevitable Doom Epic Tier Prerequisite: 21st level, warlock, Warlock’s Curse class feature Benefit: If you miss a cursed enemy with an attack and deal no damage to it, you gain a +1d6 bonus to your next damage roll against it made before the end of the encounter. Each time you miss the target with the attack, increase the damage bonus by 1d6. Published in Dragon Magazine 384, page(s) 32. [/ooc], [ooc=Contagious Curse]Contagious Curse Epic Tier Prerequisite: 21st level, warlock, Warlock’s Curse class feature Benefit: When an enemy cursed by you drops to 0 hit points, you can curse all enemies adjacent to the target as a free action. Published in Dragon Magazine 384, page(s) 32. [/ooc] [/SPOILER][SPOILER=Items][ooc=+5 Defiant Rod of the Bloodthorn]Rod of the Bloodthorn Level 22 Uncommon This rod thirsts for the blood of its prey and master alike. Price: 325,000 gp Implement (Rod) Enhancement: +5 attack rolls and damage rolls Critical: +5d8 damage Property: Gain a +1 bonus to attack rolls with the rod if you or the target is bloodied. These bonuses stack with each other. Property: On a critical hit you deal +5d10 damage instead of +5d8 if you or the target is bloodied. Power (Daily • Healing): Free Action. Use this power when you score a critical hit with this rod. Drain one healing surge from the target and add it to your total. If you are already at your maximum number of healing surges, you instead regain hit points equal to your healing surge value. Published in Adventurer's Vault, page(s) 100. [/ooc], [ooc=+3 Incisive Dagger]Incisive Dagger Level 14 Uncommon You cut through space as easily as you cut through flesh. Price: 21,000 gp Weapon: Dagger Enhancement: +3 attack rolls and damage rolls Critical: +1d6 damage per plus Property: You can use this weapon as a focus when performing a travel ritual that involves creating and moving through portals. You can add the dagger’s enhancement bonus as an item bonus to any skill checks related to the ritual’s performance. Property: When you use a teleportation power, the distance you can teleport increases by a number of squares equal to the dagger’s enhancement bonus. Power (Daily * Teleportation): Minor Action. You teleport 10 squares. Published in Adventurer's Vault 2, page(s) 20. [/ooc], [ooc=+2 Defiant Rod of Starlight]Rod of Starlight Level 20 Uncommon This rod makes targets you curse feel the full force of the radiance you cull from distant stars. Price: 5,000 gp Implement (Rod) Enhancement: +2 attack rolls and damage rolls Critical: +2d6 radiant damage Property: When you place your Warlock’s Curse on a target, it gains vulnerability to radiant damage equal to the rod’s enhancement bonus until the end of your next turn. Published in Adventurer's Vault, page(s) 100. [/ooc], [ooc=+1 Masters Wand of Blazing Starfall]Sorcerer Attack 1Blazing Starfall A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through. At-Will Arcane, Fire, Implement, Radiant, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Charisma vs. Reflex Hit: 1d4 + Charisma modifier radiant damage. Level 21: 2d4 + Charisma modifier radiant damage. Cosmic Magic: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength modifier. Published in Arcane Power, page(s) 28. [/ooc], [ooc=Warlock's Bracers]Warlock's Bracers Level 11 Uncommon These dark leather cuffs, etched with symbols and runes, protect you against those you’ ve cursed. Price: 9,000 gp Item Slot: Arms Property: Gain a +1 item bonus to all defenses against attacks by creatures affected by your Warlock’s curse. Published in Adventurer's Vault, page(s) 121. [/ooc], [ooc=Gloves of Eldritch Admixture]Gloves of Eldritch Admixture Level 8 Uncommon You funnel the energy granted by your pact through these gloves, amplifying your power. Price: 3,400 gp Item Slot: Hands Prerequisite: Warlock Property: When you deal extra damage as a result of your Warlock’s Curse, you can choose that damage to be acid, cold, or fire (or leave it untyped). Power (Encounter, 5 Charges/Day • Acid, Cold, or Fire): Free Action. The next attack you make this turn deals extra damage depending on how many charges you spend: 1 charge, 1d6 damage; 2 charges, 2d6 damage; 5 charges, 3d6 damage. This extra damage can be acid, cold, or fire damage. Revision (2/26/2009) In the item’s power, replace “At-Will” with “Encounter”. Published in Adventurer's Vault, page(s) 134. [/ooc], [ooc=Pelor's Sun's Blessing]Pelor's Sun Blessing Level 3 Uncommon The undimmed light of Pelor shines from individuals who champion his cause. They drive evil before them and bring solace to companions who fight alongside them. Price: 680 gp Divine Boon Property: If you deal damage to a target that has vulnerability to radiant damage, you deal extra damage equal to your Wisdom or Constitution modifier, whichever is higher. Power (At-Will): Minor Action. You emit bright light in a 5-square radius. As a minor action, you can stop emitting light. Power (Daily * Healing): Minor Action. An ally within 5 squares of you can spend a healing surge, and that ally gains a +1 item bonus to saving throws until the end of the encounter. Published in Dungeon Master's Guide 2, page(s) 141. [/ooc], [ooc=+4 Shadow Warlock Feyleather Armor]Shadow Warlock Armor Level 20 Uncommon While wearing this suit of black leather, you can cloud the mind of a cursed enemy so that your attack strikes true. Price: 125,000 gp Armor: Leather Enhancement: +4 AC Property: While you have concealment from your Shadow Walk class feature, any creature affected by your Warlock’s Curse grants combat advantage to you. Published in Adventurer's Vault 2, page(s) 12. [/ooc], [ooc=+2 Cloak of Translocation]Cloak of Translocation Level 9 Uncommon This silver-white cloak glimmers and shimmers when you teleport, hampering your enemy’s ability to locate you. Price: 4,200 gp Item Slot: Neck Enhancement: +2 Fortitude, Reflex, and Will Property: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn. Power (Daily): Minor Action. You regain the use of an encounter teleportation power that you have already used during this encounter. Published in Adventurer's Vault 2, page(s) 66. [/ooc], [ooc=Stalwart Belt]Stalwart Belt Level 6 Uncommon Each time you deal a grievous wound to an enemy, you feel the invigorating power of this belt. Price: 1,800 gp Item Slot: Waist Property: When you score a critical hit, gain temporary hit points equal to your Constitution modifier. Published in Adventurer's Vault, page(s) 167. [/ooc], [ooc=Demonskin Tattoo]Demonskin Tattoo Level 3 Uncommon Not all societies understand that tattooing a portion of demonskin onto your body isn’t an evil act. Price: 680 gp Wondrous Item Property: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter. Published in Adventurer's Vault 2, page(s) 87. [/ooc], [ooc=Shadowfel Signet Ring]Shadowfell Signet Level 19 Uncommon This black ring of unknown metal bears the symbol of the Raven Queen in silver. Price: 105,000 gp Item Slot: Ring Property: You gain resist 10 necrotic, and if an enemy’s attack causes you to lose a healing surge, you can take 10 damage instead of losing that healing surge. Power (Daily * Stance): Minor Action. Until the stance ends, you gain a +4 bonus to all defenses against opportunity attacks from undead creatures, and you don’t grant combat advantage when flanked by undead. If you’ve reached at least one milestone today, you don’t provoke opportunity attacks from undead creatures. Published in Adventurer's Vault 2, page(s) 73. [/ooc], [ooc=Eladrin Boots]Eladrin Boots Level 16 Uncommon These enchanted boots, crafted in the eladrin tradition, increase your teleport distance. Price: 45,000 gp Item Slot: Feet Property: Add 2 to the maximum range of any teleport you make (other than that provided by these boots). Power (Daily • Teleportation): Move Action. Teleport up to 5 squares (or up to 10 if you’re an eladrin). Published in Player's Handbook, page(s) 246. [/ooc], [ooc=+1 Wand of Spectral Image]Wizard Utility 2Spectral Image You make a complex illusion of a creature or an object to fool your enemies. Encounter Arcane, Illusion Minor Action Ranged 10 Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches it or moves through it. An Insight check (DC 15 + one-half your level + your Intelligence modifier) allows a creature to determine that the image is an illusion. Published in Dragon Magazine 381, page(s) 66, Heroes of the Fallen Lands, page(s) 210. [/ooc], [ooc=Starlight Goggles]Starlight Goggles Level 8 Uncommon These dark leather goggles sparkle with tiny silver studs, aiding your vision in dim light. Price: 3,400 gp Item Slot: Head Property: Gain low-light vision. Published in Adventurer's Vault, page(s) 145. [/ooc], [ooc=Reading Spectacles]Reading Spectacles Level 2 Uncommon You can decipher any written passage while gazing through these unadorned copper eyeglasses. Price: 520 gp Item Slot: Head Property: You can read any language while wearing this item. Published in Adventurer's Vault, page(s) 144. [/ooc], [ooc=Hedge Wizards Gloves]Hedge Wizard's Gloves Level 4 Uncommon With a wave of these patched gloves, you can perform magic tricks. Price: 840 gp Item Slot: Hands Power (At-Will • Arcane, Conjuration): Standard Action. As the wizard’s mage hand power. Power (At-Will • Arcane): Standard Action. As the wizard’s prestidigitation power. Wizard Utility Mage Hand You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn. Update (8/4/2010) Power updated to match Essentials data. Wizard Utility Prestidigitation You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. At-Will Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below: * Change the color of items in 1 cubic foot. * Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. * Clean or soil items in 1 cubic foot. * Instantly light (or snuff out) a candle, a torch, or a small campfire. * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. * Make a small mark or symbol appear on a surface for up to 1 hour. * Produce out of nothingness a small item or image that exists until the end of your next turn. * Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Update (8/4/2010) Power updated to match Essentials data. Published in Adventurer's Vault, page(s) 135. [/ooc], [ooc=Hat of Disguise]Hat of Disguise Level 10 Uncommon This chapeau appears as you wish, changing you and your equipment as it transforms. Price: 5,000 gp Item Slot: Head Property: While using this item’s power, gain a +5 item bonus to Bluff checks to pass off a disguise. Power (At-Will • Illusion): Standard Action. You gain the appearance of any humanoid race of the same size category as you. Your clothing and equipment alter appearance to reflect this change. The illusion does not alter sound or texture, so a creature listening to you or touching you might detect the illusion. Published in Adventurer's Vault, page(s) 142. [/ooc], [ooc=Ring of the Radiant Storm]Ring of the Radiant StormLevel 17 Uncommon A gem of pure energy set into this platinum ring sharpens your mastery of light and lightning. Ring Slot 65,000 gp Property When you hit an enemy with a lightning or radiant power and deal damage to it, you can roll the damage twice and use either result. Power Daily (Free Action) Trigger: You attack an enemy with an encounter lightning or radiant power and miss every target. Effect: You regain the use of the power. If you've reached at least one milestone today, a daily lightning or radiant power can trigger this power instead. Published in Adventurer's Vault 2, page(s) 115. [/ooc][/SPOILER][SPOILER=Rituals][spoiler=Rope Trick]Rope Trick You drop a silver rope that passes through the floor and into a safe chamber where you can rest. Component Cost: 1,000 gp, plus a focus worth 2,000 gp Market Price: 2,500 gp Key Skill: ArcanaLevel: 12 Category: Exploration Time: 10 minutes Duration: 7 hours When you perform Rope Trick, the ritual’s focus passes through a portal and into a temporary demiplane. The portal entrance occupies 1 square. A creature can climb down the rope into a demiplane that is 2 squares high, 8 squares long, and 8 squares wide. The entrance to the demiplane appears as a subtle shimmer and has solid transparency. A successful Perception check (DC 15 + half your level) allows a creature outside the portal to detect the entrance. The portal can be locked with the Arcane Lock ritual, and unless you choose to lock the portal, the demiplane remains accessible from the outside. Once the ritual ends, the demiplane disappears, and any creatures or objects in the demiplane appear in the nearest unoccupied space to the demiplane’s former entrance. The ritual’s focus appears where the demiplane’s entrance was. The ritual caster can choose to end the ritual at any time. Focus: A silver rope worth at least 2,000 gp. Published in Manual of the Planes, page(s) 151. [/spoiler], [spoiler=Seeming]Seeming You and your allies move through the guarded outpost without attracting unwanted attention. Component Cost: 680 gp Market Price: 1,700 gp Key Skill: ArcanaLevel: 12 Category: Deception Time: 10 minutes Duration: 4 hours (special) Upon completing the ritual, you and up to eight allies assume the appearance of any Medium humanoid creatures. The ritual allows you to assume the general appearance of a particular race, but not of a unique creature. The ritual’s effect is centered on you; if any ally moves more than 5 squares away from you, the ritual’s effect ends for that ally. Creatures viewing or interacting with you or your allies can make an Insight check to detect the deception. The check’s DC equals your Arcana check result. A creature is allowed a check the first time it sees you and each time it interacts with you or one of your allies. If the creature touches you or an ally, it automatically realizes the deception. Published in Eberron Player's Guide, page(s) 119. [/spoiler], [spoiler=Consult Mystic Sages]Consult Mystic Sages You enter a trance in which you commune with the spirits of long-dead sages and otherworldly loremasters, seeking answers to your esoteric questions. Component Cost: 400 gp Market Price: 1,000 gp Key Skill: ReligionLevel: 10 Category: Divination Time: 30 minutes Duration: 10 minutes You ask a single question of mysterious, extraplanar presences about matters beyond your ken. Make a Religion check with a +10 bonus instead of an Arcana or a History check to uncover a clue, remember a bit of lore, or otherwise gain information about the world around you. The ritual grants you a single piece of information. That information can take the form of a word, a name, a phrase, or even a brief story, depending on what exactly you’re looking for. You can learn the name of the usurper who ended the Katerran Dynasty a thousand years ago, the burial rites of the Crimson Wolf clan, or the weaknesses of the shadow assassins who have been dogging your steps. The ritual can’t uncover information beyond the ken of the most learned sages. It’s of no use if you’re trying to find the magic word that unlocks the vampire’s crypt, because only the vampire knows the word. Nor can the ritual tell you definitively where great stores of treasure are, but the mystic sages could tell you where a specific empress kept her treasury in ancient times or whether the treasure was looted when her empire fell. Published in Player's Handbook, page(s) 302. [/spoiler], [spoiler=Analyze Portal]Analyze Portal Scintillating motes of color sparkle inside the portal and from their patterns and movements you discern its secrets. Component Cost: 250 gp Market Price: 800 gp Key Skill: ArcanaLevel: 8 Category: Divination Time: 1 hour Duration: Instantaneous When you perform this ritual, choose a specific active and permanent portal you can clearly see. Analyze Portal causes the portal to erupt with faint lights that flicker and spin, letting you learn a great deal about its destination and function. Its most basic effect is to reveal the portal’s destination. Although a portal usually displays what its destination looks like, this ritual reveals the destination’s name and its general location in the world or the plane on which it is located. When you learn the origin and type of the last creature to use the portal, you also learn any keywords associated with that creature. Analyze Portal can also reveal the identity of the creature that created the portal. If no creature created it, you learn of the event that created it. Arcana Check Result Information Learned 29 or lower The name of the portal's destination 30 or higher The origin and type of the creature to use it last 30 + one-half creator's level Identity of the creature that created it, if any Published in Forgotten Realms Player's Guide, page(s) 142. [/spoiler], [spoiler=Linked Portal]Linked Portal You create a glowing circle of sigils on the ground nearby, and you can see a hazy vision of a far-off city. You and your friends step into the circle, and you’re instantly whisked away to that place. Component Cost: 135 gp (see text) Market Price: 680 gp Key Skill: ArcanaLevel: 8 Category: Travel Time: 10 minutes Duration: Special You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle somewhere else on the same plane. With a step, you can move from one circle to the other. As part of performing the ritual, you must sketch out a 10-foot-diameter circle in various rare chalks and inks. This temporary teleportation circle must exactly match the permanent teleportation circle at your destination. It disappears at the end of the portal’s duration. At the completion of this ritual, make an Arcana check. The result determines the duration that the portal remains open. Arcana Check Result Portal Duration 19 or lower 1 round 20–39 3 rounds 40 or higher 5 rounds You can use a permanent teleportation circle as the origin point of this ritual, making minor temporary modifications as part of the ritual. Doing this reduces the cost to 50 gp of reagents and grants you a +5 bonus to your Arcana check. While the portal is open, any creature that enters the circle at the origin point instantly appears at the other location, along with anything the creature holds or carries. The creature can even finish the rest of its move. Any number of creatures of any size can use an open portal; the only limitation is the number that can reach the circle before it ends. Anyone standing in the vicinity of either end of the portal can see a haze-infused vision of the teleportation circle at the other end of the connection, as well as the environment 60 feet beyond it. Effectively, everything at the destination within this area of visibility is lightly obscured, and the area beyond is completely fogged out. (Naturally, portals that last longer give you a better opportunity to study the place you’re going to before you step into the circle.) Environmental effects at one end of the connection don’t affect the other end. Most major temples, important wizards’ guilds, and large cities have permanent teleportation circles, each of which has a unique set of magic sigils etched or inlaid into the ground. The exact sequence of sigils matters, because you’ve got to match it if you want to open a portal leading there. The sigils aren’t any more complex than remembering a string of letters and numbers. You can use Linked Portal to any permanent teleportation circle whose sequence of sigils you know. When you learn this ritual, your DM will tell you at least two such sequences. In your travels and research, you’ll undoubtedly learn more. This ritual can take you anywhere in the world, but it can’t take you to other planes. Sufficiently powerful warding magic, such as the Forbiddance ritual, can block a teleportation ritual. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components. Revision (7/28/2008) Replaced "has concealment" with "is lightly obscured" in 5th paragraph, 2nd sentence, also added period before parenths in same sentence, removed period after parenths. Published in Player's Handbook, page(s) 307. [/spoiler], [spoiler=Wizards Sight]Wizard's Sight You extend your senses beyond the door, looking and listening inside as if you were there. Component Cost: 270 gp, plus a focus worth 200 gp Market Price: 680 gp Key Skill: ArcanaLevel: 8 Category: Scrying Time: 10 minutes Duration: Special When you perform a Wizard’s Sight ritual, choose a square within 20 squares of you, even a square that you can’t see or don’t have line of effect to. You create a magical sensor in that square. You can see and hear as if you were standing there, and you have darkvision through the sensor. Use the Perception skill to determine whether you hear quiet sounds or notice unobtrusive things while observing an area through the sensor. Your Arcana check determines how long the sensor lasts. Arcana Check Result Duration 19 or lower 1 round 20–24 2 rounds 25–29 3 rounds 30–39 4 rounds 40 or higher 5 rounds The ritual creates a scrying sensor—a shimmer in the air—that watchful creatures might notice. Creatures must succeed on a Perception check with a DC equal to 10 + your level to notice the sensor. They can’t disrupt or interact with the sensor in any way. Sufficiently powerful warding magic, such as the Forbiddance ritual, can block Wizard’s Sight. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components. Focus: A mirror or a crystal ball worth at least 200 gp. The focus conveys what you see and hear. Published in Player's Handbook, page(s) 315. [/spoiler], [spoiler=Sending]Sending You can see him in your mind’s eye, clear as the first time you met him. Your magic lets him know that you’re safe, despite encountering the followers of Thoon, and he reassures you that the red dragon caused him no harm. Component Cost: 50 gp Market Price: 360 gp Key Skill: ArcanaLevel: 6 Category: Exploration Time: 10 minutes Duration: Instantaneous You convey a mental message of up to 25 words to a person you know. If the target is within range, he or she receives the message mentally and can respond likewise. The ritual’s maximum range is determined by your Arcana check result. Arcana Check Result Maximum Range 9 or lower 10 miles 10–19 100 miles 20–29 500 miles 30–39 1,000 miles 40 or higher Anywhere on the same plane Published in Player's Handbook, page(s) 312. [/spoiler], [spoiler=Water Breathing]Water Breathing The cool water fills your lungs, yet you find yourself able to breathe and speak as well as you can on land. Component Cost: 135 gp Market Price: 680 gp Key Skill: Arcana or NatureLevel: 8 Category: Exploration Time: 10 minutes Duration: Special When you perform this ritual, you can designate up to eight participants (including yourself if you wish) who breathe water as easily as they breathe air. Furthermore, they can speak normally underwater. Water Breathing doesn’t change your ability to breathe air. It doesn’t confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear you and the participants carry, such as books and scrolls, from water damage. Your check result determines the duration of the effect. Arcana Check Result Duration 14 or lower 1 hour 15–19 2 hours 20–24 4 hours 25–29 8 hours 30 or higher 24 hours Published in Player's Handbook, page(s) 315. [/spoiler], [spoiler=Speak with Dead]Speak with Dead At your prompt, the corpse reveals its secrets to you. Component Cost: 140 gp Market Price: 360 gp Key Skill: ReligionLevel: 6 Category: Exploration Time: 10 minutes Duration: 10 minutes You ask the corpse of an intelligent creature questions and receive answers. The corpse knows what the creature knew in life, what has occurred near the corpse, and no more; the spirit has (usually) moved on to another plane and is not present in the body. Your Religion check result determines the number of questions you can ask. Religion Check Result Number of Questions 9 or lower Zero 10–19 One 20–29 Two 30 or higher Three At the DM’s option, questioning the departed spirit might require a skill challenge using Diplomacy. Published in Player's Handbook, page(s) 312. [/spoiler], [spoiler=Phantom Steed]Phantom Steed You conjure black, ghostly horses. They sniff the air and stamp impatiently as if ready to ride like the wind. Their hooves, manes, and tails trail off into mist. Component Cost: 70 gp Market Price: 360 gp Key Skill: ArcanaLevel: 6 Category: Exploration Time: 10 minutes Duration: 12 hours This ritual conjures forth up to eight horselike creatures. Each one is Large and can be ridden by you or any other character you designate during the ritual. Your Arcana check determines the speed of the steeds you conjure and whether they have any special movement capabilities. The steeds have the special movement capabilities associated with your check result and all lower results. Arcana Check Result Speed Special Movement 19 or lower 10 None 20–29 12 Ignore difficult terrain 30–39 15 Move on water as if it were solid ground 40 or higher 20 Fly (up to 10 squares above ground) The steeds cannot attack or affect other creatures in any way other than to serve as mounts. Each steed’s defense scores are equal to its rider’s (or yours, if the steed has no rider). A phantom steed is immune to any effect other than damage. A steed created by this ritual lasts for 12 hours or until it takes any damage. When the ritual ends, or when a steed is destroyed, the steed fades into nothingness and its rider lands on his or her feet in the steed’s space. If a steed is flying when it disappears, the rider descends safely to the ground, landing at the start of his or her next turn. Published in Player's Handbook, page(s) 310. [/spoiler], [spoiler=Enchant Magic Item]yyy[/spoiler], [spoiler=Disenchant Magic Item]yyy[/spoiler], [spoiler=Discern Lies]Discern Lies His lies quiver through the ether like water thrown on a hot griddle. The suspect doesn’t even know he’s giving off this signal, but to you it’s clear as day. Component Cost: 140 gp Market Price: 360 gp Key Skill: ReligionLevel: 6 Category: Divination Time: 10 minutes Duration: 5 minutes Make a Religion check. Use the result as a bonus to your Insight checks to discern any untruths spoken in your presence during the duration. If anyone aided you while performing this ritual, they can’t help you make the resulting Insight checks. Published in Player's Handbook, page(s) 303. [/spoiler], [spoiler=Object Reading]yyy[/spoiler], [spoiler=Magic Circle]yyy[/spoiler], [spoiler=Knock]yyy[/spoiler], [spoiler=Traveler's Feast]yyy[/spoiler], [spoiler=Hand of Fate]Hand of Fate A ghostly apparition appears to give you basic guidance about a course of action. Component Cost: 70 gp Market Price: 175 gp Key Skill: Religion (no check)Level: 4 Category: Divination Time: 10 minutes Duration: 10 minutes When you perform the ritual, ask up to three questions about possible courses of action. A translucent blue hand appears and indicates with a gesture what the most rewarding course of action is. If you describe courses of action that refer to directions or specific objects, then the hand points toward the choice that bears the greatest reward. If you ask the hand, “Should we head down the stairs or through the doors?” then the hand responds by pointing either to the stairs or the doors. If you ask the hand, “Which of these three levers should we pull first?” then the hand responds by pointing to a lever. If you describe only a single course of action, the ritual assumes that inaction is your other option. The hand either beckons you (to indicate that you should proceed) or gestures for you to halt. For example, the question “Should we explore the ruins of Solitronia?” results in the hand either beckoning you or gesturing for you to halt. The hand can’t assess events in the far future; its judgment extends only to likely events in the next hour. If the hand can’t indicate a preference, the ritual has no effect and expends no components. There are two drawbacks to using the ritual to aid your decisions. First, fate values rewards over risk, and this ritual provides guidance accordingly. It points you toward a high risk, high reward option before pointing you toward a low risk, low reward alternative. For example, if one tunnel leads to a dragon and great wealth and the other tunnel leads back to town, then the hand points toward the dragon. However, a high risk, low reward alternative is considered less rewarding than a low risk, low reward option. Second, the hand can choose only the most rewarding course of action relative to the alternatives provided. That doesn’t mean that the indicated choice is necessarily a good idea, only that it’s a better idea than the other options you’ve indicated. In the example above, if all three levers activate traps, then the hand points toward the lever that triggers a trap less lethal than the others. Published in Player's Handbook, page(s) 306. [/spoiler], [spoiler=Arcane Lock]yyy[/spoiler], [spoiler=Undead Ward]yyy[/spoiler], [spoiler=Endure Elements]yyy[/spoiler], [spoiler=Detect Secret Doors]yyy[/spoiler], [spoiler=Last Sight Vision]yyy[/spoiler], [spoiler=Eye of Alarm]yyy[/spoiler], [spoiler=Silence]yyy[/spoiler], [spoiler=Brew Potion]yyy[/spoiler], [spoiler=Magic Mouth]yyy[/spoiler], [spoiler=Purify Water]yyy[/spoiler], [spoiler=Tensors Floating Disk]yyy[/spoiler], [spoiler=Comprehend Language]yyy[/spoiler], [spoiler=Make Whole]yyy[/spoiler], [spoiler=Create Holy Water]yyy[/spoiler], [spoiler=Arcane Mark]yyy[/spoiler], [spoiler=Amanuensis]yyy[/spoiler], [spoiler=Unseen Servant]yyy[/spoiler][/SPOILER]
Race Features
Class / Path / Destiny Features
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H. Surge
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Second Wind
Death ST Fail
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Feats
Feat Name
Loc.
Powers
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: Constitution vs. Fortitude Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage. Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. Published in Player's Handbook, page(s) 131. DM ruling (2011-5-6): conditional extra damage (when the foe moves closer) is radiant as well.
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 or Constitution modifier damage. Increase damage to 2d10 + Charisma 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. Published in Player's Handbook, page(s) 132.
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. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage. Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. Published in Player's Handbook, page(s) 132.
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. Published in Dark Sun Campaign Setting, page(s) 94.
Warlock Attack 7Howl of Doom You unleash a devastating shout that cracks stone and pulps flesh. Supernatural terror goes with your mighty blast, and your foes are driven back in fright. Encounter Arcane, Fear, Implement, Thunder Standard Action Close blast 3 Target: Each creature in the blast Attack: Constitution vs. Fortitude Hit: 2d6 + Constitution modifier thunder damage, and you push the target 2 squares. Infernal Pact: You push the target a number of squares equal to 1 + your Intelligence modifier. Published in Player's Handbook, page(s) 135.
Student of Caiphon Attack 11Trust in the Guide Star You squeeze tight your eyes and call upon the Purple Star to grasp your mind and guide your strike. Encounter Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Special: You ignore penalties for cover (but not superior cover), concealment, and total concealment. You can attack an invisible target as if it were not invisible. Hit: 2d10 + Charisma modifier radiant damage. Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 24. Note: think twice before using this power. Dire radiance may be better since this is a Cha attack.
Warlock Attack 23Pandorym’s Prism A purple crystal intrudes on reality, shining with fell light and turning the one who looks upon it into a dull receptacle for your will. Encounter Arcane, Charm, Implement, Psychic, Radiant Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Will Hit: 2d6 + Constitution modifier psychic and radiant damage, and the target makes a basic attack as a free action against a creature of your choice. Star Pact: The target also takes a penalty to Will until the end of your next turn. The penalty equals your Intelligence modifier. Published in Dragon Magazine 403.
Warlock Attack 17Despair of Zhudun You manifest an aspect of the blank face of dead Zhudun, causing your foe to collapse in fear. Encounter Arcane, Fear, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Will Hit: 1d8 + Constitution modifier psychic damage, and you knock the target prone. If the target stands up during its next turn, it takes 2d8 psychic damage and grants combat advantage until the end of your next turn. Star Pact: If the target stands up during its next turn, it also takes a -2 penalty to attack rolls until the end of your next turn. Published in Arcane Power, page(s) 82.
Warlock Attack 5Tyrannical Threat You speak, and each syllable is a deadly insinuation; each utterance a dangerous threat; each sentence, a dire curse. Daily Arcane, Fear, Implement, Psychic Standard Action Close burst 3 Target: Each enemy in the burst Attack: Constitution vs. Will Hit: 1d10 + Constitution modifier psychic damage, and you place your Warlock’s Curse on the target. Miss: Half damage. Infernal Pact: You place your Warlock’s Curse on the target. Effect: Until the end of the encounter, whenever a creature cursed by you attacks you, it takes psychic damage equal to your Intelligence modifier. Published in Arcane Power, page(s) 76.
Warlock Attack 19Malicious Guide Star An apocalyptic starscape waits for the world’s end. That inevitable end draws a little closer each time you conjure a malicious spark to guide your foes to ruination. Daily Arcane, Aura, Implement, Radiant, Teleportation Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Reflex Hit: 4d10 + Constitution modifier radiant damage. Miss: Half damage. Effect: You activate an aura 1 on the target. The aura lasts until the end of your next turn, and the target cannot deactivate it. The target and any of your enemies grant combat advantage while in the aura. In addition, you can teleport the target or another creature in the aura up to 5 squares as a move action. Sustain Minor: The aura persists until the end of your next turn. Published in Dragon Magazine 403.
Warlock Attack 19Hellfire Eruption Your foe erupts in hellish black flames that boil and writhe, incinerating anyone that comes too close. Daily Arcane, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Reflex Hit: 4d8 + Constitution modifier fire damage, and ongoing 10 fire damage (save ends). While the target has this ongoing fire damage, any creature that starts its turn in a square adjacent to the target takes ongoing 5 fire damage (save ends). Infernal Pact: The target also takes a –2 penalty to attack rolls while it has ongoing damage from this power. Miss: By choosing to take psychic damage equal to 5 + one-half your level, you do not expend this power and you gain a +4 power bonus to the attack roll with this power against the same target before the end of your next turn. You cannot reduce the damage you take in any way. Published in Dragon Magazine 382, page(s) 51.
Powers
Warlock Utility 10Ethereal Sidestep You slip through a rift in reality and appear a few feet away. At-Will Arcane, Teleportation Move Action Personal Effect: You teleport 1 square. Published in PH Heroes: Series 1. Note: Eladrin Boots increases the range by 2 to 3. If he also wields the incisive dagger that range increases by 3 of 6.
Warlock Utility 16Hero's Defense Your hasty spell draws on your greatest strength to cover your weaknesses. Encounter Arcane Immediate Interrupt Personal Trigger: An enemy makes an attack roll against you Effect: You gain a +4 bonus to your highest defense for this attack only, and the triggering enemy’s attack targets that defense. If the attack hits, it deals half damage to you. Published in Arcane Power, page(s) 82.
Student of Caiphon Utility 12Steps on the Purple Stair At Caiphon’s bidding, you take a half step into a temporary echo plane where wind shrieks like the screams of tortured lunatics and where indescribable colors squirm across your skin. Something shudders on the horizon, but you step fully back into the world before its identity resolves. Encounter Arcane Minor Action Personal Effect: You gain invisibility and a fly speed equal to your speed until the start of your next turn. On your next turn you take ongoing 3 psychic damage (save ends). Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 24.
Warlock Utility 2Assassin's Bane The ground blackens as coruscating energy swirls around you, hindering your foes’ movements and revealing any hidden enemies. Daily Arcane, Zone Minor Action Close burst 3 Effect: The burst creates a zone that lasts until the end of your next turn. Enemies within the zone cannot shift, teleport, or benefit from invisibility, concealment, or total concealment. Sustain Minor: The zone persists. Published in Dark Sun Campaign Setting, page(s) 95.
Warlock Utility 6Dark One’s Own Luck Refusing the result that fate has decreed for you, you invoke stars of chaos and uncertainty and try to rewrite what has been written. Daily Arcane Free Action Personal Trigger: You make a roll you dislike Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results. Published in Player's Handbook, page(s) 134.
Student of Caiphon Utility 20Caiphon's Hungry Mercy Your guide star offers all who heed your sudden rant to “Trust in Caiphon!” a boon of renewed power. Your lord requires only a sip of life from each ally who partakes. So little in return for so much! Daily Arcane Minor Action Close burst 10 Target: You and all allies in the burst Effect: You and each ally in the burst can spend a healing surge to recover a power. Each of you choosing to do so rolls a d6. On a roll of 1–5, the power recovered is an encounter power. On a roll of 6, the power recovered is a daily power. Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 25.
Warlock Utility 22Master of Magic The secrets of the magic of the planes are revealed to you, allowing you to access any magic to suit your needs. Daily Arcane Minor Action Close burst 5 Target: You or one ally in the burst Effect: Choose one of the following effects. * Arcane (Teleportation): You teleport the target up to 20 squares. * Divine (Healing): The target can spend a healing surge. In addition, he or she can make a saving throw with a +5 power bonus. * Shadow: The target is insubstantial and weakened until the end of the encounter. The target can end this effect as a minor action. Published in Heroes of the Forgotten Kingdoms, page(s) 223, Heroes of Shadow, page(s) 74.
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. 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 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.
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. 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.
[b]WARLOCK'S CURSE[/b] Once per turn you can use the Warlock's Curse power. Warlock's Curse PowerWarlock's Curse At-Will Minor Action Effect: 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 once per round, so if you have dealt Warlock’s Curse damage since the start of your turn, you cannot deal it again until the start of your next turn. A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy is defeated. 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. Level Warlock’s Curse Extra Damage 1st–10th +1d6 11th–20th +2d6 21st–30th +3d6
You have the following class features. [b]PRIME SHOT[/b] 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. [b]SHADOW WALK[/b] 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.
STUDENT OF CAIPHON PATH FEATURES [b]Caiphon's Guidance (11th level):[/b] Your fear or radiant warlock powers and student of Caiphon powers score critical hits on rolls of 18–20. [b]Star Bright (11th level):[/b] When you spend an action point to take an extra action, if you use your action to make an attack that hits, that hit deals ongoing 5 radiant damage (save ends). Such powers are considered to have the radiant keyword. [b]Caiphon's Intercession (16th level):[/b] You can choose to use Caiphon’s Intercession in place of your Fate of the Void pact boon when an enemy under your Warlock’s Curse drops to 0 hit points or fewer. One ally of your choice within 10 squares of you can make an immediate melee basic attack against a target you choose; if the attack hits, it deals ongoing 5 radiant damage (save ends) in addition to normal damage. If your ally makes the attack, Caiphon takes its due and deals 5 damage to your ally. If your ally refuses to accept Caiphon’s Intercession, you take 5 damage (despite the fact no attack was made); in such an instance, you retain the use of Fate of the Void. Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 24.
RADIANT ONE FEATURES [b]Starborn (21st level):[/b] You gain resistance to fire damage and radiant damage equal to 10 + your level. Whenever you deal damage to a target that is granting combat advantage to you, you deal extra fire and radiant damage to the target equal to your Intelligence modifier. [b]Starburst (24th level):[/b] The first time you are reduced to 0 hit points or fewer each day, you gain the immediate use of a healing surge and deal radiant and fire damage of equal value to all enemies within 3 squares of you. [b]Starry Rift (30th level):[/b] Your dawning understanding of reality and the façadelike nature of time and space allows you to take “shortcuts” through time itself. Once per day you can tell the DM that your turn has come up again. Treat this action as if you had chosen to take the delay action (even if you took your last turn normally without delaying). Published in Dragon Magazine Annual 2009, Dragon Magazine 366, page(s) 25.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
890
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Items still desired : Aquamarine Solitaire (daily: BA against critical target) Elven Chain Shirt (+2 item AC bonus) Stone of Light (daily: reroll radiant attack power) Broom of Flying (property: fly speed 8) Upgrade Incisive Dagger to +4 (lvl 19) Upgrade the Rod of starlight to +4 (lvl 20) Ring of the Radiant Storm (prop: roll radiant attack damage twice and choose the higher) Rituals Continued : Create Holy Water Arcane Mark Amanuensis Unseen Servant Damage calculation for Dire Radiance Dire Radiance Prime Shot: +1 Cursed Foe: +2 CA if shadow walking Ado or Foe Bloodied +1 (or +2 if both) 28 to 33 vs Fort Crit on 18-20 2d8+19 Radiant Damage 3d6 Warlock Curse Damage 3 extra fire and radiant damage If vulnerable to radiant damage then 8 additional damage from Pelor's Blessing Cursed foes are vulnerable to radiant 2 for a brief time (Rod of Starlight) Non-crit damage (min, mean, max) Preexisting Vulnerability 2d8+3d6+30+vulnerability rating : ( 35, 49.5, 64) + vul rating Vulnerable Radiant 2 2d8+3d6+32 : 37, 51.5, 66 Not vulnerable Radiant 2d8+3d6+22 : 27, 41.5, 56 Critical damage (min, mean, max) Not bloodied, Not vulnerable 56+5d8 : 61, 69.5, 96 Bloodied, not vulnerable 56+5d10 : 61, 83.5, 106 Vulnerable, not bloodied 64+vul rating+5d8 : ( 69, 77.5, 104 ) + vulnerable rating Vulnerable and bloodied 64+vul rating+5d10 : ( 69, 91.5, 114 ) + vulnerability rating
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games