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    Default [DnD 4E] Thaumaturge (Warlock) (PEACH)

    Homebrewer's Notes:
    Spoiler
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    This is a work in progress! I appreciate any and all feedback, and especially suggestions on where to take the concept from here. I have high hopes for this one!


    WARLOCK

    Arcane Striker: Your attack powers are highly damaging and often weaken or hamper the target in some way. You can elude attacks by flying, teleporting, or turning invisible.

    Why This Is The Class For You: You want to be an arcane caster who has a familiar and forges a pact with otherworldly beings to augment and empower a simple blast of arcane power.

    THAUMATURGE
    Key Abilities: Charisma; Dexterity, Constitution, or Intelligence

    Class Traits
    Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
    Bonus to Defenses: +1 to Fortitude, +1 to Will
    Healing Surges per Day: 6 + your Constitution modifier
    Armor Proficiencies: Cloth, leather
    Weapon Proficiencies: Simple melee, simple ranged
    Implement Proficiencies: Light blades, rods, wands
    Class Skills: Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex)
    Trained Skills: Four from the list of class skills.

    HEROIC THAUMATURGE

    PUGILIST HEROIC TIER
    {table=head]
    Total XP
    |
    Level
    |
    Feats Known
    |
    Class Features and Powers

    0
    |
    1
    |
    1
    |
    • Eldritch pact
    • Warlock's familiar
    • Warlock's curse
    • Eldritch blast
    • Manifest familiar
    • Least invocation (blast shape)
    • Least invocation (eldritch essence)
    • Thaumaturge cantrips


    1000
    |
    2
    |
    +1
    |
    • Utility power


    2,250
    |
    3
    |
    -
    |
    • Lesser invocation


    3,750
    |
    4
    |
    +1
    |
    • Ability score increase
    • Lesser planar ally


    5,500
    |
    5
    |
    -
    |
    • Improved manifest familiar


    7,500
    |
    6
    |
    +1
    |
    • Utility power


    10,000
    |
    7
    |
    -
    |
    • Lesser invocation


    13,000
    |
    8
    |
    +1
    |
    • Ability score increase
    • Least invocation


    16,500
    |
    9
    |
    -
    |
    • Summon warlock's ally


    20,500
    |
    10
    |
    +1
    |
    • Utility power

    [/table]

    Level 1: Eldritch Pact
    You have forged a pact with mysterious entities that grant you your arcane powers. If you forged a pact with the ancient, amoral denizens of the Feywild, you have forged a fey pact, granting you potent fey magic both enchanting and terrifying. If you have forged a pact with the diabolic fiends from the Nine Hells, you have forged an infernal pact, and wield powerful invocations of shadow and flame. If you have forged a pact with the mysterious lords of the Far Realms, you have forged a star pact, which you use to horrify your foes and drive them to madness.
    You choose one of the following pacts and receive the associated benefits.

    Fey Pact
    Benefit: You gain the following benefits.
    • Your familiar is a Gloom Sprite.
    • You gain the pact boon and pact curse associated with your pact.
    • You gain a +2 bonus to Bluff checks.


    Infernal Pact
    Benefit: You gain the following benefits.
    • Your familiar is a Witchfire Imp.
    • You gain the pact boon and pact curse associated with your pact.
    • You gain a +2 bonus to Intimidate checks.


    Star Pact
    Benefit: You gain the following benefits.
    • Your familiar is a Floating Eye.
    • You gain the pact boon and pact curse associated with your pact.
    • You gain a +1 bonus to knowledge checks.


    Level 1: Warlock's Familiar
    Your benefactor has sent one of its lesser servants to boost your powers (and perhaps keep an eye on you).
    Benefit: You gain an arcane familiar determined by your eldritch pact.

    Passive Mode Most of the time, your familiar is in passive mode. While in this mode, your familiar is present in this world only in spirit form, and can only be seen or heard by you. It cannot leave your space, manipulate objects, or be harmed in any way while in passive mode. You still receive the benefits of your familiar tied specifically to passive mode, however.

    Active Mode When you use your manifest familiar power, your familiar physically manifests on the plane you are currently occupying. You must use your own actions to command your familiar, and if it is destroyed, you lose a healing surge and cannot gain the benefits of your familiar (either active or passive) until you take an extended rest to recall your familiar. At the end of an extended rest, your familiar reappears in your space in passive mode. The game statistics of your familiar are based on your eldritch pact.

    Level 1: Warlock's Curse
    Benefit: You gain the warlock's curse power.

    Warlock's Curse (Warlock Utility)
    With an eldritch utterance, you place a vile curse upon your foe. When you attack your cursed enemies, their suffering is increased.
    At-Will (Special) ✦ Arcane
    Minor Action (Close burst sight)
    Target: The enemy nearest to you that you can see
    Effect: You place your warlock's curse on the target, which remains in effect until the creature drops to 0 hit points or until the end of the encounter. Once per turn, when you or your familiar hits a target under the effect of your warlock's curse with an attack, you can choose to have the attack deal 1d6 extra damage. You can affect multiple enemies with your warlock's curse, but you only deal extra damage to one of them on a given turn.
    Level 11: 2d6 extra damage.
    Level 21: 3d6 extra damage.
    Special: You can use this power only once per round.

    Level 1: Eldritch Blast
    Benefit: You gain the eldritch blast power. Even if you obtain eldritch blast from another source, a thaumaturge cannot choose to use Constitution for the power's attack rolls or damage rolls.

    Eldritch Blast (Warlock Attack 1)
    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 vs. Reflex
    Hit: 1d10 + Charisma modifier damage.
    Level 21: 2d10 + Charisma modifier damage.
    Special: You can use this power as a ranged basic attack.

    Level 1: Manifest Familiar
    Benefit: You gain the manifest familiar power.

    Manifest Familiar (Warlock Attack)
    With an arcane command, you call forth your familiar to manifest its true form on this plane. Eldritch whispers emanate from a location a short distance from you, as your servant appears with a puff of smoke.
    Daily ✦ Arcane, Summoning
    Requirement: Your familiar must be in passive mode.
    Minor Action (Ranged 5)
    Effect: Your familiar switches to active mode, appearing in an unoccupied square in range. Your familiar is an ally to you and your allies.
    Your familiar lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the familiar's description. You must have line of effect to your familiar to command it. When you command your familiar, you and your familiar share knowledge but not senses. On your turn, you can use a minor action to command your familiar to walk, shift, run, fly (if it has a fly speed), teleport (if it has a teleport speed), stand up, squeeze, or crawl.
    When your familiar makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
    Your familiar remains in active mode until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left), and your familiar remains absent until you take an extended rest, at which point your familiar reforms in your space in passive mode. Otherwise, it remains in active mode until you command it to return to passive mode as a minor action or until you take an extended rest.

    Invocations
    Spoiler
    Show
    As a thaumaturge, you are distinct from other warlocks in that you do not attack with spells granted by your pact. Instead, you rely on your familiar, summoned allies, and your eldritch blast to achieve victory. While eldritch blast is a relatively simple spell, you have discovered a way to use it in a more versatile and effective manner: through arcane powers known as invocations. There are two types of invocations you know, shape invocations which change its form and range, and essence invocations which increase and alter its potency.
    You can use only one shape invocation per turn, and only one essence invocation per turn, unless you spend an action point. If you spend an action point, you can use different invocations, but you can still only apply the effects of one shape invocation and one essence invocation to the use of a given power (if an attack is in and of itself one of these types of invocations, you can't use that type of invocation with it).


    Level 1: Least Invocation (Blast Shape)
    Blast shape invocations change how you use your eldritch blast by altering its form.
    Benefit: You gain one of the following powers of your choice.

    Eldritch Spear (Warlock Attack 1)
    Distance provides no escape for your enemies.
    At-Will ✦ Arcane, Shape Invocation
    No Action (Personal)
    Effect: The next time you use eldritch blast this turn, it has ranged 20 instead of its normal range.

    Hideous Strike (Warlock Attack 1)
    You channel the power of your eldritch blast through your weapon.
    At-Will (Special) ✦ Arcane, Shape Invocation, Weapon
    No Action (Personal)
    Effect: The next time you would use eldritch blast this turn, you make the following attack instead. This attack receives all the benefits of essence invocations and other game elements as if it was eldritch blast.
    • Standard Action (Melee weapon)
    • Target: One creature
    • Attack: Charisma vs. AC. This attack always targets AC, regardless of essence invocations applied.
    • Hit: 1[W] + Charisma modifier damage.
    • Level 21: 2[W] + Charisma modifier damage.

    Special: You can use the above attack as a melee basic attack.

    Level 1: Least Invocation (Eldritch Essence)
    Eldritch essence invocations strengthen your eldritch blast and empower it to bestow debilitating conditions on your enemies.
    Benefit: You gain one of the following powers of your choice.

    Distracting Blast (Warlock Attack 1)
    Your eldritch blast leaves your foe unable to concentrate effectively.
    At-Will ✦ Arcane, Charm, Essence Invocation, Psychic
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the charm and psychic keywords, and all damage dealt by the attack is psychic damage. If the attack hits, you slide the target 1 square, and it grants combat advanatge until the end of your next turn.

    Freezing Blast (Warlock Attack 1)
    A chill overtakes your opponent, leaving it sluggish and exposed.
    At-Will ✦ Arcane, Cold, Essence Invocation
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold keyword, and all damage dealt by the attack is cold damage. If the attack hits, the target is slowed and takes a -1 penalty to all defenses until the end of your next turn.

    Frightful Radiance (Warlock Attack 1)
    Your power leaves your enemies trembling before you.
    At-Will ✦ Arcane, Essence Invocation, Fear, Radiant
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the fear and radiant keywords, and all damage dealt by the attack is radiant damage. If the attack hits, the target takes a -2 penalty to attack rolls until the end of your next turn.

    Hellfire Blast (Warlock Attack 1)
    Your target explodes in flame, which engulfs nearby enemies.
    At-Will ✦ Arcane, Essence Invocation, Fire
    Standard Action (Varies)
    Effect: You use your eldritch blast. The power gains the fire keyword, and all damage dealt by the attack is fire damage. If the attack hits, each enemy adjacent to the target takes fire damage equal to your Charisma modifier.

    Leeching Blast (Warlock Attack 1)
    Your blast steals a portion of the target's life energy, which is transferred to you.
    At-Will ✦ Arcane, Essence Invocation, Necrotic
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the necrotic keyword, and all damage dealt by the attack is necrotic damage. If the attack hits, you gain temporary hit points equal to 5 + one-half your level.

    Overwhelming Power (Warlock Attack 1)
    A shockwave accompanies your eldritch blast, which levels your enemy.
    At-Will ✦ Arcane, Essence Invocation, Force
    Standard Action (Varies)
    Effect: You use your eldritch blast. The power gains the force keyword, and all damage dealt by the attack is force damage. If the attack hits, you knock the target prone and gain a +2 bonus to the next attack roll you make against it before the end of your next turn.

    Level 1: Thaumaturge Cantrips
    Cantrips are minor tricks and augmentations exclusive to arcane casters.
    Benefit: You gain two of the following powers of your choice, and an additional power provided by your eldritch pact.

    Prestidigitation (Warlock Utility)
    The quintessential arcane cantrip.
    As the wizard cantrip of the same name.

    See the Unseen (Warlock Utility)
    You peer through the fabric of reality nearby to gaze upon the unknown.
    Encounter ✦ Arcane
    Free Action (Personal)
    Effect: You gain darkvision until the end of your turn, and gain a +2 bonus to your next Perception check this turn to detect hidden creatures or objects. If you detect an invisible creature or object with this Perception check, you can see it until the end of your turn.

    Spiderwalk (Warlock Utility)
    Onlookers are unsettled as you scuttle across a vertical surface.
    Encounter ✦ Arcane
    Move Action (Personal)
    Effect: You climb your speed, and have spider climb during this movement. You automatically succeed the Atheltics check to climb.

    Turn Invisible (Warlock Utility)
    An object vanishes at your touch.
    Encounter ✦ Arcane
    Minor Action (Melee touch)
    Target: One unattended object weighing no more than 5 pounds.
    Effect: The object turns invisible for 1 minute. If you use this object to make an attack, or if a creature other than you touches the object, this invisibility immediately ends.

    Level 2: Utility Power
    Benefit: You gain a warlock utility power of your choice.

    Level 3: Lesser Invocation
    Benefit: You gain one of the following powers of your choice.

    Beshadowed Blast (Warlock Attack 3)
    Upon feeling your power, your foe finds itself in an unfamiliar location, trapped within darkness.
    Encounter ✦ Arcane, Charm, Fear, Essence Invocation, Psychic
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the psychic keyword, and all damage dealt by the attack is psychic damage. If the attack hits, the target takes 1d10 extra psychic damage, you teleport the target a number of squares equal to your Intelligence modifier, and it is blinded until the end of your next turn. If the attack misses, the target takes 1d10 psychic damage and you slide the target 1 square.

    Brimstone Blast (Warlock Attack 3)
    Hellfire and brimstone consume your enemy after your eldritch blast strikes it.
    Encounter ✦ Arcane, Essence Invocation, Fire
    Standard Action (Varies)
    Effect: You use your eldritch blast. The power gains the fire keyword, and all damage dealt by the attack is fire damage. If the attack hits, the target takes 1d8 extra fire damage and ongoing fire damage equal to your Constitution modifier with an aftereffect of 1d6 + your Constitution modifier fire damage. If the attack misses, the target takes 1d6 + your Constitution modifier fire damage.

    Eldritch Chain (Warlock Attack 3)
    You strike one target with a blast of eldritch energy, and it continues onto nearby foes.
    Encounter ✦ Arcane, Shape Invocation
    Free Action (Special)
    Trigger: You hit an enemy with eldritch blast.
    Target: One or two creatures within 10 squares of the enemy you hit.
    Effect: You can use your eldritch blast against the target, using the enemy you hit's space as the origin for this attack. This use of eldritch blast can't benefit from or trigger shape invocations.

    Hellrime Blast (Warlock Attack 3)
    The chill of death seeks your enemies.
    Encounter ✦ Arcane, Cold, Essence Invocation, Necrotic
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold and necrotic keywords, and all damage dealt by the attack is cold and necrotic damage. If the attack hits, the target takes 1d8 extra cold and necrotic damage, a penalty to all defenses equal to your Dexterity modifier until the end of your next turn, and is slowed (save ends). If the attack misses, the target takes 1d8 cold and necrotic damage and is slowed until the end of your next turn.

    Level 4: Ability Score Increase
    Benefit: Your increase two ability scores of your choice by 1.

    Level 4: Lesser Planar Ally
    You gain the ability to call a minor planar spirit to aid you. This spirit is of little use in battle, but it is the perfect spy or scout.
    Benefit: You gain the lesser planar ally power.

    Lesser Planar Ally (Warlock Utility 4)
    The air around you ripples and becomes heavy as you call forth a spirit of the planes to serve you.
    Daily ✦ Arcane Conjuration
    Standard Action (Melee 1)
    Effect: You conjure a Tiny spirit of a planar being in a space adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to perform one of the following tasks:
    • Locate an Object or a Person: The spirit can locate a specific object or creature within 5 miles of you that you have seen or touched. When it completes the task, the spirit returns to you and describes the direction, distance, and location of the object or creature.
    • Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires a Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.


    Level 5: Improved Manifest Familiar
    Benefit: You gain an additional use of manifest familiar per day. When you use this power, you must take a short rest before you can use it again.

    Level 6: Utility Power
    Benefit: You gain a warlock utility power of your choice.

    Level 7: Lesser Invocation
    Benefit: You gain one of the following powers of your choice. You may also select one of the level 3 lesser invocations.

    Arctic Blast (Warlock Attack 7)
    A chill wind overtakes your foe and leaves him isolated.
    Encounter ✦ Arcane, Cold, Essence Invocation, Force
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold and force keywords, and all damage dealt by the attack is cold and force damage. If the attack hits, the target takes 1d10 extra cold and force damage, and you push the target a number of squares equal to your Dexterity modifier, and the target is slowed (save ends). If the attack misses, the target takes 1d10 cold and force damage and is slowed until the end of your next turn.

    Deal With a Devil (Warlock Attack 7)
    Your diabolic patrons are ever-eager to sweet the deal.
    Encounter ✦ Arcane, Fire, Essence Invocation, Necrotic
    Standard Action (Varies)
    Effect: You use your eldritch blast. The power gains the fire and necrotic keywords, and all damage dealt by the attack is fire and necrotic damage. If the attack hits, the target takes 2d8 extra fire and necrotic damage. If the attack misses, you can choose to take damage equal to your level to reroll the attack roll with a bonus equal to your Constitution modifier. This damage cannot be reduced or redirected in any way.

    Eldritch Cone (Warlock Attack 7)
    You unleash your eldritch blasts in a cone-shape flurry.
    Encounter ✦ Arcane, Shape Invocation
    No Action (Personal)
    Requirement: You must have the eldritch blast power.
    Effect: The next time you use eldritch blast this turn, the range on the power is close blast 5 instead of its normal range, and the power targets each creature in the blast. Essence invocations apply to all targets.

    Something Gazed Back (Warlock Attack 7)
    When you strike your foe, it caught a glimpse of something unspeakable.
    Encounter ✦ Arcane, Fear, Essence Invocation, Psychic
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the fear and psychic keywords, and all damage dealt by the attack is psychic damage. If the attack hits, the target takes 1d6 + your Intelligence modifier extra psychic damage and the target is dazed until the end of your next turn. If the attack misses, the target takes 1d6 psychic damage and the target grants combat advantage untilt the end of your next turn.

    Level 8: Ability Score Increase
    Benefit: Your increase two ability scores of your choice by 1.

    Level 8: Least Invocation
    Benefit: You gain an additional level 1 at-will invocation.

    Level 9: Summon Warlock's Ally
    Benefit: You gain the summon warlock's ally power. For the game stastics of the creature you summon, see your pact.

    Summon Warlock's Ally (Shaman Attack 9)
    A sudden gust of wind, the smell of brimstone, and a flash of light herald the arrival of a creature from the planes, pulled into your presence to serve you.
    Daily ✦ Arcane, Summoning
    Minor Action (Ranged 5)
    Effect: You summon a creature associated with your eldritch pact in an unoccupied space within range. The creature is an ally to you and your allies.
    The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. On your turn, you can use a minor action to command the creature to walk, shift, run, fly (if it has a fly speed), teleport (if it has a teleport speed), stand up, squeeze, or crawl.
    When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
    The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.

    Level 10: Utility Power
    Benefit: You gain a warlock utility power of your choice.

    FEY PACT
    For good or ill, you have entered a contract with a lord of the Feywild. Whether this entity trusts you to use this power for good, intends to use your for its own ends, or is merely bored and using a lesser creature to amuse itself is unknown.

    Level 1: Warlock's Familiar (Fey)
    Though most faeries are known for their cheer and mirth, yours is a bit on the gloomy side. Maybe it's the pale skin or the faded clothing, but you feel as though its apparent good nature is something of a put-on.
    Benefit: You gain the following benefits as long as your familiar is present and in passive mode.
    • When you move, you can ignore 1 square of difficult terrain.
    • You gain a +2 bonus to Stealth checks.
    • You have resist 5 cold. If you already have resist cold, increase your resistance by 2.

    When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.

    Gloom Sprite (Heroic Tier)
    Spoiler
    Show
    Tiny fey humanoid

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the sprite if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 3, fly 5 (hover)

    {table]
    Wild Pact ✦ Aura 3
    • While in the aura, you and your allies ignore difficult terrain, gain a +3 bonus to Stealth checks, and gain resist 5 cold (if you or an ally already has resist cold, increase the resistance by 2).


    Instinctive Action
    • Effect: If you haven't given the sprite any commands by the end of your turn, it attacks an adjacent enemy with its melee attack. If it can't do that, it attacks an enemy you attacked on your turn with its ranged attack. Otherwise, it uses its move action and must end this movement closer to you.


    Standard Action ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 6 vs. AC
    • Hit: 5 damage.
    • Effect: The sprite flies its speed and must end this movement adjacent to no enemies. It doesn't provoke opportunity attacks during this movement.


    Standard Action (cold) ✦ At-Will
    • Attack: Ranged 10 (one creature) your level + 4 vs. Fortitude
    • Hit: Your Dexterity modifier cold damage, and you slide the target 1 square.


    Move Action ✦ At-Will (1/round)
    • Effect: The sprite shifts 2 squares and shifts out of phase until it attacks. While out of phase, the sprite takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The sprite cannot take damage from any source other than a melee or ranged attack while out of phase.


    Minor Action ✦ At-Will (1/round)
    • Effect: The sprite either walks, shifts, runs, flies, stands up, squeezes, or crawls.


    Opportunity Action (charm) ✦ At-Will
    • Trigger: An enemy ends its movement adjacent to you.
    • Attack: Close burst 10 (the triggering enemy) your level + 4 vs. Will
    • Hit: The target can't take opportunity actions until the start of its next turn.

    [/table]


    Level 1: Pact Boon (Fey)
    Benefit: You gain the soul stride power.

    Soul Stride (Warlock Utility)
    You utilize a portion of the life-force of a vanquished foe to teleport a great distance.
    At-Will (Special) ✦ Arcane, Teleportation
    Free Action (Personal)
    Trigger: An enemy under the effect of your warlock's curse drops to 0 hit points.
    Effect: You teleport a number of squares equal to your Dexterity modifier.
    Special: You can use this power only once per round.

    Level 1: Pact Curse (Fey)
    Benefit: You gain the cuse of the feywild power.

    Cuse of the Feywild (Warlock Attack 1)
    You lure your foe right where you want it before you unleash your full wrath upon it.
    Encounter ✦ Arcane, Charm, Cold, Psychic
    Minor Action (Close burst 20)
    Target: One enemy in the burst you can see
    Effect: You place your Warlock's Curse on the target. The next time this turn you hit an enemy under the effect of your Warlock's Curse with an attack, the attack deals 1d6 extra cold and psychic damage, and you can slide the enemy a number of squares equal to your Dexterity modifier.
    7th Level: 1d8 extra cold and psychic damage.
    17th Level: 2d8 extra cold and psychic damage.
    27th Level: 3d8 extra cold and psychic damage.

    Level 1: Thaumaturge Cantrip (Fey)
    Benefit: You gain the fey slip power.

    Fey Slip (Warlock Utility)
    You summon fey spirits to aid your dextrous task.
    Encounter ✦ Arcane
    Minor Action (Personal)
    Effect: You gain a power bonus equal to your Charisma modifier to the next Acrobatics, Stealth, or Thievery check you make during this turn.

    Level 9: Summon Warlock's Ally (Fey)
    Benefit: You can use summon warlock's ally to summon a wood woad guardian(Heroes of the Forgotten Realms) or a winter nymph.

    Winter Nymph
    Spoiler
    Show
    Medium fey humanoid (cold)

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the nymph if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 6 (ice walk)

    {table]
    Chilling Presence ✦ Aura 2
    • Enemies must spend an extra square of movement to enter any square in the aura.


    Instinctive Action
    • Effect: If you haven't given the nymph any commands by the end of your turn, it uses its melee attack against an adjacent enemy if possible. Otherwise, it uses its ranged attack against an enemy within 5 squares of it if possible. If it cannot make either of these attacks, it moves its speed and must end this movement closer to you.


    Standard Action (cold) ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 4 vs. Fortitude
    • Hit: 1d6 + your Charisma modifier cold damage, and target is slowed until the end of your next turn.


    Standard Action (charm) ✦ At-Will
    • Attack: Ranged 5 (one creature) your level + 4 vs. Will
    • Hit: The target makes a basic attack against a target of your choice. If the target makes this attack against itself, it takes a -4 penalty to the attack roll. If the attack hits, it deals extra damage equal to your Dexterity modifier.


    Minor Action ✦ At-Will (1/round)
    • Effect: The nymph either walks, shifts, runs, stands up, squeezes, or crawls.

    [/table]


    INFERNAL PACT
    Through extensive study of the ancient pacts of the fallen empire Bael Turath, you have wrested the power of the devils of the Nine Hells for your own benefit. Through trickery and deceit, you have gained a pact with one of the archdevils that rule the Nine Hells. For your pact, who is the trickster, and who is the tricked?

    Level 1: Warlock's Familiar (Infernal)
    When you first entered into your diabolic pact, the devil you gained power from sent this foul little servant either to attempt to spy on you, or to test your mettle. Whatever its mission was, you have bested the creature and bound it to servitude. Due to the imp's lawful nature, it is incapable of disloyalty.
    Benefit: You gain the following benefits as long as your familiar is present and in passive mode.
    • Your healing surge value increases by 2.
    • You can read and speak Abyssal.
    • You have resist 5 fire. If you already have resist fire, increase your resistance by 2.

    When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.

    Witchfire Imp (Heroic Tier)
    Spoiler
    Show
    Tiny immortal humanoid (devil)

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the imp if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 3, fly 5 (hover)

    {table]
    Blood Pact ✦ Aura 3
    • While in the aura, you and your allies increase your, his, or her healing surge value by 2, and gain resist 5 fire (if you or an ally already has resist fire, increase the resistance by 2).


    Instinctive Action
    • Effect: If you haven't given the imp any commands by the end of your turn, it attacks an adjacent enemy with its melee attack. If it can't do that, it attacks an enemy you attacked on your turn with its ranged attack. Otherwise, it uses its move action and must end this movement closer to you.


    Standard Action ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 6 vs. AC
    • Hit: 5 damage.
    • Effect: The imp teleports 2 squares. As long as it ends this movement adjacent to no enemies, it turns invisible until the start of your next turn or until it attacks.


    Standard Action (fire) ✦ At-Will
    • Attack: Ranged 10 (one creature) your level + 4 vs. Reflex
    • Hit: Your Constitution modifier fire damage. One enemy adjacent to the target takes 5 fire damage.


    Move Action ✦ At-Will (1/round)
    • Effect: The imp shifts 2 squares and shifts out of phase until it attacks. While out of phase, the imp takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The imp cannot take damage from any source other than a melee or ranged attack while out of phase.


    Minor Action ✦ At-Will (1/round)
    • Effect: The imp either walks, shifts, runs, flies, stands up, squeezes, or crawls.


    Opportunity Action (necrotic) ✦ At-Will
    • Trigger: An enemy ends its movement adjacent to you.
    • Attack: Close burst 10 (the triggering enemy) your level + 4 vs. Fortitude
    • Hit: 5 necrotic damage, and you gain 5 temporary hit points.

    [/table]


    Level 1: Pact Boon (Infernal)
    Benefit: You gain the soul sap power.

    Soul Sap (Warlock Utility)
    You drain a bit of a fallen foe's life energy for your own use.
    At-Will (Special) ✦ Arcane
    Free Action (Personal)
    Trigger: An enemy under the effect of your warlock's curse drops to 0 hit points.
    Effect: You gain temporary hit points equal to your Constitution modifier.
    Special: You can use this power only once per round.

    Level 1: Pact Curse (Infernal)
    Benefit: You gain the curse of the nine hells power.

    Cuse of the Nine Hells (Warlock Attack 1)
    Necrotic fire leaps from your hands and energizes your attack.
    Encounter ✦ Arcane, Fire, Necrotic
    Minor Action (Close burst 20)
    Target: One enemy in the burst you can see
    Effect: You place your Warlock's Curse on the target. The next time this turn you make an attack roll against an enemy under the effect of your Warlock's Curse, you roll twice for the attack roll. You hit as long as one of the roll results would hit the target, and you must miss with both results to miss the target. If at least one of the roll results hits, the attack deals 1d6 extra fire and necrotic damage, and if both of the roll results hit, the attack instead deals 2d6 extra fire and necrotic damage. If both roll results miss, you can choose to immediately take damage equal to 10 - your Constitution modifier to regain the use of curse of the nine hells. This damage cannot be reduced or redirected in any way.
    7th Level: 1d8 extra fire and necrotic damage if one roll result hits, 2d8 extra fire and necrotic damage if both roll results hit.
    17th Level: 2d8 extra fire and necrotic damage if one roll result hits, 3d8 extra fire and necrotic damage if both roll results hit.
    27th Level: 3d8 extra fire and necrotic damage if one roll result hits, 5d8 extra fire and necrotic damage if both roll results hit.

    Level 1: Thaumaturge Cantrip (Infernal)
    Benefit: You gain the diabolic bargain power.

    Diabolic Bargain (Warlock Utility)
    If you have a problem, a devil somewhere probably has a solution.
    Encounter ✦ Arcane
    Free Action (Personal)
    Trigger: You make a skill check and dislike the result.
    Effect: You lose a healing surge, but regain no hit points. Instead, reroll the triggering skill check with a bonus equal to your Charisma modifier.

    Level 9: Summon Warlock's Ally (Infernal)
    Benefit: You can use summon warlock's ally to summon a spined devil lackey(Heroes of the Forgotten Realms) or a succubus flame lasher.

    Succubus Flame Lasher
    Spoiler
    Show
    Medium immortal humanoid (devil)

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the succubus if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 6, fly 6 (clumsy)

    {table]
    Alluring Presence ✦ Aura 2
    • Enemies in the aura take a -2 penalty to attack rolls against you and the succubus.


    Instinctive Action
    • Effect: If you haven't given the succubus any commands by the end of your turn, it uses its melee attack against an adjacent enemy if possible. Otherwise, it uses its ranged attack against an enemy within 5 squares of it if possible. If it cannot make either of these attacks, it moves its speed and must end this movement closer to you.


    Standard Action (fire) ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 4 vs. Reflex
    • Hit: 1d8 + your Charisma modifier fire damage. If the target is dominated, you gain temporary hit points equal to your Constitution modifier.


    Standard Action (charm) ✦ At-Will
    • Attack: Ranged 5 (one creature) your level + 4 vs. Will
    • Hit: The target is dominated by you until the end of your next turn. Once a creature has been dominated by the succubus, it can't be dominated again this encounter.


    Minor Action ✦ At-Will (1/round)
    • Effect: The succubus either walks, shifts, runs, flies, stands up, squeezes, or crawls.

    [/table]


    STAR PACT
    The stars above may yet hold many secrets... though only those most skilled at interpreting their messages may comprehend them. You are one such individual, but you did not come by this power via conventional means--you have bargained with a powerful entity that dwells within the Far Realms. You have seen the end of all things, now will you fight to overcome this fate, or become a herald of the apocalypse?

    Level 1: Warlock's Familiar (Star)
    This strange creature appears as little more than a winged, flesh-colored sphere with a single eye in the center, which constantly shifts focus. It cast its eye on you on the first night after you completed your pact, and you have since learned to harnass its strange powers for your own uses.
    Benefit: You gain the following benefits as long as your familiar is present and in passive mode.
    • You gain a +2 bonus to Arcana and History checks.
    • You gain a +2 bonus to saving throws against Charm and Fear effects.
    • You have resist 5 psychic. If you already have resist psychic, increase your resistance by 2.

    When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.

    Floating Eye (Heroic Tier)
    Spoiler
    Show
    Tiny aberrant magical beast

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the eye if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 0, fly 6 (hover)

    {table]
    Planar Pact ✦ Aura 3
    • While in the aura, you and your allies gain a +1 bonus to saving throws, a +3 bonus to Arcana and History checks, and gain resist 5 psychic (if you or an ally already has resist psychic, increase the resistance by 2).


    Instinctive Action
    • Effect: If you haven't given the eye any commands by the end of your turn, it attacks an adjacent enemy with its melee attack. If it can't do that, it attacks an enemy you attacked on your turn with its ranged attack. Otherwise, it uses its move action and must end this movement closer to you.


    Standard Action (radiant) ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 4 vs. Reflex
    • Hit: 5 radiant damage.
    • Effect: The eye teleports into a square adjacent to you but not adjacent to any enemies, and takes half damage from all attacks until the start of your next turn.


    Standard Action (psychic) ✦ At-Will
    • Attack: Ranged 10 (one creature) your level + 4 vs. Will
    • Hit: Your Intelligence modifier psychic damage, and the target can't charge or take opportunity actions until the end of your next turn.


    Move Action ✦ At-Will (1/round)
    • Effect: The eye shifts 2 squares and shifts out of phase until it attacks. While out of phase, the eye takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The eye cannot take damage from any source other than a melee or ranged attack while out of phase.


    Minor Action ✦ At-Will (1/round)
    • Effect: The eye either walks, shifts, runs, flies, stands up, squeezes, or crawls.


    Opportunity Action (force) ✦ At-Will
    • Trigger: An enemy ends its turn adjacent to you.
    • Attack: Close burst 5 (the triggering enemy) your level + 4 vs. Fortitude
    • Hit: 5 force damage, and the target falls prone.

    [/table]


    Level 1: Pact Boon (Star)
    Benefit: You gain the dire reading power.

    Dire Reading (Warlock Utility)
    When your enemy falls, you grasp just a bit more of the fate of all things.
    At-Will (Special) ✦ Arcane
    Free Action (Personal)
    Trigger: An enemy under the effect of your warlock's curse drops to 0 hit points.
    Effect: You gain a bonus to the next attack roll you make before the end of your next turn equal to one-half your Intelligence modifier.
    Special: You can use this power only once per round.

    Level 1: Pact Curse (Star)
    Benefit: You gain the curse of the far realm power.

    Curse of the Far Realm (Warlock Attack 1)
    Strange, unnatural whispers echo in your foe's mind, and radiant energy sears its flesh when it strikes out in horror.
    Encounter ✦ Arcane, Psychic, Radiant
    Minor Action (Close burst 20)
    Target: One enemy in the burst you can see
    Effect: You place your Warlock's Curse on the target. The next time this turn you hit an enemy under the effect of your Warlock's Curse with an attack, the attack deals 1d8 extra psychic damage. The first time an enemy under the effect of your Warlock's Curse attacks you or one of your allies before the start of your next turn, it takes radiant damage equal to your Intelligence modifier.
    7th Level: 1d10 extra psychic damage on a hit, 3 + your Intelligence modifier radiant damage if a cursed enemy attacks.
    17th Level: 2d10 extra psychic damage on a hit, 6 + your Intelligence modifier radiant damage if a cursed enemy attacks.
    27th Level: 3d10 extra psychic damage on a hit, 9 + your Intelligence modifier radiant damage if a cursed enemy attacks.

    Level 1: Thaumaturge Cantrip (Star)
    Benefit: You gain the far realm knowledge power.

    Far Realm Knowledge (Warlock Utility)
    You pull the answers you seek from the stars.
    Encounter ✦ Arcane
    Minor Action (Personal)
    Effect: You gain a power bonus equal to your Charisma modifier to the next Arcana, History, or Religion check you make during this turn.

    Level 9: Summon Warlock's Ally (Star)
    Benefit: You can use summon warlock's ally to summon a thought phantom (Dragon #393) or a radiant star spawn.

  2. - Top - End - #2
    Barbarian in the Playground
     
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    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    Radiant Star Spawn
    Spoiler
    Show
    Medium elemental magical beast (fire, radiant)

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the star spawn if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 0, fly 6 (hover)

    {table]
    Brilliant Presence ✦ Aura 2
    • While in the aura, you and your allies have concealment.


    Instinctive Action
    • Effect: If you haven't given the star spawn any commands by the end of your turn, it uses its melee attack against an adjacent enemy if possible. Otherwise, it uses its ranged attack against an enemy within 5 squares of it if possible. If it cannot make either of these attacks, it moves its speed and must end this movement closer to you.


    Standard Action (fire, radiant) ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 4 vs. Reflex
    • Hit: 1d6 + your Charisma modifier radiant damage, and each enemy adjacent to the star spawn takes 5 fire damage.


    Standard Action (radiant) ✦ At-Will
    • Attack: Ranged 5 (one creature) your level + 4 vs. Fortitude
    • Hit: Your Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.


    Minor Action ✦ At-Will (1/round)
    • Effect: The star spawn either walks, shifts, runs, flies, stands up, squeezes, or crawls.

    [/table]


    PARAGON THAUMATURGE
    The darkness surrounds you, but you do not let it consume you. Your pact continues to feed you power, and you have become increasingly more capable of manifesting this power.

    PARAGON PATH: DARK THAUMATURGE
    Benefit: You can choose any paragon path available to you, and one specifically designed for the thaumaturge is the Dark Thaumaturge.
    Prerequisites: You must be a thaumaturge to take the Dark Thaumaturge paragon path.

    ELEMENTALIST PARAGON TIER
    {table=head]
    Total XP
    |
    Level
    |
    Feats Known
    |
    Class Features and Powers

    26,000
    |
    11
    |
    +1
    |
    • Ability score increase
    • Thaumturge's action [dark thaumaturge]
    • Dark summoning [dark thaumaturge]
    • Greater pact curse [dark thaumaturge]


    32,000
    |
    12
    |
    +1
    |
    • Pact sacrifice [dark thaumaturge]


    39,000
    |
    13
    |
    -
    |
    • Greater invocation


    47,000
    |
    14
    |
    +1
    |
    • Ability score increase


    57,000
    |
    15
    |
    -
    |
    • Improved summon warlock's ally


    69,000
    |
    16
    |
    +1
    |
    • Pact reward [dark thaumaturge]
    • Utility power


    83,000
    |
    17
    |
    -
    |
    • Greater invocation


    99,000
    |
    18
    |
    +1
    |
    • Ability score increase
    • Blast shape invocation


    119,000
    |
    19
    |
    -
    |
    • Improved warlock's familiar


    143,000
    |
    20
    |
    +1
    |
    • Pact doom [dark thaumaturge]
    [/table]

    Level 11: Ability Score Increase
    Benefit: Each of your ability scores increases by 1.

    Level 11: Thaumaturge's Action
    Dark thaumaturge paragon path feature
    Benefit: You gain a paragon path feature associated with your pact.

    Level 11: Dark Summoning
    Dark thaumaturge paragon path feature
    Benefit: You gain a paragon path feature associated with your pact.

    Level 11: Greater Pact Curse
    Dark thaumaturge paragon path feature
    Benefit: You gain a paragon path power associated with your pact.

    Level 12: Pact Sacrifice
    Dark thaumaturge paragon path feature
    Benefit: You gain a paragon path power associated with your pact.

    Level 13: Greater Invocation
    Benefit: You gain one of the following powers of your choice. This power replaces one of the powers you selected as a lesser invocation.

    Bewitching Blast (Warlock Attack 13)
    A fey enchantment is the perfect weapon to augment your already-potent eldritch blast.
    Encounter ✦ Arcane, Charm, Essence Invocation, Psychic
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the psychic keyword, and all damage dealt by the attack is psychic damage. If the attack hits, the target takes 2d8 + your Dexterity modifier extra psychic damage, and it is dominated until the end of your next turn. If the attack misses, target takes psychic damage equal to your Dexterity modifier and is dazed until the end of your next turn.

    Eldritch Burst (Warlock Attack 13)
    When you strike a foe a distance away with your blast, it explodes violently in a burst of power.
    Encounter ✦ Arcane, Shape Invocation
    No Action (Personal)
    Requirement: You must have the eldritch blast power.
    Effect: The next time you use eldritch blast this turn, the range on the power is area burst 1 within 10 squares instead of its normal range, and the power targets each creature in the burst. Essence invocations apply to all targets.

    Noxious Blast (Warlock Attack 13)
    This blast of eldritch energy infects the target with a pit fiend's vile poison.
    Encounter ✦ Arcane, Essence Invocation, Poison
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the poison keyword, and all damage dealt by the attack is poison damage. If the attack hits, the target takes ongoing poison damage equal to your Charisma modifier + your Constitution modifier (save ends), and it is weakened until the end of your next turn. If the attack misses, target takes ongoing damage equal to your Constitution modifier (save ends). Both of the ongoing damage effects weaken the target until the end of its next turn as an aftereffect.

    Repelling Blast (Warlock Attack 13)
    When your foe attempts to approach, an unseen force drives it back.
    Encounter ✦ Arcane, Essence Invocation, Force
    Standard Action (Varies)
    Effect: You use your eldritch blast. The power gains the force keyword, and all damage dealt by the attack is force damage. If the attack hits, the target takes 2d10 extra force damage. Until the end of your next turn, whenever the target ends its movement, you can push the target a number of squares equal to your Intelligence modifier and knock it prone.

    Level 14: Ability Score Increase
    Benefit: Your increase two ability scores of your choice by 1.

    Level 15: Improved Summon Warlock's Ally
    Benefit: You can now summon a more powerful creature using summon warlock's ally. See your pact entry for the game statistics of the new creature you can summon.

    Level 16: Pact Reward
    Dark thaumaturge paragon path feature
    Benefit: You gain a paragon path feature associated with your pact.

    Level 16: Utility Power
    Benefit: You gain a warlock utility power of your choice.

    Level 17: Greater Invocation
    Benefit: You gain one of the following powers of your choice. You may also select from the level 13 greater invocations. This power replaces one of the powers you selected as a lesser invocation.

    Deathchill Blast (Warlock Attack 17)
    You teleport your enemy somewhere isolated, leaving it confused and hindered.
    Encounter ✦ Arcane, Charm, Essence Invocation, Psychic
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold and necrotic keywords, and all damage dealt by the attack is cold and necrotic damage. If the attack hits, the target takes 2d8 + your Dexterity modifier extra cold and necrotic damage and is restrained until the end of your next turn. If the attack misses, the target takes cold and necrotic damage equal to your Dexterity modifier and is immobilized until the end of your next turn.

    Eldritch Doom (Warlock Attack 17)
    None of your enemies can escape your wrath.
    Encounter ✦ Arcane, Shape Invocation
    No Action (Personal)
    Requirement: You must have the eldritch blast power.
    Effect: The next time you use eldritch blast this turn, the range on the power is close burst 10 instead of its normal range, and the power targets each enemy in the burst. Essence invocations apply to all targets.

    Fellflame Blast (Warlock Attack 17)
    Dull flames empower your eldritch blast and scorch your foe, leaving it immolated in shadowy fire.
    Encounter ✦ Arcane, Essence Invocation, Fire, Necrotic
    Standard Action (Varies)
    Effect: You use your eldritch blast. The power gains the fire and necrotic keywords, and all damage dealt by the attack is fire and necrotic damage. If the attack hits, the target takes 2d10 extra fire and necrotic damage, and ongoing 10 fire and necrotic damage (save ends). If the attack misses, the target takes ongoing 10 fire and necrotic damage (save ends). Whenever an enemy takes ongoing fire and necrotic damage from this effect, enemies other than the one that took ongoing fire and necrotic damage that are adjacent to it take fire and necrotic damage equal to your Constitution modifier.

    Vitriolic Blast (Warlock Attack 17)
    Some wonder just where in the heck those gelatinous cubes come from. You know.
    Encounter ✦ Acid, Arcane, Essence Invocation
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the acid keyword, and all damage dealt by the attack is acid damage. If the attack hits, the target takes 2d6 extra acid damage and ongoing acid damage equal to 5 + your Intelligence modifier (save ends), and the target gains vulnerable 5 to all damage until the end of your next turn. If the attack misses, the target takes acid damage equal to your Intelligence modifier and gains vulnerable 5 to all damage until the end of your next turn.

    Level 18: Ability Score Increase
    Benefit: Your increase two ability scores of your choice by 1.

    Level 18: Blast Shape Invocation
    Benefit: Choose one of the level 3 or level 7 shape invocations. You gain that power as an at-will power (rather than an encounter power).

    Level 19: Improved Warlock's Familiar
    Benefit: Your familiar grants you greater benefits, and takes on an even more powerful form when you use manifest familiar. See your pact entry for the game statistics of your familiar's new form.

    Level 20: Pact Doom
    Dark thaumaturge paragon path feature
    Benefit: You gain a paragon path power associated with your pact.

    FEY PACT

    Level 11: Thaumaturge's Action (Fey)
    Dark thaumaturge paragon path feature
    Benefit: Whenever you spend an action point to take an extra action, you can use a free action to teleport a number of squares equal to your Dexterity modifier. If your familiar is in active mode, you can also teleport it a number of squares equal to your Dexterity modifier. In addition, when you spend an action point, you turn invisible at the end of your turn, and remain invisible until you attack or until the start of your next turn.

    Level 11: Dark Summoning (Fey)
    Dark thaumaturge paragon path feature
    Benefit: Your familiar and your summoned creatures gain a bonus to damage rolls. The bonus equals 5 + your Dexterity modiifer. The damage bonus increases to 10 + your Dexterity modifier at the 21st level.

    Level 11: Greater Pact Curse (Fey)
    Dark thaumaturge paragon path feature
    Benefit: You gain the fey lord's curse power.

    Fey Lord's Curse (Warlock Attack 11)
    With this enchanting curse, you leave your enemy completely open to further attack and unable to properly respond to threats.
    Encounter ✦ Arcane, Charm, Cold, Psychic
    Minor Action (Close burst 20)
    Target: One enemy in the burst you can see
    Effect: You place your Warlock's Curse on the target. The next time this turn you hit an enemy under the effect of your Warlock's Curse with an attack, the attack deals extra cold and psychic damage equal to your Dexterity modifier, and the enemy grants combat advantage and can't take opportunity actions until the end of your next turn.

    Level 12: Pact Sacrifice (Fey)
    Dark thaumaturge paragon path feature
    Benefit: You gain the fey sacrifice power.

    Fey Sacrifice (Warlock Utility 12)
    Though the servies of your minion are no longer required, you still have use for their power.
    Daily ✦ Arcane, Teleportation
    Minor Action (Personal)
    Requirement: You must have the summon warlock's ally power, and it must be expended.
    Effect: You lose one healing surge. If you do, you regain the use of summon warlock's ally at the end of your next short rest. In addition, if a creature you summoned with summon warlock's ally is present and within 10 squares of you, that creatuer immediately drops to 0 hit points, but you do not lose a healing surge or take damage equal to your surge value. Instead, you gain the following benefits until the end of the encounter:
    • You gain a power bonus to damage rolls equal to 5 + your Dexterity modifier.
    • You gain a +2 bonus to speed, AC, and Reflex.
    • Whenever an enemy enters a square adjacent to you, you can use an opportunity action to teleport 1 square.


    Level 15: Improved Summon Warlock's Ally (Fey)
    Benefit: You can use summon warlock's ally to summon a frostblight displacer beast.

    Frostblight Displacer Beast
    Spoiler
    Show
    Large fey magical beast (cold)

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the displacer beast if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 8 (ice walk)

    {table=head]TRAITS

    Displacement
    • When a melee or ranged attack hits the displacer beast, if the creature that made the attack rolled an odd number on the attack roll, the attack instead misses the displacer beast. If the creature that made the attack rolled an even number on the attack roll, the attack hits as normal, and the displacer beast loses this trait until the start of its next turn.


    Instinctive Action
    • If you haven't given the displacer beast any commands by the end of your turn, it uses tentacle fury against two enemies within 2 squares of it. If it can't do that, it uses tentacle fury against an enemy within 2 squares of it. Otherwise, it moves its speed and ends this movement adjacent to an enemy.
    [/table]

    {table=head]STANDARD ACTIONS

    Tentacle (cold) ✦ At-Will
    • Attack: Melee 2 (one creature) your level + 6 vs. AC
    • Hit: 1d10 + your Charisma modifier cold damage, and the target is slowed until the end of your next turn.


    Tentacle Fury (cold) ✦ At-Will
    • Attack: Melee 2 (one or two creatures) your level + 6 vs. AC. If you target only one creature, the displacer beast can make this attack twice against that creature.
    • Hit: 1d6 + your Charisma modifier cold damage, and the displacer beast pushes the target 1 square. If you hit the same creature twice with this attack, it is immobilized until the end of your next turn.
    [/table]

    {table=head]TRIGGERED ACTIONS

    Opportunity Attack ✦ At-Will
    • Trigger: An enemy within 2 squares of the displacer beast either makes a ranged or area attack, or willingly leaves a square within 2 squares of the displacer beast without shifting.
    • Target: The triggering enemy
    • Effect (Opportunity Action): The displacer beast uses tentacle against the target.
    [/table]


    Level 16: Pact Reward (Fey)
    Dark thaumaturge paragon path feature
    Benefit: Once per round, whenever you teleport or force an enemy to move via a push, pull, slide, or teleport, you can use a free action to deal damage equal to 1d10 + your Dexterity modifier to the enemy you forced to move. If you use this free action when you teleport, instead deal the 1d10 + your Dexterity modifier damage to the enemy nearest to you under the effect of your Warlock's Curse.

    Level 19: Improved Warlock's Familiar (Fey)
    Benefit: You gain the following benefits as long as your familiar is present and in passive mode. These benefits replace the benefits it granted from the 1st level onwards.
    • When you move, you can ignore up to 3 squares of difficult terrain.
    • You gain a +3 bonus to Stealth checks.
    • You have resist 10 cold. If you already have resist cold, increase your resistance by 5.

    When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.

    Gloom Sprite (Paragon Tier)
    Spoiler
    Show
    Small Fey Humanoid

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the sprite if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 5, fly 7 (hover)

    {table=head]TRAITS

    Wild Pact ✦ Aura 3
    • While in the aura, you and your allies ignore difficult terrain, gain a +4 bonus to Stealth checks, and gain resist 10 cold (if you or an ally already has resist cold, increase the resistance by 5).


    Instinctive Action
    • If you haven't given the sprite any commands by the end of your turn, it uses foxfire against an adjacent enemy, moving as close to you as possible. If it can't do that, it uses frostbolt against an enemy you attacked on your turn. Otherwise, it uses phase shift.
    [/table]

    {table=head]STANDARD ACTIONS

    Foxfire (psychic) ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 4 vs. Will
    • Hit: 10 psychic damage.
    • Effect: The sprite flies its speed and must end this movement adjacent to no enemies. This movement doesn't provoke opportunity attacks.


    Frostbolt (cold) ✦ At-Will
    • Attack: Ranged 10 (one creature) your level + 4 vs. Fortitude
    • Hit: 5 + your Dexterity modifier cold damage, and you slide the target 2 squares.
    [/table]

    {table=head]MOVE ACTIONS

    Phase Shift ✦ At-Will
    • Effect: The sprite shifts 2 squares and moves out of phase until it attacks or until the start of your next turn. While out of phase, the sprite takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The sprite cannot take damage from any source other than a melee or ranged attack while out of phase.
    [/table]

    {table=head]TRIGGERED ACTIONS

    Distract Foe (charm) ✦ At-Will
    • Trigger: An enemy ends its movement adjacent to you.
    • Attack (Opportunity Action): Close burst 10 (the triggering enemy) your level + 4 vs. Will
    • Hit: The target can't take opportunity actions until the start of its next turn.
    [/table]


    Level 20: Pact Doom (Fey)
    Benefit: You gain the frostblight doom power.

    Frostblight Doom (Warlock Attack 20)
    A deathly chill reminds your accursed foes of their fate.
    Daily ✦ Arcane, Cold, Implement, Necrotic
    Standard Action (Close burst 20)
    Target: Each enemy in the burst under the effect of your Warlock's Curse
    Attack: Charisma vs. Fortitude
    Hit: 3d10 + your Charisma modifier cold damage, and the target takes ongoing 10 necrotic damage and is immobilized (save ends both).
    Miss: Half cold damage, and the target takes ongoing 5 necrotic damage and is slowed (save ends both).
    Effect: Whenever an enemy takes ongoing damage from this power, you can use a free action to slide that enemy a number of squares equal to your Dexterity modifier.

    INFERNAL PACT

    Level 11: Thaumaturge's Action (Infernal)
    Dark thaumaturge paragon path feature
    Benefit: Whenever you spend an action point to take an extra action, the next enemy you hit or miss with an attack before the end of your turn takes fire damage equal to 5 + your Constitution modifier.

    Level 11: Dark Summoning (Infernal)
    Dark thaumaturge paragon path feature
    Benefit: Your familiar and your summoned creatures gain a bonus to damage rolls. The bonus equals 5 + your Constitution modiifer. The damage bonus increases to 10 + your Constitution modifier at the 21st level.

    Level 11: Greater Pact Curse (Infernal)
    Dark thaumaturge paragon path feature
    Benefit: You gain the asmodeus's curse power.

    Asmodeus's Curse (Warlock Attack 11)
    This burning curse sears each foe you have damned when you strike with it.
    Encounter ✦ Arcane, Fire, Necrotic
    Minor Action (Close burst 20)
    Target: One enemy in the burst you can see
    Effect: You place your Warlock's Curse on the target. The next time this turn you hit an enemy under the effect of your Warlock's Curse with an attack, each enemy under the effect of your Warlock's Curse takes fire and necrotic damage equal to 1d8 + your Constitution modifier.

    Level 12: Pact Sacrifice (Infernal)
    Dark thaumaturge paragon path feature
    Benefit: You gain the infernal sacrifice power.

    Infernal Sacrifice (Warlock Utility 12)
    Devils are merely a means to an end, and sometimes a devil's end is necessary for your means.
    Daily ✦ Arcane, Fire
    Minor Action (Personal)
    Requirement: You must have the summon warlock's ally power, and it must be expended.
    Effect: You lose one healing surge. If you do, you regain the use of summon warlock's ally at the end of your next short rest. In addition, if a creature you summoned with summon warlock's ally is present and within 10 squares of you, that creatuer immediately drops to 0 hit points, but you do not lose a healing surge or take damage equal to your surge value. Instead, you gain the following benefits until the end of the encounter:
    • You gain a power bonus to damage rolls equal to 5 + your Constitution modifier.
    • You can use a move action to fly your speed. At the end of this movement, you float to the ground without taking falling damage.
    • Whenever an enemy enters a square adjacent to you, you can use an opportunity action to deal 2d10 fire damage to that enemy.


    Level 15: Improved Summon Warlock's Ally (Fey)
    Benefit: You can use summon warlock's ally to summon a legion devil blazeguard.

    Legion Devil Blazeguard
    Spoiler
    Show
    Medium immortal humanoid (devil, fire)

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the devil if an effect allows it to spend one
    Defenses your defenses + 2, not including any temporary bonuses or penalties
    Speed 6

    {table=head]TRAITS

    Defender Aura ✦ Aura 1
    • Any enemy in the aura take a -2 penalty to attack rolls when it makes an attack that doesn't include the devil as a target. Marked enemies are not subject to this aura.


    Instinctive Action
    • If you haven't given the devil any commands by the end of your turn, it uses fiery greatsword against an adjacent enemy. If it can't do that, it uses blazing legion charge against the nearest enemy it can see. Otherwise, it moves its speed and ends its movement as close to an enemy as possible.
    [/table]

    {table=head]STANDARD ACTIONS

    Blazing Legion Charge (fire) ✦ At-Will
    • Target: One creature the legion devil can see
    • Effect: The devil moves its speed + 2, and must end this movement in the nearest square adjacent to the target. The devil then uses fiery greatsword against the target. If the devil moved at least 2 squares as part of this movement, it gains a +1 bonus to the attack roll of this use of fiery greatsword.


    Fiery Greatsword (fire) ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 6 vs. AC
    • Hit: 1d10 + Charisma modifier fire damage, plus extra fire damage equal to 5 + your Constitution modifier if the target is taking ongoing fire damage.
    • Special: The devil can make use this attack as an opportunity attack.
    [/table]

    {table=head]TRIGGERED ACTIONS

    Diabolic Retribution ✦ At-Will
    • Trigger: An enemy under the effect of the devil's defender aura shifts or makes an attack that doesn't include the legion devil as a target.
    • Attack (Opportunity Action): Melee 1 (the triggering enemy) your level + 4 vs. Reflex
    • Hit: Ongoing fire damage equal to your Charisma modifier + your Constitution modifier (save ends). If the target was already taking ongoing fire damage, increase the ongoing fire damage by an amount equal to your Constitution modifier, and the target takes a -2 penalty to the next saving throw it makes against ongoing damage.
    [/table]


    Level 16: Pact Reward (Infernal)
    Dark thaumaturge paragon path feature
    Benefit: Once per round, whenever you deal damage with your Warlock's Curse, if you have temporary hit points, you can choose to lose any amount of temporary hit points up to 5 + your Constitution modifier. If you do, your Warlock's Curse deals that much extra damage for this trigger of it. If the triggering attack bloodies the enemy, you gain 1d10 + your Constitution modifier temporary hit points.

    Level 19: Improved Warlock's Familiar (Infernal)
    Benefit: You gain the following benefits as long as your familiar is present and in passive mode. These benefits replace the benefits it granted from the 1st level onwards.
    • Your healing surge value increases by 2.
    • You can read, understand, and speak Abyssal.
    • You have resist 10 fire. If you already have resist fire, increase your resistance by 5.

    When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.

    Witchfire Imp (Paragon Tier)
    Spoiler
    Show
    Small immortal humanoid (devil)

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the imp if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 6, fly 6 (hover)

    {table=head]TRAITS

    Blood Pact ✦ Aura 3
    • While in the aura, you and your allies increase your, his, or her healing surge value by 2, and gain resist 10 fire (if you or an ally already has fire resistance of 10 or greater, increase that resistance by 5).


    Instinctive Action
    • If you haven't given the imp any commands by the end of your turn, it uses claw against an adjacent enemy, moving as close to you as possible. If it can't do that, it uses flamebolt against an enemy you attacked on your turn. Otherwise, it uses phase shift.
    [/table]

    {table=head]STANDARD ACTIONS

    Claw ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 6 vs. AC
    • Hit: 10 damage.
    • Effect: The imp teleports 2 squares. As long as it ends this movement adjacent to no enemies, it turns invisible until the start of your next turn or until it attacks.


    Flamebolt (fire) ✦ At-Will
    • Attack: Ranged 10 (one creature) your level + 4 vs. Reflex
    • Hit: 5 + your Constitution modifier fire damage, and an enemy adjacent to the target takes 5 fire damage.
    [/table]

    {table=head]MOVE ACTIONS

    Phase Shift ✦ At-Will
    • Effect: The imp shifts 2 squares and moves out of phase until it attacks or until the start of your next turn. While out of phase, the imp takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The imp cannot take damage from any source other than a melee or ranged attack while out of phase.
    [/table]

    {table=head]TRIGGERED ACTIONS

    Life Sap (charm) ✦ At-Will
    • Trigger: An enemy ends its movement adjacent to you.
    • Attack (Opportunity Action): Close burst 10 (the triggering enemy) your level + 4 vs. Fortitude
    • Hit: 1d10 + 5 necrotic damage, and you gain 10 temporary hit points.
    [/table]


    Level 20: Pact Doom (Infernal)
    Benefit: You gain the shadow doom blaze power.

    Shadow Doom Blaze (Warlock Attack 20)
    All that awaits the victims of your curse is a void of blazing doom.
    Daily ✦ Arcane, Fire, Implement, Necrotic
    Standard Action (Close burst 20)
    Target: Each enemy in the burst under the effect of your Warlock's Curse
    Attack: Charisma vs. Reflex
    Hit: 3d12 + your Charisma modifier fire damage
    Miss: Half damage.
    Effect: Until the end of the encounter, at the start of your turn, you can use a free action to deal 1d10 + your Constitution modifier necrotic damage to the enemy nearest to you under the effect of your Warlock's Curse.

    STAR PACT

    Level 11: Thaumaturge's Action (Star)
    Dark thaumaturge paragon path feature
    Benefit: Whenever you spend an action point to take an extra action, if you use that extra action to make an attack, you gain a bonus to the first attack roll you make as part of that power equal to 1 + one-half your Intelligence modifier.

    Level 11: Dark Summoning (Star)
    Dark thaumaturge paragon path feature
    Benefit: Your familiar and your summoned creatures gain a bonus to damage rolls. The bonus equals 5 + your Intelligence modiifer. The damage bonus increases to 10 + your Intelligence modifier at the 21st level.

    Level 11: Greater Pact Curse (Star)
    Dark thaumaturge paragon path feature
    Benefit: You gain the ageless one's curse power.

    Ageless One's Curse (Warlock Attack 11)
    Light pours from your accursed enemy's eyes and it reels as radiant energy sears its mind.
    Encounter ✦ Arcane, Psychic, Radiant
    Minor Action (Close burst 20)
    Target: One enemy in the burst you can see
    Effect: You place your Warlock's Curse on the target. The next time this turn you hit an enemy under the effect of your Warlock's Curse with an attack, the enemy you hit takes 2d8 extra pshycic and radiant damage, and takes a penalty to all defenses equal to your Intelligence modifier until an attack hits it or until the end of your next turn.

    Level 12: Pact Sacrifice (Star)
    Dark thaumaturge paragon path feature
    Benefit: You gain the star sacrifice power.

    Star Sacrifice (Warlock Utility 12)
    You can embody the same emotionlessness that your benefactors do, as you cast aside the life of your minion and steal its power.
    Daily ✦ Arcane, Radiant
    Minor Action (Personal)
    Requirement: You must have the summon warlock's ally power, and it must be expended.
    Effect: You lose one healing surge. If you do, you regain the use of summon warlock's ally at the end of your next short rest. In addition, if a creature you summoned with summon warlock's ally is present and within 10 squares of you, that creatuer immediately drops to 0 hit points, but you do not lose a healing surge or take damage equal to your surge value. Instead, you gain the following benefits until the end of the encounter:
    • You gain a power bonus to damage rolls equal to 5 + your Intelligence modifier.
    • You have concealment against nonadjacent enemies.
    • Whenever an enemy leaves a square within 2 squares of you, you can use an opportunity action to force that enemy to either stop moving (requiring it to take another action to resume moving) or take 3d10 radiant damage.


    Level 15: Improved Summon Warlock's Ally (Star)
    Benefit: You can use summon warlock's ally to summon a nightmare eye stalk.

    Nightmare Eye Stalk
    Spoiler
    Show
    Medium aberrant magical beast

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the eye stalk if an effect allows it to spend one
    Defenses your defenses - 2, not including any temporary bonuses or penalties
    Speed 0; teleport 5

    {table=head]TRAITS

    Invisbility
    • The eye stalk is invisible to all enemies. When it attacks an enemy, the enemy it attacks can see the eye stalk until the start of the eye stalk's next turn. Enemies can enter and pass through the eye stalk's square, but if it tries to end its turn in the eye stalk's square, you slide the target into the nearest unoccupied space.


    Instinctive Action
    • If you haven't given the eye stalk any commands by the end of your turn, it uses mind flay against the same enemy it attacked last turn. If it can't do that, it uses mind flay against an enemy within 5 squares. Otherwise, it teleports to a square closer to you.
    [/table]

    {table=head]STANDARD ACTIONS

    Mind Flay (psychic) ✦ At-Will
    • Attack: Close burst 5 (one creature in burst) your level + 4 vs. Will
    • Hit: 1d8 + your Charisma modifier psychic damage, and the eye stalk pulls the target 3 squares. If the target moves more than 2 squares on its next turn, it takes 1d10 + your Intelligence modifier psychic damage.
    [/table]

    {table=head]TRIGGERED ACTIONS

    Psychic Resonance ✦ At-Will
    • Trigger: An enemy hits or misses the eye stalk with a melee or ranged attack
    • Attack (Opportunity Action): Close burst 3 (enemies in burst) your level + 4 vs. Will
    • Hit: The target is dazed until the end of your next turn.
    [/table]


    Level 16: Pact Reward (Star)
    Dark thaumaturge paragon path feature
    Benefit: Once per round, whenever an enemy under the effect of your Warlock's Curse ends its turn, if it hit with no attacks on its turn, you can use a free action to deal 1d10 + your Intelligence modifier damage to the enemy.

    Level 19: Improved Warlock's Familiar (Star)
    Benefit: You gain the following benefits as long as your familiar is present and in passive mode. These benefits replace the benefits it granted from the 1st level onwards.
    • You gain a +3 bonus to Arcana and History checks.
    • You gain a +5 bonus to saving throws against Charm and Fear effects.
    • You have resist 10 psychic. If you already have resist psychic, increase your resistance by 5.

    When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.

    Floating Eye (Paragon Tier)
    Spoiler
    Show
    Small aberrant magical beast

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the eye if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 2 (clumsy), fly 8 (hover), teleport 4

    {table=head]TRAITS

    Planar Pact ✦ Aura 3
    • While in the aura, you and your allies gain a +2 bonus to saving throws, a +4 bonus to Arcana and History checks, and gain resist 10 psychic (if you or an ally already has resist psychic, increase the resistance by 5).


    Instinctive Action
    • If you haven't given the sprite any commands by the end of your turn, it uses eye beam against an adjacent enemy. If it can't do that, it uses mind blast against an enemy you attacked on your turn. Otherwise, it uses phase shift.
    [/table]

    {table=head]STANDARD ACTIONS

    Eye Beam (radiant) ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 4 vs. Reflex
    • Hit: 10 radiant damage.
    • Effect: The eye teleports into a square adjacent to you but not adjacent to any enemies, and takes half damage from all attacks until the start of your next turn.


    Mind Blast (psychic) ✦ At-Will
    • Attack: Ranged 10 (one creature) your level + 4 vs. Will
    • Hit: 5 + your Intelligence modifier psychic damage, and the target can't charge or take opportunity actions until the end of your next turn.
    [/table]

    {table=head]MOVE ACTIONS

    Phase Shift ✦ At-Will
    • Effect: The eye shifts 2 squares and moves out of phase until it attacks or until the start of your next turn. While out of phase, the eye takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The eye cannot take damage from any source other than a melee or ranged attack while out of phase.
    [/table]

    {table=head]TRIGGERED ACTIONS

    Eye Shock (force) ✦ At-Will
    • Trigger: An enemy ends its movement adjacent to you.
    • Attack (Opportunity Action): Close burst 10 (the triggering enemy) your level + 4 vs. Fortitude
    • Hit: 1d8 + 5 force damage, and the target falls prone.
    [/table]


    Level 20: Pact Doom (Star)
    Benefit: You gain the elder star's doom power.

    Elder Star's Doom (Warlock Attack 20)
    Even the stars will one day fade from the skies.
    Daily ✦ Arcane, Implement, Necrotic, Radiant
    Standard Action (Close burst 20)
    Target: Each enemy in the burst under the effect of your Warlock's Curse
    Attack: Charisma vs. Will
    Hit: 3d10 + your Charisma modifier necrotic damage, and the target is dazed (save ends).
    Miss: Half damage, and the target is dazed until the end of your next turn.
    Effect: Until the end of the encounter, whenever an enemy under the effect of your Warlock's Curse makes an attack, you can use a free action once per turn to deal radiant damage to the enemy equal to 1d8 + your Intelligence modifier.

  3. - Top - End - #3
    Barbarian in the Playground
     
    Nu's Avatar

    Join Date
    Oct 2006
    Location
    Beyond the flow of time

    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    EPIC THAUMTAURGE
    You have followed the shadowy road before you to its natural conclusion. Is what awaits you a conquest of the forces that seek to bind you, or a fate worse than death in eternal service of your dark master? Whatever your future holds, you have mastered some of the mightiest arcane powers imaginable. They are at your disposal.
    When your thaumaturge reaches the 21st level, you can select an epic destiny that you qualify for. This epic destiny represents the grand finale of your adventuring career. Like your paragon path, it grants a set of related features and powers.

    THAUMATURGE EPIC TIER
    {table=head]
    Total XP
    |
    Level
    |
    Feats Known
    |
    Class Features and Powers

    175,000
    |
    21
    |
    +1
    |
    • Ability score increase
    • Epic destiny feature


    210,000
    |
    22
    |
    +1
    |
    • Utility power


    255,000
    |
    23
    |
    -
    |
    • Dark invocation


    310,000
    |
    24
    |
    +1
    |
    • Ability score increase
    • Epic destiny feature


    375,000
    |
    25
    |
    -
    |
    • Superior summon warlock's ally


    450,000
    |
    26
    |
    +1
    |
    • Epic destiny power


    550,000
    |
    27
    |
    -
    |
    • Dark invocation


    675,000
    |
    28
    |
    +1
    |
    • Ability score increase


    825,000
    |
    29
    |
    -
    |
    • Greater warlock's familiar


    1,000,000
    |
    30
    |
    +1
    |
    • Epic destiny feature
    [/table]

    Level 21: Ability Score Increase
    Benefit: Each of your ability scores increases by 1.

    Level 21: Epic Destiny Feature
    Benefit: You gain a feature associated with your epic destiny.

    Level 22: Utility Power
    Benefit: You gain a warlock utility power of your choice.

    Level 23: Dark Invocation
    Benefit: You gain one of the following powers of your choice. This power replaces one of the powers you selected as a greater invocation.

    Bedazzling Blast (Warlock Attack 23)
    An indescribable sensation overwhelms your foe, and your mind overpowers its own.
    Encounter ✦ Arcane, Charm, Essence Invocation
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. If the attack hits, it deals 3d12 + your Intelligence modifier extra damage, and your choose the targets for the first attack power it uses on its next turn. If the attack misses, the target takes 1d12 + your Intelligence damage. Hit or miss, if the target makes no attacks on its next turn, it takes 2d10 modifier damage.

    Glacial Blast (Warlock Attack 23)
    Your eldritch blast encases your foe in ice, preventing it from acting entirely.
    Encounter ✦ Arcane, Cold Essence Invocation
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Fortitude defense instead of Reflex. The power gains the cold keyword, and all damage dealt by the attack is cold damage. If the attack hits, the target takes 2d10 + your Dexterity modifier extra cold damage and is stunned until it is hit by an attack that deals damage other than this attack, or until the end of your next turn. If the attack misses, the target takes cold damage equal to 1d10 + your Dexterity modifier.

    Hell's Beckoning Blast (Warlock Attack 23)
    The flames of the Nine Hells threaten to drag your enemy to an early banishment there.
    Encounter ✦ Arcane, Fire, Essence Invocation
    Standard Action (Varies)
    Effect: You use your eldritch blast. If the attack hits, the target takes 3d12 extra damage. At the start of the target's next turn, it takes fire damage equal to your Constitution modifier, or 2d10 + your Constitution modifier fire damage if it is bloodied.

    Level 24: Ability Score Increase
    Benefit: Your increase two ability scores of your choice by 1.

    Level 24: Epic Destiny Feature
    Benefit: You gain a feature associated with your epic destiny.

    Level 25: Superior Summon Warlock's Ally
    Benefit: You gain a feature associated with your pact.

    Level 26: Epic Destiny Power
    Benefit: You gain a power associated with your epic destiny.

    Level 27: Dark Invocation
    Benefit: You gain one of the following powers of your choice. You may also choose one of the level 23 powers. This power replaces one of the powers you selected as a greater invocation.

    Banishing Blast (Warlock Attack 27)
    You banish a target from this plane to a plane where it stands face to face with the aberrations that empower you. No matter how fearsome the foe, its mind is shattered by this encounter.
    Encounter ✦ Arcane, Essence Invocation
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. At the end of your turn, remove the target from play until the end of its next turn. If the attack hits the target, it takes 4d10 + your Intelligence modifier damage and is stunned until the start of its next turn whenever it returns to play.

    Conflagrating Blast (Warlock Attack 27)
    This powerful charm entices your foe into allowing you to choose its enemies for it.
    Encounter ✦ Arcane, Fear, Fire, Essence Invocation
    Standard Action (Varies)
    Effect: You use your eldritch blast. The power gains the fire keyword, and all damage dealt by the attack is fire damage. If the attack hits, the target is dazed and takes ongoing 20 fire damage (save ends both), and whenever the target takes ongoing damage from this effect, the effect deals 10 fire damage to each of your enemies adjacent to the target. If the attack misses, the target takes ongoing 15 fire damage (save ends). Whenever an enemy fails a saving throw against ongoing damage from this effect, you can slide it a number of squares equal to your Constitution modifier.

    Enchanting Blast (Warlock Attack 27)
    You will settle for nothing but total domination.
    Encounter ✦ Arcane, Charm, Essence Invocation, Psychic
    Standard Action (Varies)
    Effect: You use your eldritch blast. The attack roll for this attack is made against the target's Will defense instead of Reflex. The power gains the psychic keyword, and all damage dealt by the attack is psychic damage. If the attack hits, the attack deals 1d10 + your Dexterity modifier extra psychic damage and the target is dominated (save ends). If the attack misses, the target is dazed (save ends).

    Level 28: Ability Score Increase
    Benefit: Your increase two ability scores of your choice by 1.

    Level 29: Greater Warlock's Familiar
    Benefit: You gain a feature associated with your pact.

    Level 30: Epic Destiny Feature
    Benefit: You gain a feature associated with your epic destiny.

    FEY PACT
    Level 25: Superior Summon Warlock's Ally (Fey)
    Benefit: You can use summon warlock's ally to summon five deathchill vines.

    Deathchill Vine
    Spoiler
    Show
    Medium fey plant (cold)

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the displacer beast if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 0

    {table=head]TRAITS

    Deathchill Aura ✦ Aura 1[/B]
    • When an enemy enters the aura or begins its turn in the aura, it is slowed until the end of its turn.


    Instinctive Action
    • If you haven't given the deathchill vine any commands by the end of your turn, it uses draw to doom against an enemy within 3 squares of it.
    [/table]

    {table=head]STANDARD ACTIONS

    Draw to Doom (cold) ✦ At-Will
    • Attack: Melee 3 (one creature) your level + 4 vs. Fortitude
    • Hit: 1d10 + your Charisma modifier damage, and the vine slide the target 2 squares. Each square the vine slides it must bring the target closer to the vine. The target is also immobilized until the end of the vine's next turn.


    Deathchill Finale (cold) ✦ Encounter
    • Effect: You command each deathchill vine you can see to make the following attack.
    • Attack: Close burst 1 (enemies in burst) your level + 4 vs. Reflex
    • Hit: 1d10 + your Charisma modifier cold damage, and the target is restrained until the end of your next turn.
    • Effect: Deathchill aura expands to aura 2.
    • Sustain Minor: When you sustain this power, if deathchill aura is aura 2, it expands to aura 3, and all enemies in a deathchill vine's deathchill aura fall prone, and if they are restrained by the attack issued as part of this power, remain restrained until the end of your next turn. If a deathchill vine's deathchill aura is aura 3 when you sustain this power, each target in that deathchill vine's deathchill aura takes 3d10 cold damage and you can no longer sustain this power.
    [/table]

    {table=head]TRIGGERED ACTIONS

    No Escape (teleportation) ✦ At-Will
    • Trigger: An enemy leaves the vine's deathchill aura
    • Attack (Opportunity Action): Close burst 3 (the triggering enemy) your level + 4 vs. Will
    • Hit: The vine teleports the enemy into a square within the aura of a different deathchill vine. The enemy's movement is cancelled and it must use a different action to resume moving.
    [/table]


    Level 29: Greater Warlock's Familiar (Fey)
    Benefit: You gain the following benefits as long as your familiar is present and in passive mode. These benefits replace the benefits it granted from the 19th level onwards.
    • When you move, you can ignore up to 3 squares of difficult terrain.
    • You gain a +5 bonus to Stealth checks.
    • You have resist 20 cold. If you already have resist cold, increase your resistance by 10.

    When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.

    Gloom Sprite (Epic Tier)
    Spoiler
    Show
    Small Fey Humanoid

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the sprite if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 6, fly 8 (hover)

    {table=head]TRAITS

    Wild Pact ✦ Aura 3
    • While in the aura, you and your allies ignore difficult terrain, gain a +5 bonus to Stealth checks, and gain resist 20 cold (if you or an ally already has resist cold, increase the resistance by 10).


    Instinctive Action
    • If you haven't given the sprite any commands by the end of your turn, it uses foxfire against an adjacent enemy, moving as close to you as possible. If it can't do that, it uses frostbolt against an enemy you attacked on your turn. Otherwise, it uses phase shift.
    [/table]

    {table=head]STANDARD ACTIONS

    Foxfire (psychic) ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 4 vs. Will
    • Hit: 15 psychic damage.
    • Effect: The sprite flies its speed and must end this movement adjacent to no enemies. This movement doesn't provoke opportunity attacks.


    Frostblast (cold) ✦ Encounter
    • Attack: Close blast 5 (enemies in blast) your level + 4 vs. Reflex
    • Hit: 3d10 + your Charisma modifier cold damage, and the target is restrained (save ends).


    Frostbolt (cold) ✦ At-Will
    • Attack: Ranged 10 (one creature) your level + 4 vs. Fortitude
    • Hit: 10 + your Dexterity modifier cold damage, and you slide the target 3 squares.
    [/table]

    {table=head]MOVE ACTIONS

    Phase Shift ✦ At-Will
    • Effect: The sprite shifts 2 squares and moves out of phase until it attacks or until the start of your next turn. While out of phase, the sprite takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The sprite cannot take damage from any source other than a melee or ranged attack while out of phase.
    [/table]

    {table=head]TRIGGERED ACTIONS

    Distract Foe (charm) ✦ At-Will
    • Trigger: An enemy ends its movement adjacent to you.
    • Attack (Opportunity Action): Close burst 10 (the triggering enemy) your level + 4 vs. Will
    • Hit: The target can't take opportunity actions until the start of its next turn.
    [/table]


    INFERNAL PACT
    Level 25: Superior Summon Warlock's Ally (Infernal)
    Benefit: You can use summon warlock's ally to summon a pit fiend gorger.

    Pit Fiend Gorger
    Spoiler
    Show
    Huge immortal humanoid (devil)

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the displacer beast if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 6

    {table=head]TRAITS

    Gorger ✦ Aura 3
    • Whenever an enemy in the aura falls to 0 hit points or fewer, the pit fiend gains temporary hit points equal to your Constitution modifier. As a free action, you can transfer any temporary hit points the pit fiend has to you.


    Instinctive Action
    • If you haven't given the pit fiend any commands by the end of your turn, it uses greataxe against an enemy within 2 squares of it. If it can't do that, it moves its speed to a space within 3 squares to as many enemies as possible.
    [/table]

    {table=head]STANDARD ACTIONS

    Greataxe ✦ At-Will
    • Attack: Melee 2 (one creature) your level + 6 vs. AC
    • Hit: 1d10 + your Charisma modifier damage, plus extra damage equal to the amount of temporary hit points the pit fiend has.


    Hell on Earth (fire, necrotic) ✦ Encounter[*]Attack: Close burst 5 (enemies in burst) your level + 4 vs. Reflex[*]Hit: 3d10 + your Charisma modifier fire and necrotic damage, and the target takes ongoing damage equal to the amount of temporary hit points the pit fiend has plus the amount of temporary hit points you have (save ends). The total ongoing damage of this effect cannot exceed your level.[*]Miss: Half damage, no ongoing damage.[/LIST][/table]

    {table=head]TRIGGERED ACTIONS

    Pit Fiend's Curse ✦ At-Will
    • Trigger: An enemy leaves the pit fiend's gorger aura.
    • Attack (Opportunity Action): Close burst 3 (the triggering enemy) your level + 4 vs. Will
    • Hit: You can place your Warlock's Curse on the target. If the target is already under the effect of your Warlock's Curse, you can remove your Warlock's Curse from the enemy to daze it until the end of its turn.
    [/table]


    Level 29: Greater Warlock's Familiar (Infernal)
    Benefit: You gain the following benefits as long as your familiar is present and in passive mode. These benefits replace the benefits it granted from the 19th level onwards.
    • Your healing surge value increases by 3.
    • You can read, understand, and speak Abyssal.
    • You have resist 20 fire. If you already have resist fire, increase your resistance by 10.

    When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.

    Witchfire Imp (Epic Tier)
    Spoiler
    Show
    Small immortal humanoid (devil)

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the imp if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 8, fly 7 (hover)

    {table=head]TRAITS

    Blood Pact ✦ Aura 3
    • While in the aura, you and your allies increase your, his, or her healing surge value by 3, and gain resist 20 fire (if you or an ally already has fire resistance of 10 or greater, increase that resistance by 10).


    Instinctive Action
    • If you haven't given the imp any commands by the end of your turn, it uses claw against an adjacent enemy, moving as close to you as possible. If it can't do that, it uses flamebolt against an enemy you attacked on your turn. Otherwise, it uses phase shift.
    [/table]

    {table=head]STANDARD ACTIONS

    Claw ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 6 vs. AC
    • Hit: 15 damage.
    • Effect: The imp teleports 2 squares. As long as it ends this movement adjacent to no enemies, it turns invisible until the start of your next turn or until it attacks.


    Flamebolt (fire) ✦ At-Will
    • Attack: Ranged 10 (one creature) your level + 4 vs. Reflex
    • Hit: 10 + your Constitution modifier fire damage, and an enemy adjacent to the target takes 10 fire damage.
    [/table]

    Flamebolt Volley (fire) ✦ Encounter
    • Attack: Ranged 10 (one, two, or three creatures) your level + 4 vs. Reflex, three attacks
    • Hit: 1d10 + your Charisma modifier fire damage, and ongoing 10 fire damage (save ends). Each time you hit the same creature with this attack after the first, increase the ongoing damage it takes as a result of the hit by 10.
    [/table]

    {table=head]MOVE ACTIONS

    Phase Shift ✦ At-Will
    • Effect: The imp shifts 2 squares and moves out of phase until it attacks or until the start of your next turn. While out of phase, the imp takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The imp cannot take damage from any source other than a melee or ranged attack while out of phase.
    [/table]

    {table=head]TRIGGERED ACTIONS

    Life Sap (charm) ✦ At-Will
    • Trigger: An enemy ends its movement adjacent to you.
    • Attack (Opportunity Action): Close burst 10 (the triggering enemy) your level + 4 vs. Fortitude
    • Hit: 2d10 + 5 necrotic damage, and you gain 10 temporary hit points.
    [/table]


    STAR PACT
    Level 25: Superior Summon Warlock's Ally (Infernal)
    Benefit: You can use summon warlock's ally to summon a warlock's shade.

    Warlock's Shade
    Spoiler
    Show
    Medium shadow humanoid

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the displacer beast if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed your speed, not including any temporary bonuses or penalties

    {table=head]TRAITS

    Accursed ✦ Aura 3
    • At the start of your turn, as a free action, you can place your Warlock's Curse on an enemy in the aura. If all of the enemies in the aura are under the effect of your Warlock's Curse at the start of your turn, you can instead use a free action to deal 3d6 damage to an enemy under the effect of your Warlock's Curse in the aura.


    Instinctive Action
    • If you haven't given the shade any commands by the end of your turn, it uses eldritch blast against an enemy within 10 squares of it.
    [/table]

    {table=head]STANDARD ACTIONS

    Eldritch Blast ✦ At-Will
    • Attack: Ranged 10 (one creature) your level + 4 vs. Reflex
    • Hit: 2d10 + your Charisma modifier damage.


    Warlock's Wrath ✦ Encounter[*]Effect: You use eldritch blast or one of your essence invocations as a free action. It also gains the benefit of any shape invocations as usual. Your shade then uses the the exact same power, with the same effects the invocations provide, even if it doesn't have that power. The shade can only target creatures you targeted with your attack.[/LIST][/table]

    {table=head]TRIGGERED ACTIONS

    Damning Curse ✦ At-Will
    • Trigger: An enemy leaves the shade's accursed aura.
    • Attack (Opportunity Action): Close burst 3 (the triggering enemy) your level + 4 vs. Will
    • Hit: You can place your Warlock's Curse on the target. If the target is already under the effect of your Warlock's Curse, you can remove your Warlock's Curse from the enemy to cancel the enemy's movement. It must use a new action to resume movement.
    [/table]


    Level 29: Greater Warlock's Familiar (Star)
    Benefit: You gain the following benefits as long as your familiar is present and in passive mode. These benefits replace the benefits it granted from the 19th level onwards.
    • You gain a +5 bonus to Arcana and History checks.
    • If you fail a saving throw against a Charm or Fear effect, you can use a free action to reroll the saving throw with a +5 bonus but must use the second result.
    • You have resist 20 psychic. If you already have resist psychic, increase your resistance by 10.

    When you use manifest familiar, you lose the above benefits and your familiar manifests as the following creature.

    Floating Eye (Epic Tier)
    Spoiler
    Show
    Small aberrant magical beast

    HP your bloodied value; Healing Surges none, but you can expend a healing surge for the eye if an effect allows it to spend one
    Defenses your defenses, not including any temporary bonuses or penalties
    Speed 2 (clumsy), fly 9 (hover), teleport 4

    {table=head]TRAITS

    Planar Pact ✦ Aura 3
    • While in the aura, you and your allies gain a +3 bonus to saving throws, a +5 bonus to Arcana and History checks, and gain resist 20 psychic (if you or an ally already has resist psychic, increase the resistance by 10).


    Instinctive Action
    • If you haven't given the sprite any commands by the end of your turn, it uses eye beam against an adjacent enemy. If it can't do that, it uses mind blast against an enemy you attacked on your turn. Otherwise, it uses phase shift.
    [/table]

    {table=head]STANDARD ACTIONS

    Eye Beam (radiant) ✦ At-Will
    • Attack: Melee 1 (one creature) your level + 4 vs. Reflex
    • Hit: 15 radiant damage.
    • Effect: The eye teleports into a square adjacent to you but not adjacent to any enemies, and takes half damage from all attacks until the start of your next turn.


    Maddening Scream (psychic) ✦ Encounter
    • Attack: Close burst 3 (creatures in burst) your level + 4 vs. Will
    • Hit: 1d10 + your Charisma modifier psychic damage, and the target is stunned until the end of your next turn.
    • Aftereffect: The target is dazed until the end of your next turn.
    • Miss: The target is dazed until the end of your next turn.


    Mind Blast (psychic) ✦ At-Will
    • Attack: Ranged 10 (one creature) your level + 4 vs. Will
    • Hit: 10 + your Intelligence modifier psychic damage, and the target can't charge or take opportunity actions until the end of your next turn.
    [/table]

    {table=head]MOVE ACTIONS

    Phase Shift ✦ At-Will
    • Effect: The eye shifts 2 squares and moves out of phase until it attacks or until the start of your next turn. While out of phase, the eye takes half damage from melee and ranged attacks, and is unaffected by area and close attacks. The eye cannot take damage from any source other than a melee or ranged attack while out of phase.
    [/table]

    {table=head]TRIGGERED ACTIONS

    Eye Shock (force) ✦ At-Will
    • Trigger: An enemy ends its movement adjacent to you.
    • Attack (Opportunity Action): Close burst 10 (the triggering enemy) your level + 4 vs. Fortitude
    • Hit: 2d8 + 5 force damage, and the target falls prone.
    [/table]

  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    Okay, so, what I'm seeing is the E-Martial design theory applied to the warlock's eldritch blast? Is that right?

  5. - Top - End - #5
    Barbarian in the Playground
     
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    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    Quote Originally Posted by vasharanpaladin View Post
    Okay, so, what I'm seeing is the E-Martial design theory applied to the warlock's eldritch blast? Is that right?
    Kind of, yes. But rather than substitute small passive benefits for dailies, the thaumaturge will have summoned creatures (and a semi-permanent familiar, that's more like the cavalier's celestial steed).

    It's intended as a throwback to the 3.5 warlock and its invocations, partially.

  6. - Top - End - #6
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    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    So far it seems very playable.
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    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    This looks very good! Subscribed and bookmarked.
    Awesome Pony-Chul by slayerx!
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  8. - Top - End - #8
    Barbarian in the Playground
     
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    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    Some minor updates. Included are:
    • Formatting changes. Shape invocations are now generally no action powers that alter the next use of eldritch blast this turn, while essence invocations are standard actions which allow you to use eldritch blast.
    • The above was done primarily to clear any confusion about whether elements specific to damage types and keywords applied to eldritch blast when used with invocations.
    • Since the reformatting changed what were once essentially "guaranteed hits" on the essence evocations, they now have miss effects like wizard encounter powers. The miss effects are generally weak.
    • Familiars now have weak melee attacks that help them escape melee combat. They heavily prioritize making these attacks as far as instinctive effects go.


    Current planned class direction:
    • Greater Invocations at levels 13 and 17 replace Lesser Invocations. Dark Invocations replace Greater Invocations at levels 23 and 27. Paragon path and pact reward encounter powers remain static.
    • More least invocations at levels 18 and 28. Possible paragon path feature: turn a lesser shape invocation into an at-will power?
    • Better familiars! The warlock's familiar will reach a new level of power at levels 19 and 29. Possibly 11 as well, could be a feature tied to the paragon path.
    • More summoned creatures! The summon warlock's ally spell will be granted access to more powerful creatures at levels 15 and 25.

  9. - Top - End - #9
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    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    Eldritch Blast should have the same stats as the original. Also, Fort is a bad defense for your only (except when counting Hideous Strike) at-will to target, since it's commonly the second-highest defense after AC, and in some monsters is equal to it.
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  10. - Top - End - #10
    Barbarian in the Playground
     
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    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    Quote Originally Posted by Mando Knight View Post
    Eldritch Blast should have the same stats as the original. Also, Fort is a bad defense for your only (except when counting Hideous Strike) at-will to target, since it's commonly the second-highest defense after AC, and in some monsters is equal to it.
    I actually agree, I originally did that because I was too lazy to go to each essence invocation and change the defense it targeted. Changed that. Now the essence invocations can change the defense eldritch blast targets in addition to damage types.

    In addition, I redesigned the pact rewards to be (in my opinion) more interesting. Some other minor changes here and there on individual powers. Note that because of the character limit, there is some spillover on the radiant star spawn into the paragon thaumaturge post (which I will start working on soon).

  11. - Top - End - #11
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    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    Added the paragon thaumaturge, including the dark thaumaturge paragon path. Formatting for the summoned creatures and manifested familiars will use the new formatting from now on, eventually, I'll get around to reformatting the heroic tier versions to be consistent.

  12. - Top - End - #12
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    Default Re: [DnD 4E] Thaumaturge (Warlock) (PEACH)

    Haven't forgotten about this. Made some significant changes to the paragon thaumaturge (especially the dark thaumaturge paragon path), and added a preliminary version of the epic thaumaturge. Open to all suggestions, feedback, and nitpicks!

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