I make no claims that the following warlock pact is in any way balanced. It requires more work and especially more playtesting to qualify for such a distinction. Nevertheless, I present it to you “as is,” a sort of proof of concept. Also, it must be noted that, as a non World of Warcraft player I was not initially aware of the warlock from that game. I still remain fairly ignorant of the details, but it is my understanding that there are similarities in names both here and there. I assure you this is entirely coincidental. Moreover, the archetype for my warlock below is more along the lines of an “arcane monk,” a warrior who’s supernatural bodily awareness and dark background give him strange powers over his and others’ biology. My spin on this warlock archetype isn’t a direct adaptation of anybody else’s.
Introduction
All mortals, no matter their station in life, eventually find their way to the death and from there, to the Raven Queen’s halls in the Shadowfell, but one mortal, either from fear of what was in store for him beyond death or because he had unfinished business in his former life, made a detour somewhere between the grave and Letherna. This wandering soul, whose name is lost to time, made a pact with truly ancient vampiric spirit that had long since passed out of corporeality. The ancient vampire, remembered as Cadaeus, wandered the bleak Shadowfell wasteland with a blood hunger he could not quench, his physical form destroyed by the Raven Queen as punishment for crimes committed against her in Orcus’ name.
Cadaeus showed the wandering soul the path back to mortality, a place he himself could not go, but in exchange, the vampire spirit demanded a backseat existence in the wandering soul’s new life. It was a chance for Cadaeus to feel the fullness of blood flowing through one’s veins, to experience his long-lost corporeality again, even if it was passively through the mortal body of the wandering soul. The deal struck, the wandering soul found himself awake and alive, his body restored to a false vitality.
With this falseness came the acute awareness of his every nerve, vessel, organ, and bone—and the control necessary to manipulate each of them independently. Most of all he became aware of the ever-pounding drumbeat of his own pulse that interconnected it all. As the mind and body cannot function without each other, neither can they function without the blood. Through his blood and his new, vampiric understanding of his physicality could this newly risen mortal command his faculties and the faculties of others.
This was the first blood pact warlock, and each one since then has gained their powers through brushes with death in dark, bloody rituals practiced in secret places and administered by elder blood pact warlocks. Through this is Cadaeus’ awareness spread through the original blood warlock’s disciples, and the ancient vampiric spirit shares his profane secrets of blood and body in exchange for greater and greater exposure to corporeality. Whether they are aware of the intelligence behind it or not, each blood pact warlock feels Cadaeus’ creeping, insatiable thirst for sensation, a greater, and more satisfying narcotic than the blood the vampire used to crave. This often manifests itself in tendencies to overindulge as these newly empowered warlocks feed for two.
Pact Boon
Blood pact warlocks are acutely aware of their bodies and use their own vitality or the vitality of others to fuel their arcane spells. Sickness and injury are only passing things, easily overcome by the fine manipulation of their organ systems and manual adjustment of nerves. Like the original blood pact warlock, a certain force of will and arrogance is necessary to overcome their bodies’ automated systems, even more so to overpower and manipulate the bodies of others, a trait Cadaeus was feared for. To a blood pact warlock, the warlock’s curse represents taking control of another’s blood and turning it against them. Constitution is their primary ability score and Charisma is their secondary ability score. Blood pact warlocks’ secondary role is controller.
Fire in the Blood: You gain the Fire in the Blood power.
Blood Subjugation: You have the Blood Subjugation pact boon, which allows you to create powerful infusions from your fallen foes that you use to control the lifeblood of your enemies. In doing, you usurp their minds’ control over their bodies and direct their movements like a puppeteer.
When a creature affected by your Warlock’s Curse drops to 0 hit points, you gain 1 blood infusion. You may expend any number of blood infusions when you would deal your Warlock’s Curse extra damage by reducing the damage by one die. (A heroic tier Warlock would get no bonus damage, a paragon tier one die, and an epic tier two die) By doing so you can substitute one condition below in place of the reduced die based upon the number of blood infusions you spend. The effect lasts until the end of your next turn.
- 1: Prone or Slowed
- 3: Dazed or Restrained
11th Level: 2: Dazed or Restrained, 3: Stunned or Dominated
You start with zero blood infusions and may gain any number of them over the course of a round or encounter as your cursed foes die, but the number of infusions you have to spend resets to zero after a short or extended rest. Certain feats, called Blood Magic feats, allow for expenditure of blood infusions for alternate effects, but infusion spent using feats only grant the feat’s listed benefits and not the above benefits.
Feats
Certain feats, called Blood Magic feats, allow for expenditure of blood infusions for alternate effects, Infusions spent to use these feats are an additional cost to any infusions you may choose to spend for the Blood Subjugation class feature.
Blood Scent
Prerequisite: Warlock, blood pact
You do not suffer the -2 penalty to attack bloodied targets that have cover or concealment.
Adaptable Physiology
Prerequisite: Warlock, blood pact
+1 bonus to saving throws vs. poison and ongoing damage, and Endurance checks against disease; You have 1 extra healing surge per day.
Blood Magic: Two Breaths as One
Prerequisite: Warlock, blood pact
You gain bonus to AC against opportunity attacks from creatures under your Warlock’s Curse equal to the number of blood infusions you currently have.
Blood Magic: Eldritch Transfusion
Prerequisite: Warlock, blood pact
When you use your second wind while bloodied you may choose to expend any number of blood infusions to heal an equal number of hit points in addition to your second wind’s usual benefits.
Blood Magic: Exsanguinating Spell
Prerequisite: Warlock, blood pact
When you create an arcane effect that a save can end, the target takes a -1 saving throw penalty if you expend 2 blood infusions as a part of the action that created the effect.
Blood Magic: Expedient Coagulation
Prerequisite: Warlock, blood pact
When you are dying allies get a bonus to Heal checks made to stabilize you equal to the number of blood infusions you had when you were began dying. Additionally, you add these blood infusions to the number of points you heal when you receive a healing effect while you are dying. In either case, all these infusions are lost when an ally successfully stabilizes you or when healing effects bring you to positive HP.
Blood Magic: Revitalize the Flesh
Prerequisite: Warlock, blood pact
As a minor action you may expend 2 or more blood infusions to end one effect on you that a save can end.
Blood Ritualist
Prerequisite: Ritual Caster feat, Warlock, blood pact
You can spend a healing surge when performing a heroic level ritual to reduce the ritual component cost by one-fifth. Paragon and epic tier rituals cost two and three surges respectively for the same cost reduction. Rituals, like Raise Dead, whose component cost depends upon the target’s level, use that level to determine healing surge costs.
Level 1 At-Will Spell
The blood pact archetype is a warlock that is armed with a suite of melee powers that he uses by simply touching his foes, creating a connection to their bodies that he can exploit in heinous ways. This is characterized by the pact-related at-will power below.
Fire in the Blood
As you touch them, your foes shrink away in horrible agony as they feel their lifeblood corrupt and begin to boil in their veins.
At-Will • Arcane, Implement, Fire, Necrotic
Standard Action Melee touch
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d8 + Constitution modifier fire and necrotic damage, and you push the target 1 square.
Level 21: 2d8 + Constitution modifier fire and necrotic damage
Blood Pact: By expending 1 blood infusion the push is instead a slide.
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