Warlock Pact: Xoriat

Magrok

Theorycrafter
Alignment: non-Lawful
Eldritch Blast Pact Damage: Chaotic (pink)
Pact Damage Save: Will
Pact Save Bonus: Will ("Daelkyr's Insanity")
1st-level spell (level 2): Chaos Bolt
2nd-level spell (level 5): Hypnotic Pattern
First Special Ability (level 6):
  • Wondrous Power: (Activation Cost: 10 Spell Points. Cooldown: 1 minute.) Gain an effect from the Potion of Wonder list, using your Caster Level (max 25).
3rd-level spell (level 9): Greater Color Spray
4th-level spell (level 14): Cyclonic Blast
Second Special Ability (level 15):
  • Artistic Creation: (Activation Cost: 20 Spell Points. Cooldown: 25 seconds.) Turn yourself or an ally into a Taken, gaining +1d4+1 alchemical bonus to each ability score and +25% Fortification. Lasts 1 minute per Caster Level (max 20 minutes). Hidden Effect: 5% chance it's wearing a hat like in the fashion show!
5th-level spell (level 17): Turn to Frog
6th-level spell (level 19): Prismatic Spray

This was originally going to just be a suggestion for a warlock pact with a pink damage color, but then I realized, given I'm ME, I should really just write up the whole thing.
 
Upvote 7

Magrok

Theorycrafter

Fey Pact​

Misty Escape and Dark Delirium are switched. Costs and effects remain the same.

Great Old One Pact​

Create Thrall is replaced with Cause Insanity:
  • Target must succeed at two Will saves or be permanently Confused. While in this state, it is considered Helpless. Does not work on orange-named or higher.

Celestial Pact​

Ameliorate is now a multi-target healing spell, basically Greater Vigor, Mass except targeting an area and not each ally. It can also affect enemy undead for as long as they remain within the area, dealing Positive Energy damage. Also, when the initial healing effect expires, a Panacea effect is cast once on each ally that is still within the area.



I would like to do more, like make Cause Insanity stronger (affecting orange-named, etc.), but I'd have to buff Dark Delirium first and I'm not sure how to go about that.
And again, I don't know what to do for the first special abilities other than increase numbers. Which I mean, is fine if that's what they need, but I don't have feedback yet that there's anything specifically wrong with them.
 

l_remmie

Well-known member
I like cause insanity. Permanent duration and helpless is fine on normal mobs.

I like the celestial ability but it's not a perfect fit for the warlock. The celestial gets you a whole lot of temp hp but not actual healing. That is by design.
It's the same ability as the epic strike consecrate ground but that is not necessarily bad.
I would put this ability in the cleric healer tree on t3 or t4 (which sucks sooooo bad and needs a 100% revamp).

For the warlock id make a likewise ability and give it temp hp and light dmg against undead or something.

I love AoE stand your ground designs. They are niche and they should be because of static game play but they also encourage some teamplay and tactical approach to a fight.
 
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