Warlock > Hex Whisperer
Warlock
Req. 18 Charisma
1. Soul Slurpee: Passive
Damage dealt by DOT effects heals the warlock for half of damage dealt rounded up.
2. Tick Tock: At-Will Attack Range: 3
Target takes random magic damage equal to the roll of (1d6d20+charisma) for 1d4 rounds. This attack does not calculate with your weapon.
3. Get Jinxed: At-Will Action
Warlock puts a random de-buff on target if successful. De-buffs range from blindness, sleep, silenced, poisoned, immobilized, paralyzed, burned, diseased. You may choose the de-buff, but doing so will inflict the de-buff on you as well. You can’t choose the same one back to back.
4. Affliction Addiction: Passive
The more damaged / de-buffed the warlock is, the more potent their spellcasting becomes. For every de-buff they have their accuracy is increased by 1. For every 10 points of damage they have taken the damage they deal is increased by their charisma mod.
5. Feeling Lucky: EOT Action Range: 4
Target is jinxed with bad luck. -1d6 on enemy rolls. Boosts their critical failure range up to 4. These effects last 1+1d4 turns. This skill cannot be used on a target currently affected by it.
6. Carotid Artillery: Daily^10 Attack
The warlock sacrifices X health, and rolls 1d4. The HP sacrificed is multiplied by the roll, the warlock then selects two targets at random within a 2 range circle, which split the damage 50-50. (The warlock cuts themselves, and their blood becomes thousands of small shards, which seek the two random targets and riddle them with cuts.)
7. Blightning: Daily^6 Attack Range: 1
The warlock fires a bolt of black lightning, which deals Weapon+Charisma magic damage and bonus magic damage equal to your [level+CHA mod] for each curse/de-buff on each enemy it hits. Max 5 enemies. Damage is redirected to himself and his allies upon critical failure.
8. SadomasochisticCircleJerk: Daily^10 Action
All targetable persons within 5 squares of the warlock gain all debuffs that the warlock currently has, then the warlock is cleansed of all debuffs.
9. Dark Ritual: Daily Action
Call forth a Cross Roads Demon to make a deal.
Hex Whisperer
Req. Completed Warlock and another Charisma Class, 30 Charisma and cannot be Light Aligned.
1. Aura of Malice: Passive
Enemies within 3 range circle AOE must out roll you on a charisma check to use any ability that deals magic damage or calculates with intelligence or wisdom. Additionally, you gain an extra attack per turn that must be used on a target that you’ve already targeted with an attack or action this turn.
2. Curse of Exhaustion: At-Will Action
Target cannot move more than 3 spaces per round, and receives disadvantage on all physical rolls. Their items temporarily stop giving bonuses. This curse cannot stack with itself and lasts 1d4 rounds.
3. Curse of Vitality: EOT Attack
The receiver of the curse loses [CHA mod] percentage of their HP per turn, which 50% of is returned to as health to the Hex Whisperer. This curse does not stack with its self and lasts 1d6 turns.
4. Curse of Erosion: Daily^6 Action
Target forgets one of their abilities that are off cooldown per turn for 1d6 turns.
5. Curse of Betrayal: Daily^15 Attack
Target no longer recognizes allies or foes. Target will attack nearest teammate for 1d4 rounds.
6. Curse of Time: Daily^10 Action
Target is slowed, or hasted for 3d4 turns.
7. Sphere of Safety: Daily Action
A barrier is erected around the Hexer for 1d4 turns. The barrier cannot be pierced by physical attacks. The barrier has a one range circle AOE.
8. HexFire: Daily Attack
The Hexer detonates all status effects they have active, Removing all status effects from all opponents, but dealing Weapon+Charisma magic damage and Weapon bonus magic damage for every status effect each target has.
9. Absolute Submission: Daily Action
Hex suppresses its targets personality and enslaves them to the Hexer. They become the hexers companion until the hexer loses consciousness or dies.
Comments