CLASS TRAITS
Role: Striker.
Power Source: Arcane.
Key Abilities: Charisma; Dexterity or Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Implement: Rods, wands
Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 6+ Constitution Modifier.
Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Class features: Eldritch Bolt, Level 1 Hexblade Daily Power, Pact Boon, Pact Reward, Pact Weapon.
Hexblades are warlocks who learn to shape the arcane energy of their pacts into deadly weapons, such as a sword forged from infernal power or a slender blade that gleams with fey magic. Both a warrior and an arcanist, a hexblade uses a deadly combination of spells and fighting ability during combat.
Few people trust hexblades. Although most common folk are at best suspicious of wizards, the typical mage isolates himself or herself while engaging in arcane study, rarely exposing the populace to deadly magic. Hexblades come by their power through an easier, and more easily mistrusted, path. Some of the greatest villains to plague the land have been hexblades. After stumbling across the rituals and incantations needed to contact and forge a bargain with a mighty entity, a marauding bandit or a bloodthirsty orc chieftain could become a hexblade. The entities that would grant power to hexblades care little for how such a gift is used. Their interest is focused on the souls and the power provided to them by those to whom they give power through a pact. And such evil hexblades don’t isolate themselves in the wild, but instead take what they want from those less powerful.
Those few hexblades who prefer to be honorable face suspicion and persecution from a variety of quarters, because their magic is misunderstood and typically wielded by villains. Even though these hexblades choose to do good, most are forced to the shadows by suspicion and fear from common folk, and they must strike at evil in secret, working behind the scenes to keep the fragile structure of civilization intact.
ELDRITCH BOLT
You gain the eldritch bolt power.
With a gesture, you create a shard of shimmering force and send it streaking toward your enemy.
At-Will
Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier force damage.
Level 21: 2d10 + Charisma modifier force damage.
Special: You can use this power as a ranged basic attack.
LEVEL 1 HEXBLADE DAILY POWER
You gain one of the following powers of your choice.
You create a vicious, icy wind that scythes through your enemies before settling on you as a shell of frozen air.
Daily
Arcane, Cold, Implement
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier cold damage, and the target is slowed (save ends).
Miss: Half damage.
Effect: You gain a +2 power bonus to AC and Fortitude until the end of the encounter.
Waves of flame roll forth from your extended hand, blasting your foes.
Daily
Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier fire damage.
Miss: Half damage.
A thick mist rises around you. Within it, the intoxicating power of fey magic overwhelms your enemies’ senses, driving those foes to lash out at each other in their madness.
Daily
Arcane, Charm, Implement, Psychic
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target makes a melee basic attack as a free action against a creature of your choice.
Effect: If you miss every target, the power is not expended.
PACT BOON
You gain a power associated with your pact.
Elemental Pact Boon
You gain the warding chaos power.
Energy flares from a dying enemy, warding you against elemental damage.
At-Wil
l Arcane, Elemental
Free Action Personal
Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points.
Effect: You gain resist 5 acid, cold, fire, lightning, and thunder until the end of your next turn. You can shift up to a number of squares equal to your Constitution modifier.
Special: You can use this power only once per round.
Fey Pact Boon
You gain the soul step power.
As your enemy falls, you become a creature of wind and mist.
At-Wi
ll Arcane, Teleportation
Free Action Personal
Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points.
Effect: You teleport a number of squares up to your Dexterity modifier.
Special: You can use this power only once per round.
Gloom Pact Boon (Hexblade)
You gain the convocation of shadows power.
Each time an enemy falls before you, you call on its departing shade to pull you partway to the realm of darkness.
At-W
ill Arcane, Shadow
Free Action Personal
Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points.
Effect: You are insubstantial and phasing until the end of your next turn.
Infernal Pact Boon
You gain the soul feast power.
Your eyes glow a fiery red as you restore your vitality by stealing soul energy from a vanquished foe—energy meant for devilish beings.
At-
Will Arcane
Free Action Personal
Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points.
Effect: You gain temporary hit points equal to your Constitution modifier.
Level 11: Temporary hit points equal to 2 + your Constitution modifier.
Level 21: Temporary hit points equal to 5 + your Constitution modifier.
Special: You can use this power only once per round.
Star Pact Boon
You gain the dire fate power.
The death of one foe seals the fate of another as the stars guide your hands and mind to kill.
At
-Will Arcane
Free Action Personal
Trigger: You reduce an enemy to 0 hit points ,or an enemy adjacent to you drops to 0 hit points.
Effect: You gain a +1 bonus to attack rolls until the end of your next turn.
Special: You can use this power only once per round.
PACT REWARD
You gain a bonus to damage rolls determined by your pact.
Elemental Pact Reward
You gain proficiency with scale armor. In addition, you gain a bonus to the damage rolls of your warlock and warlock paragon path attack powers. The bonus equals your Constitution modifier. The bonus increases to 2 + your Constitution modifier at 5th level, 4 + your Constitution modifier at 15th level, and 6 + your Constitution modifier at 25th level.
At 9th level, you also gain this bonus to the damage rolls of the creature you summon with summon warlock’s ally.
Fey Pact Reward
You gain a bonus to the damage rolls of your warlock and warlock paragon path attack powers. The bonus equals your Dexterity modifier. The bonus increases to 2 + your Dexterity modifier at 5th level, 4 + your Dexterity modifier at 15th level, and 6 + your Dexterity modifier at 25th level. At 9th level, you also gain this bonus to the damage rolls of the creature you summon with summon warlock’s ally.
Gloom Pact Reward
You gain a bonus to the damage rolls of your warlock and warlock paragon path attack powers. The bonus equals your Dexterity modifier. The bonus increases to 2 + your Dexterity modifier at 5th level, 4 + your Dexterity modifier at 15th level, and 6 + your Dexterity modifier at 25th level.
At 9th level, you also gain this bonus to the damage rolls of the creature you summon with summon warlock’s ally.
Infernal Pact Reward
You gain a bonus to the damage rolls of your warlock and warlock paragon path attack powers. The bonus equals your Constitution modifier. The bonus increases to 2 + your Constitution modifier at 5th level, 4 + your Constitution modifier at 15th level, and 6 + your Constitution modifier at 25th level. At 9th level, you also gain this bonus to the damage rolls of the creature you summon with summon warlock’s ally.
Star Pact Reward
You gain a bonus to the damage rolls of your warlock and warlock paragon path powers. The bonus equals your Intelligence modifier. The bonus increases to 2 + your Intelligence modifier at 5th level, 4 + your Intelligence modifier at 15th level, and 6 + your Intelligence modifier at 25th level. At 9th level, you also gain this bonus to the damage rolls of the creature you summon with summon warlock’s ally.
PACT WEAPON
While you hold your implement in one hand, you can use a minor action to manifest your pact weapon in the other hand. The pact weapon you create depends on your pact. Your pact weapon persists until you no longer hold either it or the implement, or until you dismiss it as a free action.
You can make weapon attacks with your pact weapon, using its proficiency bonus and the appropriate damage die. Your pact weapon shares your implement’s enhancement bonus, critical hit effect, properties, and powers. The weapon cannot be enchanted.
When you use a power associated with your pact weapon and the power has both the weapon and the implement keyword, you are considered to be wielding both your pact weapon and your implement for the purpose of feats and other game elements.
Elemental Pact Weapon
You gain the blade of chaos weapon. You also gain the unraveling strike and elemental wrath powers.
Your serrated blade shreds an enemy’s resistances to the elements while surrounding you with destructive energy.
Enc
ounter Arcane, Aura, Elemental, Implement, Varies, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your blade of chaos.
Special: Each time you use this power, choose acid, cold, fire, lightning, or thunder. The power’s damage is that type.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2[W] + Charisma modifier damage, and the target loses any resistance or immunity to this power’s damage type until the end of your next turn.
Level 13: 3[W] + Charisma modifier damage.
Level 23: 4[W] + Charisma modifier damage.
Effect: You activate an aura 1 that lasts until the end of your next turn. Any creature that enters the aura or starts its turn there takes damage equal to your Constitution modifier. A creature can take this damage only once per turn.
Brilliant colors flare around your blade, rending your enemy’s defenses to create an opening for your next attack.
At-Will Arcane, Elemental, Implement, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your blade of chaos.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Choose acid, cold, fire, lightning or thunder. The target gains vulnerable 3 to that damage type until the end of your next turn.
Level 21: 2[W] + Charisma modifier damage.
Special: You can use this power as a melee basic attack.
Fey Pact Weapon
You gain the blade of winter's mourning.
Your strike imparts the deathly chill of winter on the target, hindering its attacks.
At-Will Arcane, Cold, Implement, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your blade of winter’s mourning.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier cold damage. You gain a +2 power bonus to all defenses against the target’s attacks until the end of your next turn.
Level 21: 2[W] + Charisma modifier cold damage.
Special: You can use this power as a melee basic attack.
As you pierce your enemy’s defenses, its perceptions of reality become twisted, cloaking you from its sight.
Encounter Arcane, Cold, Illusion, Implement, Psychic, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your blade of winter’s mourning.
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier cold and psychic damage.
Level 13: 3[W] + Charisma modifier cold and psychic damage.
Level 23: 4[W] + Charisma modifier cold and psychic damage.
Effect: You are invisible to the target until the start of your next turn.
Fey Pact Weapon (White Well)
You gain the sword of the white well.
The blade’s soft glow builds until it blazes with dread power. Each strike using this weapon slashes through your foe’s defense
s.
At-Will Arcane, Implement, Radiant, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your sword of the White Well.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier radiant damage. If the target ends its next turn adjacent to you, it takes radiant damage equal to your Dexterity modifier.
Level 21: 2[W] + Charisma modifier radiant damage.
Special: You can use this power as a melee basic attack.
By spinning your blade in a complex pattern, you call forth the Lady’s favor in a brilliant white light
.
Encounter Arcane, Aura, Implement, Radiant, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your sword of the White Well.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier radiant damage.
Level 13: 3[W] + Charisma modifier radiant damage.
Level 23: 4[W] + Charisma modifier radiant damage.
Effect: You activate an aura 1 that lasts until the end of your next turn. While in the aura, your enemies have vulnerable 3 radiant to your attacks.
Gloom Pact Weapon
You gain the scourge of exquisite agony. When you gain this weapon, you also gain flesh rend and spirit flay, two powers that you can use whenever you wield it.
The tails of your scourge wrap around your foe, directing its painful retr
eat.
At-Will Arcane, Implement, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your scourge of exquisite agony.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier necrotic damage, and you can slide the target 1 square. The target takes a -2 penalty to attack rolls until the start of your next turn.
Level 21: 2[W] + Charisma modifier necrotic damage.
Special: You can use this power as a melee basic attack.
Update (9/29/2011)
Changed in October 2011 update.
As you lash out at your foes, the pain produced by your scourge manifests as concealing shad
ow.
Encounter Arcane, Implement, Necrotic, Psychic, Shadow, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your scourge of exquisite agony.
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier necrotic and psychic damage, and the target is dazed until the end of your next turn.
Level 13: 2[W] + Charisma modifier necrotic and psychic damage.
Level 23: 3[W] + Charisma modifier necrotic and psychic damage.
Effect: You gain partial concealment until the end of your next turn.
Update (9/29/2011)
Changed in October 2011 update.
Infernal Pact Weapon
You gain the blade of annihilation.
You infuse your blade with hellish fire and pain. Infernal magic tugs at your enemy’s soul, making your attacks against the foe more damag
ing.
Encounter Arcane, Fire, Implement, Necrotic, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your blade of annihilation.
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2[W] + Charisma modifier fire and necrotic damage.
Level 13: 3[W] + Charisma modifier fire and necrotic damage.
Level 23: 4[W] + Charisma modifier fire and necrotic damage.
Effect: You gain a +5 power bonus to your next damage roll against the target before the end of your next turn.
Your blade glows with fell energy as it devours your foe’s soul and transfers that life force
to you.
At-Will Arcane, Implement, Necrotic, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your blade of annihilation.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier necrotic damage, and you gain a +2 power bonus to your next attack roll against the target before the end of your next turn.
Level 21: 2[W] + Charisma modifier necrotic damage.
Special: You can use this power as a melee basic attack.
Star Pact Weapon
You gain the starshadow blade.
Your sword flares with dazzling white light, and as you plunge it into your foe, your enemy bleeds bri
lliance.
At-Will Arcane, Implement, Radiant, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your starshadow blade.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier radiant damage, and one enemy adjacent to the target takes radiant damage equal to your Intelligence modifier.
Level 21: 2[W] + Charisma modifier radiant damage.
Special: You can use this power as a melee basic attack.
Your stab into open air and time a space warp to place your startled foe on the tip of your
sword.
Encounter Arcane, Implement, Psychic, Radiant, Teleportation, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your starshadow blade.
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2[W] + Charisma modifier psychic and radiant damage, and you teleport the target to a square adjacent to you.
Level 13: 3[W] + Charisma modifier psychic and radiant damage.
Level 23: 4[W] + Charisma modifier psychic and radiant damage.
LEVEL 2 HEXBLADE UTILITY POWER
You gain one of the following powers of your choice.
You become misty and transparent, fading from your enemies’ view for a
moment.
Encounter Arcane, Illusion
Minor Action Personal
Effect: You become invisible until the end of your turn.
Shadowy spider legs sprout from your body, allowing you to scuttle across the ground and easily scale a nearby
surface.
Encounter Arcane
Free Action Personal
Effect: Until the end of your next turn, you gain a climb speed equal to your speed, and you can move at that speed when you crawl.
Update (11/16/2010)
Updated to match Essentials data.
Your eyes glow with power, and a cloak of red fire swirls around you as you channel the wrath and fury of
your pact.
Encounter Arcane, Fear, Fire
Minor Action Personal
Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and any creature that hits you with a melee attack takes 5 fire damage.
IMPROVED PACT WEAPON
You gain one more use per encounter of the pact weapon encounter attack power that you gained at 1st level, but you can still use it only once per turn.
LESSER PLANAR ALLY
You gain the lesser planar ally power.
The air around you ripples and becomes heavy as you call forth a spirit of the plane
s to serve you.
Daily Arcane, Conjuration
Standard Action Melee 1
Effect: You conjure the Tiny spirit of a planar being in a square 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 attempt 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 HEXBLADE DAILY POWER
You gain one of the following powers of your choice.
Your magic brings forth a shield that is a mixture of green quartz and scint
illating energy.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 shield bonus to AC and Reflex, and you can use the secondary power at will.
Daily Arcane, Radiant
Immediate Reaction Melee 1
Requirement: The power Emerald Shield must be active in order to use this power.
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Effect: The target takes 5 + Charisma modifier radiant damage.
Your hand turns black as you reach forward to deliver a dose of nightshade p
oison to your foe.
Daily Arcane, Implement, Poison
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier poison damage, and the target is dazed and takes ongoing 10 poison damage (save ends both).
Miss: Half damage, and the target grants combat advantage and takes ongoing 5 poison damage (save ends both).
A gale of frigid wind rips through your foes, hurling them to the ground and pelting them with razor-s
harp blades of ice.
Daily Arcane, Cold, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier cold damage, and the target falls prone.
Miss: Half damage.
Effect: You slide each target up to 3 squares.
LEVEL 6 HEXBLADE UTILITY POWER
You gain one of the following powers of your choice.
Your eyes exude the light that bathes the Astral Sea, sharpening your sight and allowing you to perceive subtle de
tails with ease.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, you gain darkvision and a +2 power bonus to Insight checks and Perception checks.
You step through the veils of the Feywild to the place where an ally stands and return to the world in that spot. Your ally is instantly whisked back to the place
you started from.
Encounter Arcane, Teleportation
Move Action Ranged 10
Target: You and one willing ally
Effect: You and your ally trade spaces.
Update (11/16/2010)
Updated to match Essentials data.
Your skin becomes as hard as iron, making you immovable against y
our foes’ attacks.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, you gain resist 5 to all damage and can ignore forced movement.
PACT WEAPON RETRIBUTION
You gain a power associated with your choice of pact weapon.
Elemental Pact Weapon Retribution
You gain the elemental roar power.
A terrible howling tears into your enemy’s mind in retribut
ion for its attack.
Encounter Arcane, Elemental, Psychic
Immediate Reaction Melee 1
Requirement: You must be holding your blade of chaos.
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Effect: 5 + your Charisma modifier psychic damage, and the target grants combat advantage until the end of your next turn.
Level 17: 10 + your Charisma modifier psychic damage.
Level 27: 15 + your Charisma modifier psychic damage.
Fey Pact Weapon Retribution
You gain the winter’s retributive escape power.
You lash out with the fury of a winter storm, leaving your foe frozen in your wak
e as you swirl away.
Encounter Arcane, Cold, Psychic, Teleportation
Immediate Reaction Melee 1
Requirement: You must be holding your blade of winter’s mourning.
Trigger: An enemy attacks you.
Target: The triggering enemy
Effect: The target takes 5 + your Charisma modifier cold and psychic damage, and you teleport a number of squares up to your Dexterity modifier.
Level 17: 10 + your Charisma modifier cold and psychic damage.
Level 27: 15 + your Charisma modifier cold and psychic damage.
Fey Pact Weapon Retribution (White Well)
You gain the moonlit escape power.
An enemy’s attacks stir the Lady’s heart, and she shelters you in
her protective light.
Encounter Arcane, Psychic, Radiant
Immediate Reaction Melee 1
Requirement: You must use this power with your sword of the White Well.
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Effect: The target takes 5 + your Charisma modifier psychic and radiant damage. In addition, you become insubstantial until the start of your next turn, and you can shift 1 square.
Gloom Pact Weapon Retribution
You gain the shadow scourge power.
When a nearby foe lashes out, your counterattack cloaks it in bonds of shadow that l
eave it at your mercy.
Encounter Arcane, Necrotic, Psychic, Shadow
Immediate Reaction Melee 1
Requirement: You must be holding your scourge of exquisite agony.
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Effect: The target takes 5 + your Charisma modifier necrotic and psychic damage, and grants combat advantage until the end of your next turn.
Level 13: 10 + your Charisma modifier necrotic and psychic damage.
Level 23: 15 + your Charisma modifier necrotic and psychic damage.
Infernal Pact Weapon Retribution
You gain the reflexive hellstrike power.
You counterattack against an enemy, delivering a painful a
nd fiery wound upon it.
Encounter Arcane, Fire, Necrotic
Immediate Reaction Melee 1
Requirement: You must be holding your blade of annihilation.
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Effect: The target takes 5 + your Charisma modifier fire and necrotic damage, and you push it a number of squares up to your Constitution modifier.
Level 17: 10 + your Charisma modifier fire and necrotic damage.
Level 27: 15 + your Charisma modifier fire and necrotic damage.
Star Pact Weapon Retribution
You gain the gaze into nothing power.
You pass your sword before your foe and starlike motes of darkness leap from it to enter your enemy’s eyes, l
eaving them black voids.
Encounter Arcane
Immediate Reaction Melee 1
Requirement: You must be holding your starshadow blade.
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Effect: The target is blinded until the end of your next turn.
SUMMON WARLOCK'S ALLY
You gain the summon warlock’s ally power.
A sudden gust of wind, the smell of brimstone, and a flash of light herald the arrival of a creature from the planes, pulled int
o your presence to serve you.
Daily Arcane, Summoning
Minor Action Ranged 5
Effect: You summon a creature associated with your 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.
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.
Binder’s Ally (Fey)
You can use summon warlock’s ally to summon a satyr of the night.
Binder's Ally (Gloom)
You can use summon warlock’s ally to summon a shadow lurk.
Binder's Ally (Star)
You can use summon warlock’s ally to summon a soul eater.
Summon Warlock’s Ally (Elemental)
You can use summon warlock’s ally to summon an archon grunt. When you use this power, roll a d4 to determine the type of archon grunt you summon: 1, air; 2, earth; 3, fire; or 4, water.
Summon Warlock's Ally (Fey)
You can use summon warlock’s ally to summon a wood woad guardian.
Summon Warlock's Ally (Gloom)
You can use summon warlock's ally to summon a dark creeper.
Summon Warlock's Ally (Infernal)
You can use summon warlock’s ally to summon a spined devil lackey.
Summon Warlock's Ally (Star)
You can use summon warlock's ally to summon a thought phantom.
Summon Warlock's Ally (White Well)
If you have the sword of the White Well, you can use summon warlock’s ally to summon a mourning handmaiden.
LEVEL 10 HEXBLADE UTILITY POWER
You gain one of the following powers of your choice.
You slip through the planar firmament with ease, dancing away from your enemies’ attacks in much the same manner as the rakes and bravos that inhabit
the Feywild’s strange cities.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you can use the secondary power at will.
Daily Arcane, Teleportation
Immediate Reaction Personal
Requirement: The power Duelist's Dance must be active in order to use this power.
Trigger: An enemy attacks you.
Effect: You teleport up to 3 squares.
You reach into the Shadowfell and pull dark shadows around yourself. At the same time, that plane’s dark energy infuses your eyes, allowing you to
see easily in the darkest night.
Daily Arcane, Zone
Minor Action Close burst 1
Effect: The burst creates a zone that lasts until the end of your next turn. The zone blocks line of sight for all creatures except you. You also gain darkvision while the zone persists.
Sustain Minor: The zone persists until the end of your next turn.
You steal the essence of a spined devil, gaining wings and a p
rotective layer of barbed quills.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a fly speed of 6, and any enemy that hits you with a melee attack takes 5 damage.
LEVEL 15 HEXBLADE DAILY POWER
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 1st level.
A suit of gleaming metal appears around you. The armor’s mirrorlike surface sends intense flashes of radiant li
ght spearing through your enemies.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses against melee attacks and ranged attacks, you shed bright light in a radius of 10 squares, and you can use the secondary power once per round.
Daily Arcane, Implement, Radiant
Minor Action Close burst 1
Requirement: The power Armor of Summer's Glory must be active in order to use this power.
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 10 radiant damage.
A dancing column of flame sweeps through your enemies, burning those within its fiery core and trappin
g them there with its searing winds.
Daily Arcane, Fire, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier fire damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that ends its turn in the zone takes 10 fire damage and is slowed until the end of its next turn.
Move Action: You can move the zone up to 3 squares.
Sustain Minor: The zone persists until the end of your next turn.
When you whisper the words of this spell, your enemy emits a hid
eous shriek as madness overwhelms it.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier psychic damage, and the target is dazed (save ends). Until this effect ends, the target rolls a d6 at the start of each of its turns to determine how it uses its standard action.
1-2: The target does nothing.
3-4: The target charges or makes a melee basic attack against the nearest creature it can see.
5-6: The target charges or makes a ranged basic attack against a creature of your choice.
Miss: Half damage, and the target is dazed until the end of its next turn.
LEVEL 16 HEXBLADE UTILITY POWER
You gain one of the following powers of your choice.
As your foe attacks, your physical body fades and becomes ghostly. Your enemy’s attack passes
through you, barely injuring you.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You take damage from an attack.
Effect: You take only half the damage.
You disappear in a burst of smoke, leaving y
our enemies open to a fiery rebuke.
Encounter Arcane, Teleportation
Move Action Close burst 1
Target: Each enemy in the burst
Effect: Each target gains vulnerable 5 fire until the start of your next turn. You then teleport up to 10 squares.
You dance a foolish jig and cackle with glee as you take on the guise of the laughing fool. Your foes realize you are a threat, but they are unable
to attack such a ridiculous figure.
Encounter Arcane, Illusion
Minor Action Personal
Effect: Until the end of your next turn or until you make an attack, you gain a +2 power bonus to speed and cannot be the target of melee attacks or ranged attacks.
SUPERIOR WARLOCK'S ALLY
When you summon a creature using summon warlock’s ally, it gains a +3 power bonus to damage rolls.
LEVEL 19 HEXBLADE DAILY POWER
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 5th level.
A weightless iron shield crafted from a dozen sword blades appears on your arm. At your command, it unleashes shards
of force that slice through your enemies.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +3 shield bonus to AC and Reflex and can use the secondary powe
r at will.
Daily Arcane, Force, Implement
Immediate Reaction Close blast 3
Requirement: The power Memory of Blades must be active in order to use this power.
Trigger: An enemy within 3 squares of you attacks you.
Target: Each creature in the blast, which must include the triggering enemy
Attack: Charisma vs. Reflex
Hit: 10 force damage, and you push the target up to 2 squares.
A thick cloud of smoke pours through the area, choking your enemies and filling thei
r minds with visions of terror and madness.
Daily Arcane, Fear, Implement, Poison, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier poison damage, and the target’s mind becomes poisoned with madness (save ends). While under this effect, the target cannot shift, and if it ends its turn adjacent to an enemy, it is dazed until the end of its next turn.
Miss: Half damage.
Effect: The blast creates a zone of lightly obscured squares that lasts until the end of the encounter. Whenever an enemy ends its turn in the zone, you can slide it 1 square as a free action.
The area around your enemies darkens as chunks of molten lead fall, searing them with agon
izing heat even as the lead coating hardens.
Daily Arcane, Fire, Implement, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier fire damage, and the target is restrained (save ends). If the target takes 20 or more damage from a single source (including its own attacks), it can make an extra saving throw against this effect as a free action.
Miss: Half damage.
Effect: The blast creates a zone of difficult terrain that lasts until the end of the encounter.
MASTER OF MAGIC
You gain the master of magic power.
The secrets of the magic of the planes are revealed to you, allowin
g you to access any magic to suit your needs.
Daily Arcane
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: Choose one of the following effects.
* Arcane (Teleportation): You teleport the target up to 20 squares.
* Divine (Healing): The target can spend a healing surge. In addition, he or she can make a saving throw with a +5 power bonus.
* Shadow: The target is insubstantial and weakened until the end of the encounter. The target can end this effect as a minor action.
GREATER SUMMON WARLOCK'S ALLY
You gain another creature that you can summon when you use summon warlock’s ally. The specific creature depends on your pact.
Greater Binder’s Ally (Fey)
You can use summon warlock’s ally to summon a displacer beast.
Greater Binder's Ally (Gloom)
You can use summon warlock's ally to summon a gloom beast.
Greater Binder's Ally (Star)
You can use summon warlock’s ally to summon a doom hulk.
Greater Summon Warlock’s Ally (Elemental)
You can use summon warlock’s ally to summon a titan warrior. When you use this power, roll a d4 to determine the type of titan warrior you summon: 1, air; 2, earth; 3, fire; or 4, water.
Greater Summon Warlock's Ally (Fey)
You can use summon warlock’s ally to summon a frostblight treant protector.
Greater Summon Warlock's Ally (Gloom)
You can use summon warlock’s ally to summon a sorrowsworn.
Greater Summon Warlock's Ally (Infernal)
You can use summon warlock’s ally to summon a pit fiend servitor.
Greater Summon Warlock's Ally (Star)
You can use your summon warlock’s ally power to summon a way walker.
Greater Summon Warlock's Ally (White Well)
If you have the sword of the White Well, you can use summon warlock’s ally to summon a spectral protector.
LEVEL 29 HEXBLADE DAILY POWER
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 15th level.
A suit of black plate armor appears on you. Its dull surface gives off no reflection or even the slightest glare, a
s if it consumes the light that falls upon it.
Daily Arcane, Cold, Teleportation
Minor Action Personal
Effect: Until the end of the encounter, you gain a +4 power bonus to AC, and whenever an enemy hits you with a melee attack, that enemy takes 10 cold damage after the attack, and you then teleport it up to 4 squares as a free action. You can end this effect to use the se
condary power.
Daily Arcane, Cold, Implement, Teleportation
Standard Action Close burst 3
Requirement: The power Armor of the Void must be active in order to use this power.
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 4d8 + Charisma modifier cold damage.
Miss: Half damage.
Effect: You teleport each target up to 3 squares.
You pour a cascade of magic into your pact weapon, causing it to glow brightly
with arcane energy as you slash into your enemy.
Daily Arcane, Implement, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your pact weapon.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 6[W] + Charisma modifier damage. After rolling damage, you can reroll any of the damage dice but must use the new result.
Miss: The power is not expended.
Published in Heroes of the Forgotten Kingdoms, page(s) 200.