In today’s Arcane Power preview, we introduce a new vestige for the warlock: the Vestige Pact!
Warlocks call upon powerful, ancient magic. They commune with primeval entities, treat with devilish or fey visitors in the darkest hours, and spend hours studying the night sky while mouthing the names of constellations and stars. A warlock’s pact might favor a particular style of curse or hex, but that fact doesn’t pigeonhole a warlock into a specific goal or ambition. Even if your warlock chooses the infernal pact, he can remain a tome-toting scholar captivated by ominous lore. If your warlock chooses the star pact, she need not give herself over to entities of the Far Realm; instead, she might search for elusive truths.
Warlocks are purveyors of secrets that others wish to be ignorant of. Those secrets are the keys that unlock the power of hexes, curses, and eldritch incantations. From one point of view, warlocks have taken a shortcut to power. Instead of undertaking careful study and practice, a warlock swears a pact to an entity that provides power in return for fealty. A few warlocks are consumed by their oaths, becoming the worst kind of spellcaster—one who uses magic to tyrannize the weak without remorse. Those warlocks who can withstand the dominating personalities of their pact holders have the potential to become powerful forces in the world and across the planes.
Your warlock has forged a pact with mysterious entities that grant you spells, curses, and other abilities. The pact you choose determines your at-will powers, your pact boon, and additional benefits to certain warlock powers. A power’s description details the effect a particular Eldritch Pact class feature has on it.
The Player’s Handbook describes the fey pact, the infernal pact, and the star pact. The Forgotten Realms Player’s Guide describes the dark pact. Arcane Power introduces the vestige pact, which draws upon mislaid spheres of power, forgotten eldritch influences, and allegiances that most believe have been concluded or discontinued.
You have forged relationships with vestiges—the remnants of powerful forces and entities that once exercised great authority or demonstrated awful capabilities. These remnants are diverse in their backgrounds and motives. As a vestige pact warlock, you can choose from between two or more vestige pacts to fuel your arcane power.
Eyes of the Vestige: You know the eyes of the vestige spell. You gain an additional effect, referred to as an eyes of the vestige augment, associated with your active vestige when you make a successful attack with this power.
Pact Boon: You have a pact boon associated with your active vestige. When an enemy under your Warlock’s Curse drops to 0 hit points or fewer, you gain the benefit of your active vestige’s pact boon.
You always have one active vestige. As a beginning character, you have access to the two primary vestiges: King Elidyr and Zutwa. You select one of these as your active vestige after a short rest or an extended rest.
King Elidyr: A hundred years ago, Elidyr, the last king of Nerath, warred against gnoll invaders who marched beneath the banner of the Ruler of Ruin. The gnoll uprising was finally quelled, but at the cost of the lives of King Elidyr, his heirs, and most of his trusted barons, dukes, and champions. King Elidyr’s vestige is rueful over its failure, and it willingly gives its strength to any who call upon it.
Zutwa: An ancient being of manifest life force, Zutwa was a towering figure as large as a mountain, composed of bark, boughs, grass, leaves, and petals. Its limpid eyes of liquid green could spawn life in barren soil or dead tissue, or deprive earth and flesh of vitality. Zutwa gave up its existence to defeat a primordial of manifest dissolution. Even as a vestige, Zutwa’s energy seems inexhaustible to those who make a pact with it.
Eyes of the Vestige
Warlock Attack 1
Your enemy’s eyes glow with an eldritch light as your vestige takes hold and scours that foe’s mind while you curse another nearby foe.
Arcane, Implement, Psychic; Varies
Standard Action Ranged
Constitution vs. Will
Hit: 1d6 + Constitution modifier psychic damage. Choose the target or a creature within 3 squares of the target and within the target’s line of sight. You place your Warlock’s Curse on that creature; if the creature is already cursed by you, you can deal your Warlock’s Curse extra damage to that creature instead of to the target.
Level 21: 2d6 + Constitution modifier psychic damage.
Augment (King Elidyr): One ally who hits the target before the end of your next turn can roll a saving throw.
Augment (Zutwa): You gain your Prime Shot bonus against the target until the end of your next turn.
Augment (other vestige): See the "Eyes of the Vestige Augment" entry for the daily power that grants access to the vestige.
Vestige of Ugar
Warlock Attack 5
Upon his demise, Ugar the Unforgiving dissolved into sand and became a harsh desert. Your words of power bring forth the searing flame of that land to burn your foes.
Arcane, Fire, Implement, Zone
Standard Action Area
burst 2 within 10 squaresTarget:
Each creature in burstAttack:
Constitution vs. Reflex
Hit: 1d10 + Constitution modifier fire damage.
Effect: The burst creates a zone of burning light that lasts until the end of the encounter. Each creature that enters the zone or starts its turn there takes 1d10 fire damage. Creatures cannot benefit from concealment while within the zone.
Vestige Pact: You gain access to the vestige of Ugar the Unforgiving.
Ugar Pact Boon: You can move the zone 3 squares as a free action.
Eyes of the Vestige Augment: Your eyes of the vestige attack deals fire damage instead of psychic damage. The target loses concealment and cannot regain it until the end of your next turn.
Vestige of Xandor
Warlock Attack 5
To know the borders of sanity, one has to cross them. With the aid of Xandor the Mad, you push your foe across that threshold.
Arcane, Implement, Psychic
Standard Action Ranged
Constitution vs. Will
Hit: 2d6 + Constitution modifier psychic damage, and the target is influenced by the vestige of Xandor (save ends). While it is influenced, at the start of each of its turns, it must choose either to be dazed until the start of its next turn or to take psychic damage equal to twice your Constitution modifier.
Miss: 2d6 + Constitution modifier psychic damage, and the target is dazed until the end of your next turn.
Vestige Pact: You gain access to the vestige of Xandor the Mad.
Xandor Pact Boon: You can roll a saving throw. If you have no effect on you that a save can end, you instead gain temporary hit points equal to your Constitution modifier.
Eyes of the Vestige Augment: Your eyes of the vestige attack deals 1d8 extra psychic damage.
Friday 03/27: A look at the wizard's summoning!